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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:35
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So I was just thinking, "I love naval battles, a lot." Then I was thinking, "I bet they'd be more fun with humans instead of AI's."
So I thought, why not post a PBEM with the following:
Islands
Medium map
80% water
3-6 players
C3C 1.22
all other settings random
Other thing is I'd like this game to progress quickly, 2-3 turns a day at least in the beginning. Thus, please post availability.
I'm GMT-6, and available:
GMT 12pm-12:45pm (Central time 6am-6:45am)
GMT (12am to 1am) - (5am to 6am) [Central Time 6 or 7 pm to 11pm or 12am)
That means please either be available VERY late at night european time or just evenings north american time, or if you can be on twice in between these times that works too (2 turns a day is fine by me).
I would also like to see if someone would like to set up the world and take a look at the map for us all, since starting up on Islands is very dangerous in terms of starting locations. Fortunately we have the Curragh so we can leave our islands early; I'd say startup location should be:
* at least 5 usable squares for the starting city (not mountain or jungle or whatnot, and not all water) including the city square
* at least 2 potential city locations that are reachable by Curragh (only 1 sea square max)
Any comments on the settings (like if there should be less water, or continents, or whatever) that would lead to a playable game but still lead to my preferred option of a primarily naval game would be invited. 
Last edited by snoopy369 on 25-04-2004 at 07:35
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:35
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Sounds intriguing. I'd not penalize Scientific civs, seafarers will have enough advantage as it is I would say tho that we could just do a full-blown scenario (just with conquest as the sole goal), with say 8 starting cities each, and identical mini fleets to start with (like 4 transports, one worker per city, two defenders per city).
I'd suggest either starting in the Industrial Age at the very beginning or in the middle of the industrial age researched up to Combustion or Mass Production. Put science as +100% harder to develop or even more, which makes the game progress slower (particularly if we go towards the end of the ind. age). For that matter, science for a naval game is sort of pointless after that anyways, so definitely penalize science advancement. Perhaps no wonders either, certainly none of the pre-Ind. Age wonders. (Or we could have a wonder Draft! ) Definitely lots of small islands, maybe one big island each for our "home base" and then dozens of 4-12 square islands and a few 30 square peninsular islands.
Airlifting isn't a problem if basically none of the islands are more than one city big unless it's your home island (in which case you're either screwed, or you have plenty of fighters nearby to mess with the airlifts). At the same time it doesn't matter much either, except as a defensive strat. It would probably be good to leave in tho as it would help people who were in worse situations survive a little longer (thus evening out the game a little).
Lethal bombard, well, I'm of the opinion that a naval game requires air power as well (ie carriers), but I'm not a big fan of Civ3 air power, so it's not a big deal either way. I could see leaving lethal bombard in but weaking the strength of the planes a little (like 75% of bombard strength, or giving ships higher bombard resist). That way if you went with the carrier strat (ie americans WWII) you could still do it but you'd need a lot more planes. Heck, playing with just ships is pretty tough - transports are hard to find with ships. However, I'd be tempted to put in lethal bombard for ships as well ... would that imbalance things?
Finally, I'd like to see no AI, I don't like them much. If we have just 3 players I suppose we could go with a faster startup and no alliances locked in anyways ... would be a fun fast game But more players would be grand ... I'd like to wait a couple of days to see if anyone else wants in. I'll start working on a scenario, I think I could write this one up (and will post). It'll be a revealed map, or at least shown to all players ahead of time (and perhaps thereafter enshrouded again with promises on all sides not to keep a saved copy .
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:35
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So I wanted to initially post a few changes I wanted to make, so people can criticize them or honor them or tell me i'm an idiot that doesn't know how to make a civ game. (Cause I don't. )
Here goes:
1. Added two units, "midshipmen" is a 7-5-1 amphibious attack unit requiring navigation (which we all start with), and "Navy SEAL" is a 20-12-2 invisibile amphibious attack unit with two attacks, requiring Robotics and Rubber and Aluminum. I basically wanted to have a few more amphibious units since we're doing a primarily amphibious game. Might have made the latter one too strong, let me know what you all think about having these at all and about strength. Used "Musketeer" for the first and "Bismarck" for the second, so if anyone's planning on being France I'll change that (if you really want musketeers anyways ).
2. Gave everyone every civ advance on the list down to Combustion. That means Transports, Cruisers, Battleships, etc. Can stop at Navigation (essentially stop at beginning Industrial age) if you think that's better, but I like these kinds of ships I think better. (Besides, takes away from that huge advantage the English have with that frigate thingie of theirs ... don't want Paddy running away with things )
3. Reduced War Weariness to 0 for all gov't types. Unless you think this makes Democracy too strong, I think since we're fighting a primarily conquest-oriented scenario, war weariness is just annoying.
4. Increased "optimal number of cities" from i think 17 or 19 to 25 (decreasing corruption by a little bit). Again, this is made to switch strategy away from maintenance towards war, but isn't a big deal either way (and isn't a big change in this instance).
5. Increased "Tech Rate" to 400, effectively doubling the difficulty of civ advances (as far as I understand that anyways). Making the game presumably last a little longer on the probably more interesting cruiser level of tech before we get into the AEGIS cruisers and nuclear weapons and supertanks. 
6. Removed the "Airlift" flag from all units. I think I will (but have not yet) compensate by making the helicopter slightly more useful, and/or making an airliftable transport unit that's really expensive and only holds one unit. That's basically the only way to make a "cost" for airlifting that I can imagine. What do you think about either of these? (And by all units I do mean only the ones we'll actually use -- if you have a persian immortal or something cruddy like that, airlift it all you want. Unless you think I should change ALL of them, but that would take forever. I just did the ones on gunpowder level and up.
7. For the moment left lethal bombardment on, but decreased bombardment strength by air units 33% each (12 to 8 for bomber, etc.) This makes it a little harder to do a massive air campaign, but leaves the option if you want to try it.
The map is the subject of next post.
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