Please read this before logging into the game for the first time
This thread will serve as a reference for general team information. This will also serve as a good starting point for anyone who joins the team late in the game and wishes to have a place to catch up.
Note: Try to login using the format "scooter [Gillette]" - that way it's easy to tell who is who by looking at the scoreboard. It can be tricky to remember who is on which team, and it's also a time-saver so that when you get to the login screen you clearly see which name matches with our own team.
Few general game and pitboss rules:
1) Do NOT ever Exit to Desktop. This causes problems. You always want to choose "Exit to Main Menu" like this:
(not my picture)
2) Unless authorized to do so, do NOT move units or change anything. If you are just looking around, do be very careful not to accidentally move something. If you do change something on accident, please report exactly what was changed so that we know to adapt accordingly.
3) We all are required to have fun.
Turn Order
1) TEAM - Willem of Sumeria
2) Menagerie - Huayna Capac of Khmer
3) Gillette - Pacal of Vikings
4) Pirates - Mansa of Inca
5) Tropical Trolls - Sury of India
Settings
Diplomacy : Full Private
Spies : No
Corporations : No
Blockades: No
War Elephants : Khmer Only
Tech Trading : No
Nukes : No
Map Trading : Always
Banned Wonders : None
Vassal states : off
Random events and huts : off
Game speed : Normal
Diplo victory : enabled so as not to remove AP/UN, but using the victory vote in-game is banned
Communication with other teams : not permitted without in-game contact, including public communication
Anyone can log in to the team email account. If you are not part of the diplomacy team, we ask that you do not change settings and just generally be careful.
Username: gilletterb
Password: gillett3
POP/IMAP can be used as normal if you would like to receive the emails. If you'd rather not mess with configuring those, it is also very easy to set up forwarding so that each member of the team can get incoming emails forwarded to them instantly. If you would like to get access to that, send a PM/email to me with your email address, and I will get it set up.
Old Harry is currently managing the micro worksheet--look here if you're wondering what cities are building, what tiles are being worked, and what workers are improving, as well as a summary of current diplo deals.
This highlights the key pre-game discussions. These threads are less crucial to read, but they give good insight into what we valued and why we chose certain things.
Amelia Wrote:Scooter, what happens if you exit to desktop? I've been doing it for my FFH game.
My understanding is it can cause serious lag problems (guessing exit to desktop doesn't properly close the connection but I don't actually know). It can potentially crash the game, but I think that's not as common.
Hey, is the password still "gillette," without the quotation marks and comma? I connected fine to the game but kept getting an incorrect password error when I tried to log into "The Viking Empire."
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Are we going to continue to announce it in the main thread?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.