 |
|  |
 |
|
sabrewolf

|
 |
turicum, helvetistan
Jun 2002 time: 06:35
|
|
the game is full, no further players can join here
3 out of 4 players in the tournament group C have turned out to be reliable and efficient, so has chrisiusmaximus. so here's my 3rd try to get a nice fast game going.
players are, in no particular order:
(when speaking of GMT, i mean UK-time... just imagine GMT _with_ daylight saving... that's UK time )
| player | timezone | email | other | | sabrewolf | GMT +1 | sabrewolf AT blackhole.ch | ? civ | | moonbars | GMT | James AT McQuiggan.demon.co.uk | ? civ | | andydog | GMT | andy AT laptopz.fsnet.co.uk | ? civ |
|---|
| ChrisiusMaximus | GMT | ChrisBennett8 AT aol DOT com | ? civ |
about the game, we all seem to like the idea of small, 60% world with everyone starting with 3 settlers.
moonbars doesn't fancy AI civs as they're manipulatable, even on higher levels.
i wouldn't mind having some as they can rebalance techs. it's easier to catch up if you're behind, which can be quite disapointing if you're in the role of the guy behind 
andydog proposed someone setting up the game, but we'd need a volunteer. i've posted a new thread ( http://apolyton.net/forums/showthre...threadid=114188 ) which hopefully may even get topped one day (keep posting for that to happen ).
as to define how exactly the settings are going to be, i propose we
1) first discuss if with or without AI
2) depending on that, the landmass (small without AI, standard with AI, maybe even large as we're all fast players?)
3) game details, like how many settlers? SGLs? etc.
so what are your opinions?
please post 
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
sabrewolf

|
 |
turicum, helvetistan
Jun 2002 time: 06:35
|
|
i consider myself a builder too. but i'm a bit worried about the whole "own continents" idea. invasions get extremely difficult and the only way you have a chance is through technological advantage. distances are too far and reinforcements take too long to effectively wager a war.
the option of an early attack is basicly out, which makes some civs useless. eg. why have a chasqui scout (sp?) if you can't go settlerbopping? otoh, seafarers will rule as their curraghs will find the others and others left out have more or less lost from that point on.
there won't be a rush for that ivory which is just in the middle of 3 civs and the risk of placing a weakly defended faraway city, just to grab that resource...
also, 5 equal continents will make everything quite artificial. conqueror will have to tweak quite a lot to make the situation reasonably fair. distances to the next player, corruption issues (being on the far side of an island would be death), productivity, bonuses, etc. make a great difference.
i'd prefer having well defendable but connected continents, a bit like north and south america or asia and africa are connected.
don't get me wrong, i'll happily agree to play andygod's ( ) settings, i'm just trying to point out some possible difficulties...
|
|
|  |
 |
|
Andydog
|
 |
London
Jan 2001 time: 05:35
|
|
Just a few comments to that sabrewolf: 
quote: the option of an early attack is basicly out, which makes some civs useless. eg. why have a chasqui scout (sp?) if you can't go settlerbopping? |
True, but on the plus side, less early attacks won't lead to someone getting eliminated or severly disadvantaged from a very early stage of the game. With the continents idea, I imagine the ancient era would consist of very careful city placement, and lots of planning etc, perhaps risking a few curraghs at the expense of growth.. or wonders.. ultimately everyone would get at least an Ancient Age worth of excitement.
Also, for this type of game, I would think that civ traits would be more important than UUs - early growth and science being key.
quote: there won't be a rush for that ivory which is just in the middle of 3 civs and the risk of placing a weakly defended faraway city, just to grab that resource... |
Imho the SoZ is overpowered anyway. With less emphasis of early age warfare, this wonder wouldn't be so powerful. I still think it would be useful though in this type of game.
quote: also, 5 equal continents will make everything quite artificial. conqueror will have to tweak quite a lot to make the situation reasonably fair. distances to the next player, corruption issues (being on the far side of an island would be death), productivity, bonuses, etc. make a great difference. |
There would be quite a bit of work involved in trying to balance each continent, I guess it depends on how much time Conqueror is able to provide. But you mention something interesting there - if you do choose seafaring thus opting for a better chance at establishing early contacts than the non-seafaring civs, then the trade off is that you're capital will be at the far side of the continent..
Guys honestly I don’t mind what world we go for. I just though the continents thing would lead to a different sort of game that would force you to play and think differently than usual. For example, do I choose a seafaring civ and hope for an extra contact or two before the others? Or should I choose agricultural and hope for rivers/lakes so I can grow faster than the others? Do I take the Byzantines and cause someone chaos with the Dromon? Or do I take the industrious scientific Ottomans, grow flat out with fast workers early on, gain extra techs, and later to pounce on my neighbours with my Sipahls triggering an almighty golden age in the process? Do I take the Vikings and try to stunt my neighbours growth with beserkers, or would I rather have a non-militaristic trait to better help with production? Shall I play a warmonger style to foil the builder, or concentrate on good relations and trade for that extra luxury so I can hike science up by another 10%?
Again, I really don’t care guys, I’m happy to go with the flow, and the continents idea was only a suggestion.
And now I better get back to work! 
|
|
|  |
 |
|  |
 |
|  |
 |
|
sabrewolf

|
 |
turicum, helvetistan
Jun 2002 time: 06:35
|
|
no, please not more than 1 turn away off the coast! seafaring civs not only have faster movement, but also much higher survivability rate. they'll cross an 8 tile ocean with about a 50% (0.75^3) chance, whereas non-seafarers not only take more turns, but also a higher sink rate (50% survival rate each turn, iirc) which comes to a 12.5% chance... far too low! imho 3 ocean tiles distance is plenty...
krill, you misunderstood me. i DO want SGLs, but afaik they're deactivated by default because of the MP community
as for chosing civs: i agree with CM... it depends on the game specs. if continents are 10 tiles apart, i want seafaring. with raging barbs, i want the maya too, etc etc etc 
btw, what do you people think of the idea of a nice goody island in the middle. you can send over your settlers to get the yummy cattle but risk losing them, while pure builders will concentrate on their own island. that would add some spice to the game 
and generally: i hope conquerer can surprise us here and there (as long as everyone has the same advantage )
|
|
|  |
 |
|
Andydog
|
 |
London
Jan 2001 time: 05:35
|
|
quote: Originally posted by sabrewolf
no, please not more than 1 turn away off the coast! seafaring civs not only have faster movement, but also much higher survivability rate. they'll cross an 8 tile ocean with about a 50% (0.75^3) chance, whereas non-seafarers not only take more turns, but also a higher sink rate (50% survival rate each turn, iirc) which comes to a 12.5% chance... far too low! imho 3 ocean tiles distance is plenty... |
The idea was to make it difficult to establish contacts and wage warfare in the ancient age, thus enabling us all to get a thriving civ together on balanced continents in time for the Middle Ages. This is when printing press enables communications trading, and astronomy enables boats to travel over sea squares. It wouldn’t be until the end of the Middle Ages (Navigation) when all of us were completely free to travel our world’s oceans and start seriously scrapping with each other. I would therefore envisage the Middle Ages to be a period of intense diplomatic wrangling where we all attempt to get ahead in tech, get those missing resources, etc, leading to some very interesting role playing.
If you decide to choose seafaring, then yes obviously you would have a better chance at establishing an early contact (42% as opposed 12.5%, assuming you point your curragh in the right direction), but bear in mind that the seafaring civ will have higher corruption on their continent due to their capital being on the coast rather than in the middle of it. They will have also sacrificed production or growth or gold bonuses by choosing the seafaring trait over the commercial or agricultural or industrious trait. I would expect for example the Netherlands to grow well, but not as quickly as Maya. Therefore Maya could have the ability to send out more ships than the Netherlands which increases their odds.
Someone may even decide to not send any ships out and wait to be found – choosing instead to pump all production and gold into growth and science. Imagine your disappointment as a seafarer if you met someone who already had all your techs, or was not willing to trade with you because they had a faster research rate.
I would suggest we adopt the Iron Civer code of conduct, so two players would have to have embassies before entering into tech alliances, and would have to declare that alliance to the others. This would then give the others the opportunity to try and find each other so they can enter into a similar alliance should this eventuate.
What does everyone think? Continents separated by 8 tiles or continents separated by 3 tiles? 3 tiles would mean that we could easily see where the other continents are and thus contacts would be established early for everyone.
quote: btw, what do you people think of the idea of a nice goody island in the middle. you can send over your settlers to get the yummy cattle but risk losing them, while pure builders will concentrate on their own island. that would add some spice to the game  |
I would be more inclined to let Conqueror decide if he wants to add such an Easter egg in.. I like to be kept guessing! 
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:35. Apolyton Time is 00:35. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|