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Any interest for a new PBEM (EITB)

(June 28th, 2013, 21:04)HidingKneel Wrote: Sounds good to me nod. Thanks for stepping up, Merovech.

+1
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(June 28th, 2013, 20:52)Merovech Wrote: Hey, I'm a little spoiled, but I'm the only one who responded to TBS's thread in the general forum, and since he's leaving instructions, I should be able to sub for him without any of my spoilery knowledge affecting anything, if you guys are okay with that.

Yeah, thanks Merovech
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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(June 29th, 2013, 09:30)Yell0w Wrote:
(June 28th, 2013, 20:52)Merovech Wrote: Hey, I'm a little spoiled, but I'm the only one who responded to TBS's thread in the general forum, and since he's leaving instructions, I should be able to sub for him without any of my spoilery knowledge affecting anything, if you guys are okay with that.

Yeah, thanks Merovech

fine by me as well, but it might be a moot point
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Yeah, any chance for another save before I go?

Thanks a lot for your help Merovech, I just completed the instructions in my thread. Forced me to plan ahead.alright

How do you want to get the save? Just download from the tracker or I can probably set my email up to forward it on.
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It's be great if you could foward it to RBMerovech at the usual place.
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.
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And the dwarves play after the centaurs; send the save on to hidingkneel at gmail.

That is, if the save gets moving again...

Quote:It's turn 47
Sian has the save.
74 hours 31 minutes passed since the save has been handed on.

*poke*
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(June 29th, 2013, 18:49)Merovech Wrote: It's be great if you could foward it to RBMerovech at the usual place.

I can take you into the tracker if you want...
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Reply

ehh, it's just for four days. The tracker might be more trouble than not.
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.
Reply

Just checking that my not having a save is not due to a fault on my end. Is someone else still playing their turn?
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.
Reply

Sian apparently hasn't played in almost 5 days.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Reply



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