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hmm... I don't now... perhaps I should... sounds interesting... but.. no, I think I'm ways too unexperienced for this...
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by carnide_ on 09-12-2000 04:54 PM</font>
Everyone could change each others city orders.
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
Huh? Please explain?
Personally I think reveal map, no huts, show start positions would be a good way to play. It would be unrealistic at first, but more realistic later in the game. For example, if you capture a city surely you are going to find a map of all the other cities in the empire, no?
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Founder of the People's Republic of Topics (PROT)
Convenor, Threadjacking Appreciation Society (TAS)
Proprietor, Apolyton Tea Shop http://apolyton.net/forums/Forum19/HTML/002208.html?date=00:06
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cavebear
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of the Pleistocene
Oct 1999 time: 00:12
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It's a fascinating idea, Carnide, so I made up a map for it.
This one is generally mirrored North-South, East-West, and Diagonally. It has 6 civs on it, placed so that if 2 players, take the first 2 civs; if 4 players, take the first 4 civs; and if 6 players, the first 6 civs. In that way, players will be opposite on the map. The chosen civs must be from the leftmost column so that everyone starts with generally equal resources available. Otherwise they get placed randomly and that defeats the purpose of the idea.
Do *not* randomize either starting positions or resources. I placed things carefully. I do not know if extra techs will be given to the host or any particular civ. Only play-testing will reveal that (and I can modify the map if there is a routine imbalance).
The map is a bit large (100x100), but that is to overcome the speed at which the map is revealed (and the consequent reduction in exploration required).
Because of the placement of terrain and resources, numerous strategies should be viable. Land/sea travel are both rapid, attackers and defenders should have good opportunities, and both perfectionists and ICSers should find some parts to their liking. Players are positioned to either build toward their opponents or away from them as they choose.
I'll email the map to anyone who is interested. Just email me at cavebear@erols.com and mention you want the Chess1 map.
If there is interest, I may try building a map that starts all players with several cities.
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