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[SPOILERS] I lurk, therefore I am-PB15/pbem type thing lurker thread

lets lurk this bitch
Please don't go. The drones need you. They look up to you.
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ok, I didn't want to be too obvious in the setup thread and influence the draft, but I'll say it here:
the concept is interesting, but not really fair. Saladin is *SO* much better than the other leaders in the pool. he's the only SPI leader, and SPI is really strong here. he's also PRO, which is pretty good in rbmod as well.

I'll be surprised if Saladin isn't picked with the #1 pick.

from a lurkers perspective, all but saladin and lincoln are AGG, so that should encourage fighting, I guess.
Please don't go. The drones need you. They look up to you.
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(August 20th, 2013, 06:56)Krill Wrote: Straight forward pick order IMO:

  1. Boudica
  2. Stalin (if no other INDs available)
  3. (Genghis)
  4. Hammurabi
  5. Stalin (if other INDs available)
  6. Cyrus
  7. Tokugawa
  8. (Lincoln)
  9. (Roosevelt)
  10. (Monty)
  11. Saladin

(I'm never picking Freddy, either scooter gets no choice or additional leaders enter the pick. I fucking loath that trait combination just because it's so boring).

hehehe, crappy starting techs or not, SPI/PRO is good here, imo smile
Please don't go. The drones need you. They look up to you.
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He justifies that later by saying that this game will likely be over fast, which stops SPI being useful.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I'd go Boudica as my first pick, just because I think that it would be so fun, and I think that she might actually be pretty decent now. Saladin is almost certainly a better leader assuming the game isn't over super quickly, however.
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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Who is the map maker for this?
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(August 21st, 2013, 15:10)classical_hero Wrote: Who is the map maker for this?

'sup.
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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Third draft of the map. The immediate starting areas should be balanced, but I have not yet balanced happy resources nor stone/marble access. If I don't get any comments about the starts here, I'll give starting screenshots to the players in about 7 hours.


Attached Files
.zip   15 take 3.zip (Size: 10.61 KB / Downloads: 9)
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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I think surrounding area is fine. Some bit weaker (like Portuguese), but nothing major with their requirements.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I'm not an expert, but things that I feel would improve the balance of the starts.

Start 1 has bfc horses, but the two immediate neighbours (4 and 7) have bfc copper. I'd swap start 1's copper and horse around.
Also, start 1 neither has a fed 2 hammer plant nor much of a river. Not enturely sure what to do with start 1, it looks a bit weak.

Start 2 I'd change the plains hill 2S to a grasshill. Otherwise there's a strong chance they'll move the settler there, getting bfc ivory with 2 food resources.

Start 3 has furs in the bfc. I'd change it to incense or something.

Delete the windmill from start 4, move the start 1N. Move the fort somewhere into the southern forest, move the camp 2N and move/remove the western phsheep. Place scout/warrior so pig is visible.

Start 5 needs copper, and I'd consider changing the start tile to a plains hill.

Start 6 move horse 1N or start 1S.

Start 7 seems fine.
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