(May 5th, 2013, 16:55)Cyneheard Wrote: @Azza - interesting post. You know that you can confirm your color to the room, instead of just saying that you're on Team Blue?
Offer co-reveal to Azza..
BRick, this would be private between the two of us, correct?
(May 5th, 2013, 16:55)Cyneheard Wrote: @Azza - interesting post. You know that you can confirm your color to the room, instead of just saying that you're on Team Blue?
Offer co-reveal to Azza..
BRick, this would be private between the two of us, correct?
Accept co-reveal from Merovech
PM sent
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.
Since the wording to the revealing process is somewhat confusing since color-reveals are still co-reveal-y in a mutual revealing sense, I'm going to change the wording.
Quote:Color-reveals: just your color.
Full-reveals: Your color and your role; your full status
This should be more natural wording and keep people from accidentally saying the wrong thing.
And thank you for your patience while I smooth out wrinkles in the setup to make this work as well as possible.
Can Mero tell us Azza's color or role if they've revealed to each other?
And Azza didn't use the color when he claimed blue so it could be a lie? But if someone were to use the order reveal to the room it WOULD be true, yes?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
(May 5th, 2013, 19:58)Lewwyn Wrote: And Azza didn't use the color when he claimed blue so it could be a lie? But if someone were to use the order reveal to the room it WOULD be true, yes?
Correct - this is why I thought it was interesting. He could've been lying, which would've been a little odd for the first post, so we'd all expect him to be telling the truth, but if so, why create any doubt? I'm not sure that lying about his color that early would've gotten him anywhere, either.
(May 5th, 2013, 19:58)Lewwyn Wrote: And Azza didn't use the color when he claimed blue so it could be a lie? But if someone were to use the order reveal to the room it WOULD be true, yes?
Correct - this is why I thought it was interesting. He could've been lying, which would've been a little odd for the first post, so we'd all expect him to be telling the truth, but if so, why create any doubt? I'm not sure that lying about his color that early would've gotten him anywhere, either.
Offer full reveal to Cyneheard.
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.