I am once again asking for the quote of the month to be changed as it is now a new month - Mjmd

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Gillette Turn Discussion

Congratulations on a well played game, password is DariusISGreat if anyone cares to look.
I don't think Tasunke did a particularly good job fighting Trolls (its been ages but when I took over we'd built no catapults, were lacking in most medieval techs save the Guilds beeline and hadn't converted to a religion. IIRC Zak also told me we'd lost the knight army against a piked city). I think the reason we lasted so long is that taking our cities was a huge burden on the Troll economy, and they were trying to compete with you for the new continent instead.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(November 6th, 2013, 06:57)Old Harry Wrote: "The best team lost. M3 crippled Pirates early, then Trolls got the Pyramids, mopped up every mid-game first-to bonus and wonder, survived a botched invasion from Gillette (t140) and TEAM (t148) and ate half of TEAM. Meanwhile Gillette took advantage of Viking naval superiority to colonise the continent of Smoothfoundland, locking everyone else out, but crashing their economy and limping to State Property.

Trolls teched to rifles, cannons and cavalry and would have taken bloody revenge on Gillette t200 if not for M3 loaning 17 rifles and Gillette's naval superiority keeping about ten units pinned in most of Trolls' coastal cities. Trolls could only burn four border cities and couldn't take the capital. Meanwhile Gillette took five coastal cities from Trolls and then on t210 and 213 M3 and Pirates entered the war (ostensibly for "some fun before the game is all over" but really because they secretly wanted Gillette to win nod). Trolls stopped trying at this point and the game was called."

lol who posted this in the spreadsheet then?

Q - I'll defer to your expertise in the Troll-TEAM war. I was just surprised that Trolls didn't totally wipe Tasunke out (no, I don't have a high opinion of Tas' BTS skills), so that explanation makes much more sense.
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We were inferior in military techs when we signed peace. Basically we had cats and maces against Knights. It was not possible to continue profitable invasion at that point.
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(November 16th, 2013, 10:25)plako Wrote: We were inferior in military techs when we signed peace. Basically we had cats and maces against Knights. It was not possible to continue profitable invasion at that point.

Yep, we were just not able to make gains against TEAM at that point, because any time a drafted mace stuck his nose out he would just be mopped up by a highly promoted knight, who then retreated back into their territory, out of our reach. They also had catapults, longbows, and crossbows. We had pikes, but not enough to swing it, since we spent a lot of our natural production on catapults, and our pikes rarely got more than 1:1 odds against their knights, anyway. So getting two cities for peace at that point was pretty nice, particularly when combined with a mace-for-gold trade that would help us modernize our army. On the other hand, TEAM was extremely crippled by war weariness at this point, so we could have stayed at war, and just mopped them up a bit later, once we had better tech. We decided to take what gains we could and start planning our inevitable T200 war against Gillette, but if we had realized that the entire world would be aligned against us, then the correct play may well have been to eat TEAM first, anyway. I did have a niggling feeling at the time that this might in fact be the correct play, but from a psychological point of view it's hard to dig your heels in and refuse any and all peace deals when someone is kind enough to sub into the game and desperately wants to negotiate.

Good job staying in the game, plugging on, and securing the eventual victory.
If you know what I mean.
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So, I don't have too much to say about the actual game, since I slowly started drifting away after most of the team left and made my last post shortly after the first wave of Smoothfoundland (live the name, btw), but the initial turns were quite amazing, and my first playing experiences on RB. Writing the diplo letters to the Trolls, and the many, many puns that I used to address them, were possibly my favorite civ4 experiences, partially because I had complete trust in that the team would play amazingly well without grat effort from me, but I was still involved. Anyway, congrats to Old Harry, YossarrianLives, CheaterHater and the rest of Gillette!
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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