(May 6th, 2013, 16:26)Cyneheard Wrote: Four of us change rooms out of 9, so it's really a question of "who do you want to split up".
There aren't many to split up. One has not even posted yet and might get substituted. Another one has stated that he is confused but nothing else.
Would you like to change room or stay and watch whom we get ?
I'm leaning towards changing rooms, but reserve the right to change my mind.
If Jkaen/Scooter is underengaged with Day 1, and Ryan is still unsure about the game's design/process, I recommend that they be sent to separate rooms for game balance/engagement purposes.
One of those I can try to help with: Offer color reveal to Ryan
ok clearly im playing too conservative, not learning anything.
color reveal w/ azza still on the table offer full reveal w/ Merovich or color reveal if you prefer offer full reveal w/ Cyneheard or color reveal if you prefer
im not comfortable w/ rowain as leader and frankly would rather send him away if he's not going to give something about himself away.
I'd vote for Mero, or myself.
Please don't go. The drones need you. They look up to you.
(May 6th, 2013, 18:06)Bigger Wrote: ok clearly im playing too conservative, not learning anything.
color reveal w/ azza still on the table offer full reveal w/ Merovich or color reveal if you prefer offer full reveal w/ Cyneheard or color reveal if you prefer
im not comfortable w/ rowain as leader and frankly would rather send him away if he's not going to give something about himself away.
(May 6th, 2013, 18:06)Bigger Wrote: offer full reveal w/ Merovich
I'm going to assume that you meant Merovech and I will accept full reveal w/ Bigger
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.
(May 6th, 2013, 18:14)Lewwyn Wrote: Offer Color Reveal with Mero
Accept color reveal with Lewwyn
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.