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Poll: How surprised are you to see a poll up again?
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Not very.
15.38%
2 15.38%
Exceedingly!
15.38%
2 15.38%
You're a damn commie trying to sabotage the thread again aren't you?
69.23%
9 69.23%
Total 13 vote(s) 100%
* You voted for this item. [Show Results]

 
WW 31 Game Thread PARANOIA

(January 26th, 2014, 14:29)Catwalk Wrote: Will you be commenting more on this or leave us guessing?

Maybe but if you would read my posts you could find the answer already.

(January 26th, 2014, 14:29)Catwalk Wrote: Didn't even know we'd lost, I'm not a fan of handball smile

What?? Then you can't be Danish wink

(January 26th, 2014, 14:29)Catwalk Wrote: And I still don't have a strong case against you, I just find your comments the last two days extremely puzzling. I'm having a hard time believing that villager Rowain would throw a wrench that big into our machinery. I'm still very interested in hearing your explanation, btw.

I have given you all explanation you need. (goes also for novice, jowy, sunrise ..). It is absolutely not my fault if you can either not read, don't believe or don't understand.
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Okay let's start with smaller things smile Who'd you use the item on? smile
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(January 26th, 2014, 16:39)Jowy Wrote: Okay let's start with smaller things smile

Absolutly. So what did you do N1,2,3?
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I would like to know what you did too Jowy.

And also from the description of the item I would assume that it safes someone once against a kill. Therefore telling who he used the item on isn't really helping much imo, but assuming he is a villager (and so scum does not know whom he used it on) it is hurting quite a bit by telling them freely.
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Also I think you both are town (as well as novice and Q) so maybe we could start trying to hunt wolves instead making our lives harder? I think the players that really need the most pressure right now are

Azarius
Ichabod
xenu

These 3 have not even chimed in at all. Merovech did but I'm not sure that one post counts wink And zak I would love to hear some thoughts from you on the general situation.
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What about Bob? smile
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Well, yesterday I was sure that novice was a scum and Gazglum was scummier than Bob.

Out of the three that you just listed, Serdoa, here are my opinions:

Ichabod - Wow, I really haven't thought about him at all. His votes have been okay all game, at least from what I can tell, and he really wanted to lynch Bob Day 3, which seems smart in retrospect, though if both Bob and Gaz were village, that's a great scum cover. He doesn't seem to have made much substance otherwise. His power role, unless I missed something, is unknown. It's hard to get reads on lurkers. I don't think that he is the best candidate for lynch today unless something happens, but I'd naturally give him a slightly higher chance of being scum than an super active participant.

Azarius - I haven't interacted well with him this game; I think that he has been role-fishing, though part of that might have resulted from a misunderstanding between us. He was on Gazglum from the very beginning; I didn't really think that Gazglum was scummy Day One, but whatever. His votes overall have been pretty logical. I do have a sightly scummy lean on him.

Spacetyrantxenu - I still kind of think that I caught him. I really do hate to lynch someone with a major time constraint, combined with being a noob. More scummy than the above 2.

I think that we should think hard about lynching Bob before at least Azarius or Ichabod. I also am starting to become uncomfortable with Ryan not losing a clone last night, but his seering has been validated so far, even if he's only gotten villagers hanged. I still don't like Rowain's play, but not nearly enough to seriously consider him as a lynch target.

Matt has also been lurking for most of this game, and my opinions on him are similar to my opinions on Ichabod.

I believe Q to be a villager and have village leans on Catwalk and Serdoa.
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, and Jowy.
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 zakalwe, dang it.

novice, I guess Ryan's scan makes him 95% a villager, if we can trust Ryan.
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

(January 26th, 2014, 17:36)Merovech Wrote: I also am starting to become uncomfortable with Ryan not losing a clone last night, but his seering has been validated so far, even if he's only gotten villagers hanged.

Only one villager smile Bob is still alive and kicking, although seems to be forgotten by most. smile
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