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.
The 11 split after lynching classical_hero, and most bedded for the night. Not all did, however, as upon awakening, the village found the very dead body of Serdoa. Among his possessions, the village found a journal entry describing his potential ability to see as the Admin does. It is unknown if he ever used his ability, but the village found no trace of his findings if he did.
Serdoa was night-killed. He was a 1-shot village alignment seer.
Serdoa, fortune's child, was seeing again
He foresaw his fate, and then there were ten
End Night One. Begin Day Two.
You may all now post.
Also, let me know if you guys can't easily read that color.
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.
(August 28th, 2013, 07:39)Azza Wrote: I moved off c_h because his posts didn't give me anything that resembled a scummy vibe, while Mattimeo's post that I quoted in my vote did.
I will vote Gazglum, since the current scum meta is to kill your accusers, and because he wanted to tunnel on Mattimeo yesterday based on a small suspicion. If Mattimeo is town (more likely than not) this puts scum that much closer to a villager vs. villager showdown on day one. Tunneling is also useful since you don't have to keep looking for scum (or admit that you can't find any).
Bonus scum point for telling us that we would regret a MJW lynch (since MJW's alignment should not be apparent to a townie).
That was an expected kill, GG Serdoa. Merovech, that blue is a little hard to see on the background, at least for me.
Novice, those are good points about Gazglum, but do you really think he was feeling that pressured from what attention Serdoa had given him? I would really like to hear more from Mattimeo today.
Also, let me know if you guys can't easily read that color.
I would be much happier to see you post names in red.
I like your non-theme, by the way.
(August 28th, 2013, 17:24)Azarius Wrote: Merovech, that blue is a little hard to see on the background, at least for me.
Hmm, I was hoping to save red for if a scum ever dies, but I can find a better blue, like the one we used for mayor votes.
Also, thanks novice. I added a little more, from thestick, to the first post and both right-ups.
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.
(August 28th, 2013, 18:55)Azarius Wrote: Merovech, pretty sure novice was making a joke about the red, as in he'd rather you be posting scum names.
...
How did I not get that?
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.
(August 28th, 2013, 15:38)zakalwe Wrote: I've done a quick reskim and two posts that stand out as strange/opportunistic are Mattimeo's post #75 and Jowy's post #92. Both seem to break with the natural "flow" of the game.
Azza hopped on the Mattimeo wagon with a very contrived reason -- allegedly not being dishonest about his self-preservation vote for MJW -- as his final post of the day, and Jowy suddenly made a complete reversal on me and decided that I was our best bet, on dubious grounds.
Azza's post in particular is very weak, because Mattimeo didn't actually need to save himself when he voted for MJW, as he only had two votes then. Only after that did Jkaen vote for Mattimeo, which was then followed by Azza's vote. So if Mattimeo needed to save himself, it was mainly because Azza turned it into a self-fulfilling prophesy.
For someone unlikely to be on at the deadline, it seemed like a clear self-defense vote disguised as scum hunting.