I found this video on youtube, which was rather cool, as I never saw it in game (you have to lose to a transcend video for it to happen, which of course I never did ).
Please don't go. The drones need you. They look up to you.
Maniac Wrote:"You are mad, Lal," shouted Colonel Santiago. "This is no matter to vote upon. This will be determined by survival of the fittest. The one left standing has the right to live." Pedro Santiago then promptly lunged himself at Qgqqqqq's throat, muttering to himself "I don't feel like having to type that username a whole game long".
(I assume NAP stands for non-agression pact?)
I love how Maniac has given Colonel Santiago a sex change. Pedro?
fyi, her original first name is Corazon.
Please don't go. The drones need you. They look up to you.
Bigger Wrote:I love how Maniac has given Colonel Santiago a sex change. Pedro?
fyi, her original first name is Corazon.
From "Heart" to "Peter" (which means "Rock"). I wonder if there is any significance. Probably not, but you never know...
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.
Here's a little minor spoiler to get conversation going. In spoiler tag mostly in case a living player accidently clicks on this thread.
It was necessary to give 4 different players "safe" roles/names to claim that are not actually their true role. Of those that have name revealed so far, who, if any, appear to be lying?
Please don't go. The drones need you. They look up to you.
Questions for lurkers:
Who will be lynched first?
Who will be night-killed first? (wild speculation is allowed, since you don't have much data to go on here)
Will Tasunke role-reveal on day 1 once again? <G>
Please don't go. The drones need you. They look up to you.
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.
well it looks like you're my only lurker, until we have some dead people here.
Questions 1 and 3 are rather obvious (although its still early, hard to say for sure if Tasunke will be lynched right now). But why thestick for the night kill? Other than, you obviously think he is village.
Please don't go. The drones need you. They look up to you.
Well, it's mostly a random guess. At this point, I think he is a villager, and he is very active. I'm not sure if his activity has been good villager play or not, but I think he'll hit something soon, if he hasn't already, to worry the wolves. Of course, it might be that I say this then he turns out to be a wolf all along.
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.