Merovech Wrote:Wait, I'm a little confused; are you guys more worried about scooter than Krill?
They're being huge doofuses, but we shouldn't tell them this. Be careful with future posts.
I think this game actually just exists as a giant nightmare for scooter/dazed. They're taking a test, I mean trying to win a civ game, but they have no clothes, I mean luxuries, and every other player is helping out the big bad guy who's winning the game. And they try to talk to tell people this but no words are coming out, and their enemies can just multiply infinitely because for some reason tech brokering has been enabled the whole time. And everyone's laughing at them because their homeland is a shitty 1/4 of an island that looks like a dying moose-snake.
Okay, sorry, I definitely should have cut out the "Wait, I'm a little confused" part and left the question more neutral, assuming I even still would ask it.
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.
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.
SevenSpirits Wrote:I think this game actually just exists as a giant nightmare for scooter/dazed. They're taking a test, I mean trying to win a civ game, but they have no clothes, I mean luxuries, and every other player is helping out the big bad guy who's winning the game. And they try to talk to tell people this but no words are coming out, and their enemies can just multiply infinitely because for some reason tech brokering has been enabled the whole time. And everyone's laughing at them because their homeland is a shitty 1/4 of an island that looks like a dying moose-snake.
Qgqqqqq Wrote:Actually that raises an interesting tactic - if your only goal is to have vengance on scooter, then once you've got a settler on a boat, pump out a few combat settlers to increase his WW.
VICTORY IN DEATH!
Probably won't work, you need to actually hide them (vs someone with 6-move galleons?) and force your opponent to attack in force (longbows vs someone with amphibious city-raider rifles?).
Ridiculous how Commodore still insists that he was pink dotted by rego when Coneheads is four tiles from their capital. The distance to Commodore's capital? Ten tiles.