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Fiddling While the World Burns or How to Tick Off Bob: EITB21 Lurker Thread

Yes, but one would assume that he would want to stockpile the Kilmorph soldiers before he finishes the Rite.

plako probably could have grabbed the Crown with his elemental before attacking...
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Just concede to plako and be done with it...
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Uh, I hope Dave didn't attack because he knew about plako's tower plans while Ilios didn't. That would be retarded even if plako agreed to a spoiled takeover.
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(October 20th, 2012, 14:30)NobleHelium Wrote: Uh, I hope Dave didn't attack because he knew about plako's tower plans while Ilios didn't. That would be retarded even if plako agreed to a spoiled takeover.

It's hard to imagine that if Illios was paying attention, he would not have realized Plako's goal (although not necessarily how close Plako is to winning)
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.
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I believe this game was named the "Land of Broken Dreams" in the google document.

Dreams thus far:
Selrahc with Armageddon Rush: Broken
Bob with Hyborem Rush: Broken
HK with Angel Rush: Broken
Plako with Tower Rush: ???

I hope Ilios wins this!
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This is about as much a tower rush as building carriers 60 minutes into a Starcraft game is a carrier rush...
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You know, plako can probably get a Flesh Golem with obscene strength using those Horsemen items.
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(October 20th, 2012, 14:30)NobleHelium Wrote: Uh, I hope Dave didn't attack because he knew about plako's tower plans while Ilios didn't. That would be retarded even if plako agreed to a spoiled takeover.

While I was trying to take stock of the game, I saw the F8 screen showing plako with 4 towers built. I think that was enough of an indicator. I didn't even attack one of his tower cities, so it wouldn't have slowed him down after he cleaned my clock.
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(October 20th, 2012, 13:12)Ilios Wrote: Nice going on taking the holy city, I hope you popped its border with the Fellowship Disciple I had prepared for the attack, and that you didn't have any units outside of Elohim borders.

Yeah, once I saw this it became obvious that he was planning to attack, so that's fine anyway.
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Sigh. I've been lurking this game since before I officially joined RB. I was kind of hoping it would end with a bang, not a concession, but it was quite a ride!

Edit: same with PB 5, actually.
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.
Reply



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