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Zylka
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~
Last edited by Zylka on 19-12-2003 at 12:06
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Zylka
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I would like the Spanish to start at 31, 31 for a traditional Madrid placement. Please give Berz his ocean square request too, for a good port city. Cheers
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trev
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Adelaide, Australia
Feb 2003 time: 15:02
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I have been looking at this game and may be willing to play, however I will not be very flexible on time, I do not want a game on Sunday or Sat daytime/ evening. However Sat/Sun morning early would be fine (ie evening FridaySaturday night GMT time). As I often rise early for work during the week, an early rise is suitable on Sat/Sun mornings, I would like a session to end by 9.30 am (Aust EST time)which is probably currently about 11pm GMT I think
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deity
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Parrot Towers, Killcare Heights, NSW, Australia
May 1999 time: 14:32
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* Spanish Cap at 31, 31
* Port for Berz at 134, 60
Please d/l again if necesary, I just made sure each civ had 2 sq visibility...
and access to the specials ozzy intended
Attachment: classic_eurodip_b4000.scn
This has been downloaded 7 time(s).
Last edited by deity on 20-12-2003 at 09:26
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OzzyKP
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Rockville, MD
Oct 1999 time: 00:32
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quote: Originally posted by deity
We should get a good locked off modpak for this scn. No changes mid-way.
[QUOTE] * Let's agree or not on ozzy's starting tech idea (I vote in favour) |
I vote in favor as well.
quote: *Wonders? (I vote extended Oracle) |
I vote extended Oracle. (till indus).
quote: * Starting settlers/cities as 2? (I say 2) |
Yea, two is ok. With one city build.
quote: * King/Emp or deity level (I vote deity or Emp) |
I vote Emporer.
quote: * Extra techs and units? (HOTW additions are good) |
I agree to HOTW4 modpack.
quote: * No huts is proposed |
I agree to this.
quote: * Cities already established at historical starting locations in 4000BC (I agree) |
I agree.
quote: * Tech Rate slowed as per HOTW4 (1/5x harder) |
I agree.
quote: * Some limitation on tech trading? In HOTW4 techs spread so quickly as to nullify the slower tech rate and nullify the efforts of those civs concentrating on Super Science Rates etc |
Yea, I definately agree to this. How to do it, I don't know. Since civs are penalized for getting tech through trade or from huts and such, can we up that penalty? I don't want to stop tech trading, but I want to make it undesireable.
quote: * We need to list out special diplo rules - highlighted from CapTVK's thread (Any variations to be spelt out, like it's compulsory to respond to Foreign Advisor etc etc) |
Yea, I thought it went without saying, but Atawa proved otherwise in HOTW4... If someone wants to cancel an alliance, or change diplomatic status in any way, it is mandatory you accept the foreign minister screen.
I also vote we increase ship movement along the same terms as HOTW4.
I also vote we increase the cost of caravans from 50 to 70 shields. I think these are overused, and perhaps exploited. Especially in semi-peaceful games like diplogames. Plus without 30 million caravans moving around the world, the game will go quicker. 
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OzzyKP
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Rockville, MD
Oct 1999 time: 00:32
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As for special units, I agree with Frank's concerns. We should be VERY careful, or just not bother.
How about we decrease the cost of early units for each civ, but no stats, and no later units. As Frank noted, since wars usually happen later, this may be of limited use. But it'll hopefully be less unbalancing too.
How about:
Romans - Legion for 30 shields.
Carts - Elephants for 30 shields.
Egyptians - Chariots for 20 shields.
Greeks - Phalanx for 10 sheilds.
Spanish - Horse for 10 shields.
French - Archers for 20 shields.
Babylonians - Tririeme for 30 shields.
Romans, carts, greeks and egyptians units all make sense, as they are units each civ used in history. I just assigned stuff randomly for the other 3. What do y'all think? We can have custom names and graphics and such. Stats won't change though.
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Zylka
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quote: Originally posted by OzzyKP
Romans - Legion for 30 shields.
Carts - Elephants for 30 shields.
Egyptians - Chariots for 20 shields.
Greeks - Phalanx for 10 sheilds.
Spanish - Horse for 10 shields.
French - Archers for 20 shields.
Babylonians - Tririeme for 30 shields. |
I could agree on this, especially since you've offered that needed start resource for Spain. Spanish start to 32, 30 - and 29, 29 changed to forest, please.
quote: * Let's agree or not on ozzy's starting tech idea (I vote in favour) |
Willing for unit cost specials, but if that's in play I'd especially like to keep start up techs nill. Bonus techs (above all) aren't meant for equal opportunity
quote: I vote extended Oracle. (till indus). |
Definitely agreed.
quote: Yea, two is ok. With one city build. |
Two settlers is essential. Although are you saying only one can build into city?
Agreed
quote: I agree to HOTW4 modpack. |
Sure, why not
And no huts makes sense.
Tech rate should be a refreshing slow down. Although I'd like to cancel tech trading entirely, or at least limiting its transfer along some arbitrary terms.
quote:
I also vote we increase the cost of caravans from 50 to 70 shields. I think these are overused, and perhaps exploited. Especially in semi-peaceful games like diplogames. Plus without 30 million caravans moving around the world, the game will go quicker. |
I'd suggest increasing it to 70 as well, nothing too drastic but something that will make a difference. Either that or limit amount of trade routes possible to each civ?
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Frank Johnson
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Houston, TX
Jan 1970 time: 23:32
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My suggestions.
Romans - Legion with pikeman flag
Carts - Elephants for 30
Egyptians - Chariots with 2 defense
Greeks - Phalanx with 2 attack
Spanish - Horse for with 2 defense
French - Archers for 20.
Babylonians - Tririeme for 30 shields.
Addressing caravans:
The real problem with caravans isn't the cost of caravans themselves, although if you keep pounding at their cost maybe up to 100, it might change something.
#1 people value caravans not just for their trading ability, but the ability to horde them for wonder builds. Increasing their cost won't change this at all.
#2 Take a basic city. Size 3, republic, 4 sheilds per turn, and 8 trade. Has a temple. What do you make next? You could make a marketplace, for 80 sheilds. If your tax rate is 10, and lux is 40, then that 80 sheild building is now netting you +2 gold/luxuries per turn. It also costs you 1 gold upkeep. So net +1, true it will get better when you have higher trade, but how do you do that? Make caravans. ^_^
A caravan at 70 sheilds travels to a foreign city, about the same size. It generates a +2 trade stream, which helps all catigories including science. It also generates a bonus income which, for this example lets say is 50 gold, what the game doesn't say is it also gives you 50 beakers, thats huge. Also, much like the marketplace getting better, the trade route gets better as the overall trade in the cities increases. Multiple caravans are self-fullfilling propheties, since the city already has more trade from the previous route, which might increase the per turn bonus for the prior route also, and the initial bonus will be higher because of the increase trade presence. Those gold bonuses can be rolled into rush buying more caravans, which in the end, are rapidly assembled.
So, I suggest attacking not caravans, but the weakness of monarchy its self and the dependency of players (well serious ones) on republic. Make the food box smaller. That way populations will grow faster under monarchies where food is the highest production.
Oh well now I'm ranting. But thats the physics behind caravans. To really tempt me not to make caravans, you'd have to decrease the food box size, and make settlers cheaper, then I'd just outright expand more....but we usually do that anyway.
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