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Gillette Diplomacy Thread: Dossiers, Scheming, and Puppet Strings

A positive response definitely seems to be in order. smile Maybe they were planning on 2E from the beginning, but even so this works out well for us. So we should let them know we appreciate it.
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Definitely need to send them a big thank you for being reasonable. Hopefully that's a good sign that we have a possible longterm friend here.
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I'll send that then, unless someone has a different wording they would like. I think I'll use "Indonesian Ispolini"
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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Very cool! Well done diplo team! Just further goes to show that it's strong diplo that wins demo games more than anything else.
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Merovech Wrote:Yes!!

Edit: Possible reply: Dear _______ ______,

Have we ever mentioned how much we love you guys?

Team Gillette

Brilliant!

We should remember we're doing them a favor letting them go there, but looks like we got an ally...
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Sent
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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Good job guys!
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FYI:

Trolls Wrote:No, you haven't. You've also neglected to mention how intelligent and handsome we are :-). So I took a stab at what looks like a good "neutral zone", i.e. an are in which neither team can plant a city.

[Image: gillette_borders.jpg]

I should warn you I haven't vetted this with my team yet, but I figure let's get the ball rolling. I think an appropriate NAP duration would cover the initial expansion phase of the game, so somewhere in the range 30-50t. 40t is right in the middle, maybe we start there?

Darrell
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Looks alright to me, we could plant a city 1E of the corn, for example. Not 100% sure, however. I'm fine with a NAP until turn 40 or 50.
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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Merovech Wrote:Looks alright to me, we could plant a city 1E of the corn, for example. Not 100% sure, however. I'm fine with a NAP until turn 40 or 50.

With Creative they'll get the cow if they want it and we don't have many on-hill city possibilities.

I think Darrell is suggesting t28+40=t68 ish...

I guess the guys with the MP experience bow can tell us if those things are going to be a problem?
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