(May 11th, 2013, 03:52)Jowy Wrote: Broken English is adorable.
Ehh, as someone who used to work almost entirely with recent immigrants, it can get cumbersome pretty quickly (not that I begrudge them, of course). I do agree that in print, it's "cute"
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've had a nice experience being a member of RB but my stay is apparently short-lived. If you see a 'guest' getting around it might be me in future.
Unfortunately no one stepped up and said 'three MP experienced and bad mannered sophomore douches shouldn't be part of a friendly noob match' and that's where I draw the line. It's not enjoyable when people want to be arseholes.
Top 8 players, I have a lot of respect for you stepping up to be a part of things. Really thought nothing would come of it and it would be a backyard pitboss with 4 players on my own host in early June. Spoiler threads are obviously well thought out and caring for a long term Civ match. Everyone else who I've met here, love your work goodjob!
I just can't take interpersonal bullshit when it's not contained and unfortunately it seems like that's where it's going for the next 8/12/16 months.
There's a reasonable spoiler thread sitting there if anyone wants to take over. I won't be reading any of the other threads in this area in any case.
This out-of-the-blue bomb is one of the funniest posts I've seen at RB. Gold.
Was going to comment in Kuros thread but thought that might be too much for being a global lurker. But I think he really has his tile-rankings wrong. Stating that Fish is a better tile than a Grassland Forest Deer, while playing IMP/EXP is hard to not comment on tbh.
Yeah, what? I take back what I said about him maybe not being so green...
Even if he did have another, better tile, why would he tech AH before hunting? I really don't understand. He doesn't have a AH resource and he has a hunting resource, plus he saves beakers this way. His and BaII's logic that they should tech AH before hunting to find out where horses are for their second city is pretty freakin' bad. His second city should almost certainly go towards sharing some of that capital's excess food, maybe 1SE of the deer, unless something absolutely incredible is nearby, and horses ain't that. Save that for the third city or later: You're Joao, lots of fast cities is kind of what you do.
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.
lol I didn't even realize he was jao and thought the same thing. serdoa, Im not sure, but I don't see the harm in you commenting, as you aren't commenting on any other players.. and it is a freaking greens game after all.
Please don't go. The drones need you. They look up to you.