Orthus was created, I doubt anyone will have a problem killing him. But it should slow one player down a little. I don't think Orthus spawned on my island.
There seems to be a lot of space N of the former Lanun Capital. Maybe I'm not on an island after all.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
(December 13th, 2012, 05:00)Old Harry Wrote: How long have you got to go now? Can anyone stop your insidious plan?
Well, with another player, TheBold, quitting all his pitboss games, there aren't many who can stop me.
In fact. I'm 50 scorepoints ahead of anyone at the moment, which shouldn't be happening.
Philosophy completes in two turns. After this I'll build prophecy in my capital (warrens finished next turn) and start pushing the AC. 3 workers will chop a forest every two turns, it should finish timely.
Tbh I think if this was a landbased map and I'd show up with two archers and my HM I probably could take out another player. They don't seem to have played very well so far. And I guess barbs are a serious pain.
Hart asked me to finish cause he doesn't see a lot of sense to continue (it's turn 50 something).
Seeing how Orthus doesn't move, makes me sure again I'm on an island. I doubt very much that any player could invade me in time, even if I stated my intentions publicly.
I'll be finishing a monument in my 2nd city and get another settler there within the next 50 turns. I'm pretty sure my economy will be able to feed my troops of doom without losing gold. Haven't tested that though.
I'm sad to say this game wasn't and won't be very exciting. A main reason is that we manage to get a turn every 3 days in average, which isn't my fault.
After the main culprit died TheBold quit from all games, including this one, and takes 30 hours per turn now.
So no, no one can stop my insidious plans, but the apocalyptic riders will be bored fast and demand my head for calling upon them in such a trivial conflict.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
(December 13th, 2012, 11:41)Yell0w Wrote: n is that we manage to get a turn every 3 days in average, which isn't my fault.
After the main culprit died TheBold quit from all games, including this one, and takes 30 hours per turn now.
So no, no one can stop my insidious plans, but the apocalyptic riders will be bored fast and demand my head for calling upon them in such a trivial conflict.
Heh.
Can't TheBold be kicked to AI? I'm sure T-Hawk has talked about that kind of thing. Of course T-Hawk is basically a wizard...
(December 13th, 2012, 11:41)Yell0w Wrote: n is that we manage to get a turn every 3 days in average, which isn't my fault.
After the main culprit died TheBold quit from all games, including this one, and takes 30 hours per turn now.
So no, no one can stop my insidious plans, but the apocalyptic riders will be bored fast and demand my head for calling upon them in such a trivial conflict.
Heh.
Can't TheBold be kicked to AI? I'm sure T-Hawk has talked about that kind of thing. Of course T-Hawk is basically a wizard...
I, in fact, suggested that to GA hart already.
Also I'll post screen shots when either I've finished exploring my island or finished the Prophecy.
EDIT:
ahh it's Christmas time, a little candy:
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Well the game was finally aborted. I still played my turns but with only one other player still participating it was boring and pretty pointless. Now after all the server has gone offline.
Before I started this game I hoped to be able to finish this report, telling how much fun it was to play with the reddit guys...
well it wasn't.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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.