(May 16th, 2013, 15:42)Serdoa Wrote: On a different note: Please remind me not to play with 2metraninja ever. Looking at the score he should still be in the running, especially with TT. Yet he decides to throw himself in a war with either Commodore or Cornflakes, just to play kingmaker. Don't fucking play in 6-7 games if you are not willing to put in the time necessary. And especially don't throw the game that several other people are playing in earnest just because you can.
I don't think he's deliberately playing to kingmake, just that he recognizes that his actions are going to have that effect (and since this isn't a dual I don't see how he can prevent that happening). I just wish he'd give us a bit more detail about how he's playing...
Yeah, Serdoa said that before we clarified with him.
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 15th, 2013, 13:40)Krill Wrote: Meh, I saw that, the city plants weren't really his fault: I'd have planted the cities where he did.
And would you have planted them with no defense?
That start was a bitch. Mining/Fishing start and needs AH for food res? Can't split food off for a close by second city? No strat res at the capital? Had to settle second city north in ice to get copper?
Let me be totally honest. I think azza got shafted at that start, and his only reasonable choice was to (somehow) get 2 workers and road down to his second city site with 2 gold and pigs and horse and get that operational ASAP. And yeah, I think he could only have gotten that done in a reasonable time frame if he skipped Archery. He needed to go Agri>AH, warrior to size 2 then likely worker at size 2 because worker first does what precisely? There just isn't much else that works there. He could arguably settled west for that pig with the second city, but it only had 1 resource, and no river, so what point is there in that city? He can't get it quickly (it takes almost 25 turns just to get AH). By that time people are already building settlers and azza can't even have a food res hooked up.
TBH that start reminds me too much of PB3. In many ways I ought to blame myself because I looked at this map to try and balance it and i didn't check that start out properly. It really ought ot have had a sheep swapped over a wet corn and probably another 3 food reources planted close to the capital.
(May 17th, 2013, 23:18)AutomatedTeller Wrote: I'll try attacking next turn, see what happens. We'll have 2 more cats for the followup attack, plus a couple more knights. I dunno - something might come out of this afteralll
I thought AT's spoiler thread title was that he loves it when a plan comes together, not lets throw shit at the wall and see if any of it survives.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
(May 19th, 2013, 13:55)Jowy Wrote: I might have a problem.
My stack was attacked this turn, and several of my units earned a promotion.
However, I can't promote them.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
The second half of the timer has much bigger advantages. They can sit on tiles and pillage resources and their opponent's builds, which would normally have completed in a sequential game, instead get invalidated.
(May 20th, 2013, 20:41)NobleHelium Wrote: The second half of the timer has much bigger advantages. They can sit on tiles and pillage resources and their opponent's builds, which would normally have completed in a sequential game, instead get invalidated.
Additionally first half can't react by whipping after the second half has played until the next turn meaning that after they whip the units will not resolve until after second half plays again. I think that's a bigger incentive to be in the second half. Also on defens in the second half you can whip and the unit will appear in the city before first half gets a chance to attack. Pretty huge.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”