(February 3rd, 2013, 05:31)kjn Wrote: NW into the great city of Adventure One, then 3SW where he can try the famed food stalls of Gourmet Menu, renowned for their clam chowder, and from there due westwards after rounding the southern tip of the sea.
The closest city of CivPlayers is 7 tiles east of Gourmet Menu, and the land is open with a few hills. We don't see any barbs there right now.
Rather than delay any further, I simply sent this to Caledorn via chat. So CFC has directions now.
On the CivPlayers issue - for the moment I'm going to wait to let SevenSpirits take a crack at it as he's requested.
(February 5th, 2013, 07:18)SevenSpirits Wrote: Thanks scooter. So I actually spent over an hour trying to figure out the perfect message before deciding my voice was the wrong choice here. I think I'd be good for talking to OT4E, but not Decebal.
I am curious about what you had in mind here... Can you give more details?
Thanks,
Kalin
Our builders have done some serious number crunching and planning.
According to their calculations, getting the necessary tech for catapults and reserving a building time for suitable amount of cats, supported by army of other military units, would put the start of the offensive at about turn 150.
That would be just the time-point of your end of NAP with the Incan nation.
So, because of that we would like to officially propose a joint attack plan to divide the Incan nation between our countries.
In order to keep the Incan nation from guessing our intention of attacking with catapults, we have stopped aggressions for now.
The plan:
- WPC will research the necessary tech for catapults, and then proceed to build large enough amount of catapults for both attacking teams.
- RB will research and build up their army as they see fit for the attack on the Incan nation.
- The amount of catapults built by WPC will be divided equally between the RB-Inca and WPC-Inca fronts, so plan your army size and composition accordingly.
- The Incan lands would be divided between the RB and WPC in a robust manner taking the positions of our nations into account. (i.e. RB would get the southern cities, WPC would get the northern cities -- regardless of the city size) We have no desire to quarrel over few tiles.
Those are the main points that determine the objectives of our joit offence.
More detailed planning would be done about the timings and the attack paths of our armies.
Also the "shipment" of catapults needs to be planned carefully so that it doesn't raise suspicions.
Our entire team is enthusiastic about this possible joint offesive,
and we see it as a great opportunity to make our teams a force that will stand the test of time until the endgame.
I ask you to consider this plan, raise any questions that you might have and give your official answer.
As this would be rather long term project, we would prefer a official commitment.
Naturally, turn 150 is still quite far away, so take your time to think about this proposal (but not too long ... lol).
Wow, they really, really, want us in on this, allowing us to build an army "as [we] see fit." Makes sense, of course, but nice to see.
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.
(February 5th, 2013, 11:09)waterbat Wrote: how much faith have we in WPC to execute their half of the war effort?
we havent really done much long term planning - this will give us a chance to forecast what the world may look like on t150.
They strike me as almost painfully earnest, and with little thought about timing and gameplay considerations. I very much expect them to try to execute their half of their war effort, but at best only make as much headway as the first time around.
Furthermore, I consider that forum views should be fluid in width
We definitely want to say yes to this in some form! Details may be a bit difficult to iron out, but I think we can work something out. There is plenty of time. My initial reaction is to say: "yes, let's discuss details".
well ... they're certainly expressing that they'll pull their weight and more ... given that we've been playing around with plans to the similar end (war with Germans at 150t) even without their support