Is that character a variant? (I just love getting asked that in channel.) - Charis

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RB greatest Pbem,and I am in it.

Turn 22 started my secon city , grew to size and i decided to stop building stonehenge and chamge for a setler. Why? my third city its very good and has corn and horses in first ring so i dont need the borders pop right away, second city could have borders expanded faster and get that cow , but i dont have the workers turn to get those pastured right away, so the best corse its to do a 5 turns setler for my third city which will be setled where mevorech sugestes(great sugestion btw) and will get up and running very fast.
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Well ,well chated a litle bit with Seven and he said he will not change his picks for mine,and i foun why, lets see how picks are acording to Seven traits worth:

Mackoti:
Imperialist 101 'b'
Industrious 153 b
India 48 b,bu he said its more lets say 80 b
Sinergy 10

So thats 344 'b'

Serdoa
Imperialist 101 b
expansiv 213 b
inca 80 b
Sinergy 10 b
so thats 394 b

Gaspar;
ind 153 b
fin 220 b
mali we dont have an evalution here but i think starting techs,UU and UB a 50 b its worth, remeber always war a strong archer unit its quitte good.
sinergy 7.

430 b.


Novice

fin 220 b
exp 213 b
egypt deserve 50 at minimum.
sinergy a 7 b again

490.

Seven
fin 220;
cre 173 b
china lest say 40 b
sinergy a 7 again.

440 for seven.
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(January 10th, 2013, 11:25)mackoti Wrote: Well ,well chated a litle bit with Seven and he said he will not change his picks for mine,and i foun why, lets see how picks are acording to Seven traits worth:

Mackoti:
Imperialist 101 'b'
Industrious 153 b
India 48 b,bu he said its more lets say 80 b
Sinergy 10

So thats 344 'b'

Serdoa
Imperialist 101 b
expansiv 213 b
inca 80 b
Sinergy 10 b
so thats 394 b

Gaspar;
ind 153 b
fin 220 b
mali we dont have an evalution here but i think starting techs,UU and UB a 50 b its worth, remeber always war a strong archer unit its quitte good.
sinergy 7.

430 b.


Novice

fin 220 b
exp 213 b
egypt deserve 50 at minimum.
sinergy a 7 b again

490.

Seven
fin 220;
cre 173 b
china lest say 40 b
sinergy a 7 again.

440 for seven.

So yeah i will finish last.
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I'd rate the chance of you finishing last as only slightly higher than the chance of me spontaneously growing a third leg.
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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(January 10th, 2013, 11:31)Merovech Wrote: I'd rate the chance of you finishing last as only slightly higher than the chance of me spontaneously growing a third leg.
Could you use a third leg?smile
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Meh, not like I ever completely trusted those calculations anyway.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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(January 10th, 2013, 11:33)mackoti Wrote:
(January 10th, 2013, 11:31)Merovech Wrote: I'd rate the chance of you finishing last as only slightly higher than the chance of me spontaneously growing a third leg.
Could you use a third leg?smile

I'm sure I could find something to do with it.
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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(January 10th, 2013, 11:46)Krill Wrote: Meh, not like I ever completely trusted those calculations anyway.
But you have to admit that those look good on paper and its what majority here at Rb things about traits at least.
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If I believed everything was written down...
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Make some new calculations, but instead of using beakers, use number of knights produced. The send it back to Seven with your civ on the top of the list.
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