(June 14th, 2013, 18:03)retep Wrote: This seems the perfect place to ask this, what is ISDG?
It's a Pitboss played between teams from different Civilization community websites. You can apply to become a member of our team under UserCP -> Group Memberships -> CFC Team Demogame (I just did because of this thread - thank you to whoever approved me so quickly!). One of Sullla's reports on his website is an example of a previous one (the one with the Templars). I think they're pretty much considered the ultimate test of (community) skill.
Anyway, I'm staying out of this argument. I'll just say I was perfectly happy to build up my reputation on this site before joining, and then mostly just to watch anyway. I understand Krill's principles as well though, and appreciate his concern for us newcomers. And with that, I depart! [flashes of light and smoke as I use up all my prepared spells]
Krill, do you want to post the pm you were sending out? I'd like to see what you said.
pindicator, I am on team CFC. This all started because I posted a reminder not to post anything about the isdg since I was reading the thread. Krill's reply to my post got a lot of responses which were not appropriate in the thread where they were taking place, so I created this thread.
retep, it is the InterSite Democracy Game being hosted over at civfanaticscenter. I'll post a link once I get home and I'm on a computer.
TT is right; this thread has no place here. We have PMs for a reason. Yossarian, Krill said that he would PM you if you ask him to do so; why make him post it in public?
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.
Just for reference, a ton of other people asked to be part of the PMs. I have no opinion on the matter. [This is just an illusory image of myself I projected because I prepared that spell for some reason.]
(June 14th, 2013, 18:40)Twinkletoes89 Wrote: If you want to call anything trolling, it's creating this thread. Everyone is right, noone is wrong so can't we all shut up about it?
Mods, please delete this thread!
(June 14th, 2013, 18:45)Merovech Wrote: TT is right; this thread has no place here. We have PMs for a reason. Yossarian, Krill said that he would PM you if you ask him to do so; why make him post it in public?
Sorry guys. I really did not mean to troll. I hope I'm not earning that reputation here but I think I'm just digging myself a deeper hole
I really did not mean to bring this discussion up in the first place. However, when it came up, it seemed like there was a lot of interest, along with some requests to move it into it's own thread. Reading opinions from the wider community, it appears that the consensus is that this topic was already discussed and does not need to be brought up again. I completely understand this viewpoint and apologize it took me this long to catch on.
My reasoning to ask Krill to post his comment was that I thought it would be ok to go in this thread (whereas I felt the original reason he PM'ed it instead of posting it was because of the location, not the content, of the discussion). But again, I do understand why people don't want it brought up at all. I posted the request before I looked at the two quoted posts on the next page.
And again, my personal opinion is that RB's decision on how to restrict membership to the ISDG team was completely reasonable. I hope people don't think I started this thread out of spite or a desire to prove anyone wrong or anything like that.
Anyways, here's the link I promised a couple posts up. I do consider myself a (silent) member of this community and have only respect for everyone here who does such a great job to create an informative, entertaining and enjoyable site. I didn't mean to stir up all this trouble...
I didn't mean to say that I thought that you were trolling, just that you didn't know the can of worms that you were opening. I apologize.
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.