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[SPOILERS] repet use a dictionary this time...

... to hit his keyboard. shhh


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I don't know why, but I found that post really funny. It was the smiley that did it. By the way you spelled your name wrong. smile
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(June 13th, 2013, 21:32)TheHumanHydra Wrote: I don't know why, but I found that post really funny. It was the smiley that did it. By the way you spelled your name wrong. smile

Agreed; I laughed out loud. I think he spelt it that way on purpose, however wink.
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, that's even funnier! thumbsup to this thread.
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Finally I'm winning the post-count! cool

And yes, I didn't think it will cause any problem so I did it on purpose.


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"Winning the post-count is the most important part of the game."

- Civilization IV manual
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Yeah, the image of someone bashing their keyboard with a dictionary is pretty funny. lol
If you know what I mean.
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[Image: retep216.JPG]
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Combo options:

Julius ORG IMP of Mongolia HUNT WHEE
Sury EXP CRE of Spain FISH MYST
Ramesses SPI IND of China AGRI MINE
Washington EXP CHA of Germany HUNT MINE
Bismarck EXP IND of Aztec HUNT MYST
Gandhi SPI PHI of Inca AGRI MYST
Hammy ORG AGG of France AGRI WHEE
Wang Kon FIN PRO of Zulu AGRI HUNT
Joao EXP IMP of Khmer HUNT MINE
Pericles CRE PHI of England FISH MINE

I'll ask here. Isn't give to Joao (which is great) the only civ that can build WE a little overpower?


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Combo options:
My first impressions.
The most obvious thing is that I need to start with hunting.

Julius ORG IMP of Mongolia HUNT WHEE ---Good
This is great, it will probably be gone by the time I have to choose.

Sury EXP CRE of Spain FISH MYST ---No
This is a trap. Crappy techs that tell me one thing, there isn't a coastal start otherwise it would be to OP and the lurkers wouldn't allowed. I could be choose by someone but not me.

Ramesses SPI IND of China AGRI MINE--- No
Oh China, nice starting techs if you start with grains. For me is not very good. IND could be great if nobody else have it but I don't see myself building the early wonders.

Washington EXP CHA of Germany HUNT MINE ----Maybe
This is actually okay for my start, there are better options though.

Bismarck EXP IND of Aztec HUNT MYST ----Maybe
Another okay combo better than Washington but not for much.

Gandhi SPI PHI of Inca AGRI MYST ----No
Another trap, Inca without EXP is not really that impressive. The starting techs are bad for me as well.

Hammy ORG AGG of France AGRI WHEE -----No
The only AGG pick, good starting techs if you start with grains, someone might take it though I don't think so.

Wang Kon FIN PRO of Zulu AGRI HUNT-----Very improbable.
Intersting as always Wang Kon is trown like bait. This combo has the only FIN paired with Zulu for good starting techs and Impis. I can see someone taking this. Me? Maybe if there is no other option. I hope not though.

Joao EXP IMP of Khmer HUNT MINE---- Good.
Joao for fast expansion, good starting techs plus the only civ that can build WE? OP in my opinion. If someone not take this first I will doubt of my opponents.

Pericles CRE PHI of England FISH MINE ----No
Bad starting techs for me, really slow start.

I can guess some things for the combos.
1) No coastal start.
2)There are a lot of HUNT civs, this means AH resources in the BFC capital is very very possible for all players.
3)A lot of HUNT and MIN civs means that people will go Bronze and AH early, so rush are less likely to happen


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