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[no players] Warsighs of the Newb: An Experiment in Lurking.

Statement: Kuro is going to get banned from anything that isn't a green game if he doesn't want to learn, because he can't provide reasonable competition, and so will pretty much anyone else who plays the same way.

Anyone agree or disagree with that statement, or want ot add qualifiers.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
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Kuro is Mark Sanchez. The first 50 turns of 21 were his first two seasons and now we're seeing the rest.
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It will be easier to see your mistakes after the game.
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(May 18th, 2013, 13:13)Krill Wrote: Statement: Kuro is going to get banned from anything that isn't a green game if he doesn't want to learn, because he can't provide reasonable competition, and so will pretty much anyone else who plays the same way.

Anyone agree or disagree with that statement, or want ot add qualifiers.

For now, I disagree. He might still play a blinder excluding this start. Besides, I think that if someone were to show him the math behind this start, he might accept it. That would be crossing even my line in terms of help from a non-dedicated lurker, however, nevermind Sullla's line. In other words, I don't yet agree with "doesn't want to learn."
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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(May 18th, 2013, 13:22)Jowy Wrote: It will be easier to see your mistakes after the game.

I'd agree more enthusiastically, but if you can't see that a wet corn and grass forest deer are a better investment than a coastal fish on T0, then I wouldn't hold out much hope for the future.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
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I doubt he'll learn. And I predict that even if you would show him the math he would give you reasons why his way makes more sense. You pretty much would have to start to explain to him first how to value food, hammers and commerce at the start. And quite honestly, if he isn't understanding that investing 30 hammers into a workboat instead of improving the wet corn makes no sense, I doubt he'll understand different valuation.
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It's not so easy to learn just by looking back on a game, since you've made so many decisions between starting a game and not winning it. Analysis is required.

In Kuro's case, he said his opening game was good, and that he usually didn't have any problems until the midgame. Of course, that's when you really start to notice the effect of playing a bad opening. smile
I have to run.
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Looks like Azza is going to squeezed/attacked by both Molach and kurubandit. The dude has 0 luck.

(May 16th, 2013, 23:56)Azza Wrote: Generally the benefits outweigh the loss of settling on turn 0.

Except when you move closer to two opponents. lol
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(May 18th, 2013, 21:29)Kuro Wrote: [Image: Civ4ScreenShot0270_zps7d482f7b.jpg]

How is "Too hard to defend" even a question?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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It is obvious from the picture whether the rice is dry or wet.
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