Fine by me, thanks for taking the initiative. I didn't even realize we hand't sent them a message.
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.
Haven't heard from you in a while, how goes the world in your corner? Over in our corner we've managed to successfully see off the aggression from TEAM, sadly by diverting from our planned farmers gambit frown and getting peace turned out a bit more expensive than we would have liked.
T70 is rapidly approaching, what are your thoughts on a NAP extension and more detailed border agreement?
I'm up to chat also I've plako.plako gmail account.
Plako
On Mon, Sep 24, 2012 at 3:46 PM, Tropical Troll <rbtropicaltroll@gmail.com> wrote:
Hi,
Just to let you know, we met Pirates last turn - hoping to complete the full set soon!
Best regards,
Plako
On Thu, Sep 13, 2012 at 2:39 AM, Tropical Troll <rbtropicaltroll@gmail.com> wrote:
They haven't gotten a unit yet, I think their goal is to mess up our sandbox and maybe pillage a tile. Its annoying but we kind of expected it based on what happened to you. FYI, I will be in the alps for a little over a week. If we are not timely in our replies that's why (like we've been timely when I'm on the net :-)).
Darrell
Tropical Trolls
Is there anything we pressingly need to talk to them about? I'm going to see if Plako is on chat atm...
Quote:me - Hi Plako, just thought I'd let you know Gillette got your email. plako - hi - thx
me - We'll have another think about how we want things to line up over your side, but I don't think we've got a big plan yet...
Mostly we've just been trying to meet everyone plako - That is alright. T70 is just coming so better check, if you want to discuss what happens after that
me - Well I'd like to extend the NAP, I'll have a chat with the others and see what they think. Have you got a preferenct? plako - Maybe do some info exchange too
me - preference* plako - We need a team consensus too, but something similar length we had last time could work
me - Sounds good. What sort of info are you after? We know a bit about the Troll-Pirate war and I guess we'd like to know how you did with TEAM - I think we had you down for taking a TEAM city, but I could be misremembering... plako - We got a city from TEAM in exchange of settler and workers. It was pretty even deal to get rid of the situation that was lose-lose to both of us.
Haven't checked foreign advisor lately - You still war against them?
me - I offered peace last turn, but we'll see what Lewwyn does... plako - ok. So it seems Pirates lost a city. You know anything about their peace deal?
me - Pirates settled near the gold that M3 were after, and M3 sent a bunch of Axes to take it... After they took it they agreed peace - I don't know about conditions attached though.
M3 have got an axe sniffing around us at the moment so we're getting horses hooked up very soon! plako - ok - seemed a lot like Pirates got beaten quite badly. Might have been just white peace
me - Yeah, I don't think Pirates are in good shape now...
I liked TEAM's angry roleplay, but it's not doing them any favours...
How's your copper city doing BTW, and have you got close to settling the gold site between us? plako - Copper is hooked up alright and gold will be settled soon. Any plans to settle towards us?
me - Right now we're going for horses, then we want to fill the gap over to the gold. The land isn't great over there though Ideally we want a nice peaceful border with you because of M3's axes. It would be good not to be competing
on your border plako - Sure
Might be an idea to visit the border deal also now that we've better map knowledge.
But original one is good starting point I think
me - Yeah, I'll talk to the others and see what they think - did the original one say no BFC beyond the vertical line to the west of the gold for either of us or was it more general?
plako - It stated border line yes. Might have been the gold line, but can't remember exactly
me - Okay, I'll go have a look and get back to you about that and the NAP.
Back to work...
plako - cya
me - cheers
I don't think I gave anything vital away, but I don't think I know anything vital either Over to you Mero, what do we do now? NAP? Border?
Nice chat! I think it's important to stay on good terms with them and the pirates.
Yeah, we definitely want to renew our NAP with them, especially since we're unsure of m3's intentions. I don't have a problem with a border agreement that gives them the gold if we get the deer and ivory.
Do we want to let the other teams know that we're down to just us newbies, or is it better if others still think we're the team with all the talent?
Quote:Gillette,
The interesting times are over for us; M3 took Tortuga (now Talking Parrot), and we've settled for peace. We signed an NAP until T100, and signed a border agreement that draws the border between our respective nations a bit north of Tortuga.
We appreciate your confirmation of your location, and also the offer as regards to Buddhism. Regarding the latter, we unfortunately have nothing to offer in return at present, and news of gods has been deemed a relatively low priority. Thanks for the offer though, we'll definitely keep that in mind for the future.
-Pirates
Hey, sorry that I'm a little late to the party. I am all in favor of an NAP extension. I imagine we wouldn't want to start large-scale warring until cuirassiers/amph rifles anyways or until we have expanded much more-quite a few nice sites left for peaceful push. I agree with your analysis of the Nakor message.
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.