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Intersite Game - Turn Discussion Thread

I just want to say that I am pretty happy to have Sullla as our turn player and I really hope he'll continue the great job he's been doing.
Kalin
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On the reporting discussion - the current system is fine IMO. The turn player is going to have to make some decisions here and there. You are not going to agree with all of them. If that's too much for you, you're probably participating in the wrong game. It'd be one thing if the turn player was consistently making bad decisions, but I think we can agree that is clearly not the case here.

That said, if we want to suggest that Sullla plays most turns after 12 hours or so, that'd be fine I guess. I don't think it's necessary at this stage though.

Also the novice plan looks great.
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Another thumbs-up vote for Sullla. He's doing a great job of reporting and I think the team should allow him the freedom of making some minor tactical decisions without trotting back to set up a poll each time.
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We are all set and ready to go for the next turn! thumbsup

Unfortunately the German team still gets another 23 hours to play thanks to the mod. frown Love this mod so much...
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(December 10th, 2012, 11:45)DaveV Wrote: Another thumbs-up vote for Sullla. He's doing a great job of reporting and I think the team should allow him the freedom of making some minor tactical decisions without trotting back to set up a poll each time.

Agree.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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I apologize for giving the wrong impression, Sullla. I have been and continue to be impressed by your reports.
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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He's been doing great so far. I'm curious if there will be another video supplement? We have not had one for a while.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Had a chat with the German team in-game. Then with 30minutes left he ended turn.
And guess what, barbs, barbs and barbs! smile

All yours, Sullla.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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I hope you promised violence if they don't learn to use the red button.

RE: barbs - more axe XP incoming! hammer

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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No screenshots, shame on you, m_h!

The southwest. We have an axe 1S of the plains hill in the southwest corner, but I doubt we can scout with the axe in the city now.




The southeast. Nothing to worry about yet.




The northeast. The axe outside MM will need to clear that barb out before we settle Forbidden Fruit.




And for those interested, the power graph. Note how the Germans pass WPC but gets losses the last turns.


Furthermore, I consider that forum views should be fluid in width
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