We should name that mismoved knight something to memorialize it.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
what;s to salvage? The other teams can read the map - they know what happened - having WPC out there putting the message out that we screwed them is already painted on the map.
Here's one vote for leaving the incan's alive long enough so they can take Huron and then we capture and keep that too - just for the lolz
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
I would still listen to the video if you missed it since most of the awesome is not in the actual chat.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Best Parts:
+The Raging
+The Knight
+The Chat
+The fact that turn player had to watch us take all those cities like it was nothing.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Laughing at them for being terrible is only going to make us seem like we're laughing at them for "falling" for the alliance. They obviously tossed units next to the town to trigger the part of the agreement about rights going to them if they were about to capture the city, and we blatantly made the decision to ignore it.
I agree that what Sullla typed to them is better than it could have been, considering what was being said on the mic.
I will be interested to see the route Scooter decides to take with WPC...
Watching the first half hour that I missed. The spoken rant that didn't make it into the chat was seriously impressive, that was a Lewwyn-level rant. I genuinely sat at my computer and laughed out loud .
This is a mess, that chat was a terrible idea, etc. But at least I got a laugh out of it.
Anyway, I think it'll be okay. I'll draft something up tomorrow.
But the problem is that we had to capture that city (Warendorf) this turn, and they didn't have units in place to attack it. Just a chariot, which had zero chance of killing fortified longbows. We could not wait another turn for them to throw their stack at it. Honestly, if they had those units ready to attack, I would have said fine with it. But no, we're not going to kill both longbows and then let them walk into the city with their chariot. It wasn't even possible - both times we played, we won the knight vs longbow battles. There was no opportunity to let them take the city. Feel free to tell them that in diplo if you want. We had to eliminate the cultural borders immediately to spring forward to our other targets. If WPC had not run around in circles for the first four turns of the war, they probably would have captured that city pretty easily.
I just watched the stream. Woah. Honestly, Sullla showed more restraint than I would have. Edit: Not to say that he should have typed that stuff, just that I would have made the same "mistake."
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.