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

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[Spoilers] Hidden in the mist - gtAngel plays Shekinah of the Sidar

smile

By the way, if you liked Umineko despite it being confusing, I would recommend the visual novel arcs 5-8. Just like Higurashi it's split up into question arcs (Arc 1-4, all the anime adapted), and answer arcs (5-8, with no anime adaptation.) It's pretty awesome, and you get to learn more about the scenario, both on Rokkenjima and in the meta-world.

It also starts making more sense, because Battler finally figures out what the rules are and they're laid out more clearly. So it becomes more clear what definitely happened and what is just potentially embellished hearsay. Also, you get to see Bernkastel be a complete asshole, which is quite entertaining.

Finally, it flows better because it stops focusing on stupid arguments. They introduce and start using Dlanor A. Knox's Ronald Knox's Decalogue - rules of mystery. Their interpretation:

Knox's 1st
It is forbidden for the culprit to be anyone not mentioned in the early part of the story.
Knox's 2nd
It is forbidden for supernatural agencies to be employed as a detective technique.
Knox's 3rd
It is forbidden for hidden passages to exist.
Knox's 4th
It is forbidden for unknown drugs or hard to understand scientific devices to be used.
Knox's 5th
(not included)
Knox's 6th
It is forbidden for accident or intuition to be employed as a detective technique.
Knox's 7th
It is forbidden for the detective to be the culprit.
Knox's 8th
It is forbidden for the case to be resolved with clues that are not presented.
Knox's 9th
It is permitted for observers to let their own conclusions and interpretations be heard.
Knox's 10th
It is forbidden for a character to disguise themselves as another without any clues.

This lets them cut directly through a lot of the bullshit that made the mystery progress so slowly in the first few arcs.
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You'd recommend arc 8? O_O
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I have only read up through arc 5 to be honest, so I can't vouch for the actual quality of the arcs individually. At the very least I enjoy the change of pace. It's getting to conclusions and looking more into the overall mystery rather than at the rules of the board. So I recommended 5-8 as the collection, not "Oh I think 5 is good, and I think 6 is good, etc." It's more "I think the answer arc section is good to check out."
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Aight.

Well, I saw a youtube video on the later arcs, and I ran into the High Inquisitor of Rules lawyering o.O


also, I think at some point Battler became the suspect (and Bernkastel the detective) ... at least until the Inquisitor showed up (I think Inquisitor had golden armor/golden dress).

At least ... I *think* that's what happened wink
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Kind of.

The character Dlanor A. Knox shows up in the meta-world. She uses Knox's decalogue and can use both red and blue text, so she basically clarifies that the mystery genre's conventions are being followed. In story she is a witch hunter (although working for Bernkastel in this specific moment.)

Battler isn't really the suspect except one time, but that's a little spoileriffic if I go into any detail. What happens in act 5 is that Lambdadelta takes over for Beatrice as game master and the witch's side. Bernkastel takes over for Battler and the human's side. Battler for most of the act isn't playing the game (he is on Rokkenjima, but in the Meta-world he is mostly not playing the game or paying attention.)

Bernkastel introduces a new character to act as a detective and solve the mystery. This is Erika, who looks very similar to Bern, although they aren't the same person.
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Erika as the girl involved with (attacked by) the rich Mafiosos?
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No, that's a different person. Erika only shows up act 5 and later. That was Ange, who is a relative of the Ushiromiya's but was too sick to go during the events of the game. Bern used her to motivate Battler.
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Well, I must say your civilization (and leader) choice is very befitting for current topic of discussion tongue
Hope your game goes well!
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So quick update from this turn:

Land to the south:
[Image: Q3FoNL0.jpg]
Land to the north:
[Image: XR7lJtO.jpg]
Burial ground of my (late) treasure chest:
[Image: IkcMZjA.jpg]
Demographics:
[Image: 8o2qiph.jpg]

Overall I have a lot of really good land. I can fit at least four cities really comfortably, and probably one or two more by squishing them together. That's only with the explored land too - I still have a lot of space to explore to the northeast and to the south. If I ever decide to build boats I have what looks to be an island with a good chunk of space of well. I am happy with this land. Lots of rivers, lots of grassland, lots of good resources, plains hills in decent city locations, and not too many forests. I am pleased. I think unless the Illians are right on the other side of the Jungle there is nothing to make me unhappy with this land.

One interesting thing about the demographics: everyone is running at least one commerce from their chosen tile. Everyone has a good tile to work it seems. (This actually made me realize I forgot to switch to the furs tile, so I resent the save. This is an extra 1 commerce and saves me a turn on agriculture.)
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Uhh...I'm not sure that you are allowed to do that.
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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