Ah I mean the big inter-site demo game, with Sullla driving and a team of micro gods exploiting every little thing possible. That's the most extreme form of calculated play I've seen I think. The RB demogame I haven't been following, mainly because I dedlurk a team that doesn't report.
(May 24th, 2013, 12:27)Plunder Wrote: I'm not sure if I know which game you meant, the one that is already finished and is on Sullla's website?
If they are not reporting, why are you still ded-lurking? ;-)
No. That one was long ago. There is one going on right now, I think it's #4 or something (RB didn't participate in between the one on Sullla's website and the current one).
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.
Plunder, if you are not a part of any other team you can request to join by going to usercp group memberships and asking to, the same way you sign up for the demogame.
Its the biggest intersite demogame so far, and the first one for RB to participate in (the one you're thinking about is the apolyton demogame).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 24th, 2013, 14:25)Qgqqqqq Wrote: Plunder, if you are not a part of any other team you can request to join by going to usercp group memberships and asking to, the same way you sign up for the demogame.
Its the biggest intersite demogame so far, and the first one for RB to participate in (the one you're thinking about is the apolyton demogame).
Why do you not consider the Apolyton Demogame as intersite? Just because it wasn't hosted at CFC doesn't mean it doesn't count.
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.
(May 24th, 2013, 16:21)Qgqqqqq Wrote: Because RB was the only non-apolyton group IIRC.
Really? Oh, wow. Okay, my mistake.
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.
I signed up to lurk TEAM when the game started, but have only poked my head in there a couple of times in the last few months. I should probably just get myself changed to a global lurker. Is anyone doing extensive turn reports in that game?
Our poor scout is going to need some luck to survive the turn:
Demos:
For what it's worth, because of the score changes, we can tell how many land tiles everyone has in their capital first ring:
suttree: 6
rettep: 8
Brick, et al: 7 or 9
Sisu: 7 or 9
Kuro: 6 (it means they have two water tiles in the fog N of their capital).
Oxy: 8
Molach: 8
WetBandit: 7
Azza: Don't know, because they settled a turn later.
We'll be able to count second ring land tiles too this way, because they affect the score 20 turns after the border pop.
Someone got a score increase from their capital growing to size 2 at the same time, so that's why I guessed that either Brick or Sisu have 9 land tiles and the other has 7. I'm sure there's some Sherlock Holmes kind of stuff that would tell us which. But I'm definitely not interested in going back and combing over every piece of information to know about little things that are happening halfway around the world.
In addition to the power increase from the city growth, it looks like there was one warrior built. (I'm watching Kuro's power graph every turn, so we'll know if it's them, at least the turn after.)