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Nothing like the Prodigal Sons: The Odd Couple actually play as themselves.

Alright, so based off that, Noble and I had a lengthy conversation. So here's the generic ranking of RB Civvers. If any lurkers want to propose someone, I'll add them to the tiers post hoc if I or Noble know enough about them, but I think we covered anyone whose either notable or played in a semi-recent game.

*Disclaimer - this is not a comment on anyone as a person, plenty of very likable and charming guys on the lower tiers. Skill in RB-style Civ games is the only consideration, so your performance in say, a Tech Trading game with full espionage does not factor.

Tier 1 - Elite
mackoti, SevenSpirits

Tier 2 - Perennial Contender
Krill, plako

Tier 3 - High Skill Cap Veteran
novice, Noble, Serdoa, Pindicator, regoarrarr, Ceiliazul, zakalwe, Kyan, Sullla

Tier 4 - Competitive Veteran
scooter, Gaspar, Commodore, Lewwyn, Nicolae, Thoth, WK, ShootTheMoon, Lord Parkin, luddite, Darrelljs, Ilios

Tier 5 - Has Potential (i.e. unrealized veteran potential or promising sophomore)
Cyneheard, Oledavy, Bigger, Old Harry, WilliamLP, Gavagai, Boldly, Cornflakes, slowcheetah, Ichabod, retep, dazedroyalty, dtay, wetbandit, GES, SleepingMoogle, Ellimist, kjn, fintourist

Tier 6 - Low Skill Cap Veteran/Slowly learning newbie
Brick, Sian, 2Metra, spacetyrantxenu, Merovech, TheHumanHydra, suttree, thestick, Yuri, mostly_harmless, Ruff, Bacchus, YossarianLives, Caledorn, Oxyphenbutazone, antisocialmunky, Tatan, Mardoc

Tier 7 - Greens Game Level
Azza, Qgqqqqq, Jester, DMOC, HitAnyKey

Tier 8 - SP level
Nakor, Jowy, BaII, Dhalphir, Kurumi, Halvgud, Jkaen, Dantski, Catwalk, Brian Shanahan, Twinkletoes

Tier 9 - The Dregs
Archduke, Kuro, ad hoc, gingereagle, Adlain

*note top 3 tiers are ranked by approximate skill level. After that it got too hard.
I've got some dirt on my shoulder, can you brush it off for me?
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Couple random notes on that list:

  • I gave Noble's opinion a lot more leeway on anyone who's played much in the last 12 months, since I've followed very little in that time.
  • Don't get too hung up on it. Its just opinion.
  • Particularly the lines between say, low tier 3/high tier 4, low tier 5/high tier 6 are hard to distinguish. The T4 and on lists are not ranked individually, so if you're so inclined, assume you are where you want to be within the lists.
  • If anyone does disagree strenuously, I'd love to hear the argument.
I've got some dirt on my shoulder, can you brush it off for me?
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Here is, for me at least, a better question, since I'm just going to reject your ranking of me (not that it doesn't have some merit, just that I am very biased, and with that bias, think that you're wrong. And yes, my argument basically boils down to "eventually I'll have the time to play a game on my own, and I think that I will do well.*" It's not the world's best argument): Do you place me as a veteran or a newbie?

*This is not an indictment of my partners in these games, more that I have regretfully became disconnected from the games when I stopped turn playing (less so in PB12, but still a bit).
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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You're a newbie.
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(November 22nd, 2013, 02:19)NobleHelium Wrote: You're a newbie.

Okay.
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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Oh christ they changed the controls again in AC4. Shift is now the foot key. What was wrong with the Ezio ones again?

Although they did make them customizable this time...

Edit: actually no, what they did was make the old high-profile key (right mouse) into shift. Because they need right mouse for the new free aim. That's okay I guess.
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Quote:"eventually I'll have the time to play a game on my own, and I think that I will do well.

I sympathize very much with this.

"Someday when I have time to actually plan out a game plan and do more than 5 minute turns, I can show I really AM good at civ and such...."
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I can beat Noble any day.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Everyone could beat Noble every day, probably because of his charming personality :P
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Everyone can beat Noble every day, because the AI is dumb tongue

I'd be interested in the chat that spawned that, unholy monster that it likely is.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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