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{THE BARRACKS} 2R1B

Might as well start this off then: blues, I suggest you join me and Vote Pindicator

Here's why this is in your interest.
Right now we have 4 blue, 4 red, and 1 grey in each room. Us greys will decide which person wins the vote. The bomb and the president have both met their respective doctor/engineer, so we've avoided the dreaded "everybody loses" scenario.
The bomb is in a different room than the president, so blue is in favor of the status quo and red is against it.
The survivor is in a different room than the bomb. The rival is in a different room than the survivor. So both greys are in favor of the status quo and would like to keep it.

So blue and grey both favor the status quo. And it is in blue's interest to not change the status quo, otherwise they risk having the grey player's interests diverge from their own.

I'm hoping Rowain and the blues in the other room are smart enough to see this and reciprocate.

The fly in this ointment is that we still have to figure how to send people for 3 more days, but we have 48 hours to work through how to do that.
Suffer Game Sicko
Dodo Tier Player

is tasunke voting with blues?
Please don't go. The drones need you. They look up to you.

(May 9th, 2013, 17:03)Bigger Wrote: is tasunke voting with blues?

Oh yeah, Tasunke...

Did Selrahc reveal to anybody yesterday?
Suffer Game Sicko
Dodo Tier Player

Blegh.

offer full reveal Tasunke

Offer full reveal 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.

I was offline from the middle to end of last round, btw.
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.

mero can't you just read your old pm's?? we have to do this again? :P

accept mero
Please don't go. The drones need you. They look up to you.

(May 9th, 2013, 17:30)Bigger Wrote: mero can't you just read your old pm's?? we have to do this again? :P

accept mero

Lol, nevermind. I even wrote everything down last time.
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.

Good morning everyone. I'm glad that the rooms have become slightly more balanced - this game isn't as much fun for minorities.

Accept full reveal with Bigger

Hello control room types. How did things go there yesterday? I imagine a bit of chaos when you realised about the random swap.

Scooter, I can confirm that Q is red.

Quote:scooter anything I should know? I'll wait on gaz, but I think we're in good shape.

would like to know who was the leader here last round, and why rowain was sent over.

Rowain was leader in Round 1, then Pindicactor last round. Scooter and me and Tasunke voted for Pindicator, the rest voted for Jkaen but Merovech was AFK. It ended up 4/4, and Pindi was in first so he was leader. I think Rowain was sent because it was believed, based on previous behaviour, that he was the other Grey, but one who is happy to align himself with red. So sending him was a way to build up the red voting block in the other room without losing too much red power in here.

I only skimmed the end of last round, so somebody else might be able to explain it better.

Pindicator and me have said some things we regret (or I have), but I hope we can start afresh today. Pindicator has been very honest about his interests so far. He wants to live! I want him to live too. Ichabod has made a lot of fair Red overtures to Pindicator, but its hard to know if he's in a position to follow through with them at the moment.

Tasunke is still a bit of a question mark. He lurked last round, despite Ichabod begging him to private full reveal. In fact, I might make the same request.

TASUNKE - a private full reveal (if you're allowed to make it) would be great.

(May 9th, 2013, 17:18)Merovech Wrote: Blegh.

offer full reveal Tasunke

Offer full reveal Bigger

I cannot do full reveals since I am the blue fugitive ... pretty sure Selrahc is the Red Spy.



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