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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:36
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quote: Originally posted by alexman
After experimenting a bit with the biq file above, I think the tech rate is OK (Small-map OCN and tech rate, huge-map distance corruption, large-map dimensions).
However, there might be just too much land for 6 players, although I leave that judgement completely up to Sir Ralph, who has much more experience with these settings. |
Assuming 70% water, we have ~420 tiles per player. Theoretically, that's 20 full cities. As seen on alexmans corruption diagram, the treshold of total corruption is somewhere between 15-20 cities, so the whole map could be settled. But that's without counting two factors:
1) The cost per citizen (this includes specialists, right?)
2) The 3 city elimination risk.
The first factor renders corrupt cities inefficient even with very low citizens. Since those are a risk to be lost (low defense bonus), I hope the second factor will take care of this and prevents us from founding useless cities just to grab land. I also hope, the lacking possibility to chop/clear adds to this. But I didn't play with the scenario yet. How did your tests play out regarding space, alex?
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:36
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So it looks the order for the modded game will be
Sir Ralph
Krill
jshelr
alexman
Gamecube64
Rommel2D
Objections?
EDIT: Changed alexman and jshelr (had taken the order from Classics)
Last edited by Sir Ralph on 15-06-2004 at 19:57
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Dominae
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On these settings, Korea would be one of my top choices as well...
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:36
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I sent a PM to jshelr and Rommel2D to make their civ selections. Since we're getting close, I'm listing the specifications again here for easy reference. So please speak up if you have any objections or concerns for the following:
- AU mod (all changes listed below are relative to AU mod)
- All citizens have a 1gpt maintenance
- All mounted units (including Samurai) are wheeled
- Mobile SAM is wheeled
- Settling allowed only on plains, grassland, and flood-plains
- Forest impassable to wheeled units.
- Road movement cost decreased to 1/4.
- Clearing/planting forest/wetlands not allowed.
- 3 billion, wet, temperate, large pangaea map with small-map tech rate and corruption.
- Distance corruption reduced to huge-map levels. See note below for details.
- Emperor level
- Raging barbarians, Keshiks as advanced barbarians, privateers as barbarian sea unit.
- Strategic resources increased to PTW levels.
- Minimum research time increased to 5 turns.
- 3-city elimination mode
- We follow the Iron PBEM etiquette and exploit list, including optional items.
Corruption note: think of it as playing on a small map, but with all distances stretched out. Distance corruption corresponds to a huge map, but rank corruption and tech rate correspond to a small map. Small-map OCN is 17 and tech rate is 200, to match the number of players (6). Corruption is multiplied by 81% to get huge-map distance corruption, so the percentage of OCN is also multiplied by 81% to keep rank corruption at approximately small-map levels. The distance between starting locations is also increased to huge-map levels to deal with underpopulated map.
Here is a better picture of the corruption setting.
Attachment: tarzancorruption3.jpg
This has been downloaded 60 time(s).
Last edited by alexman on 16-06-2004 at 20:52
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:36
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And here is the latest scenario file, in case anyone wants to try it out:
Attachment: tarzan.zip
This has been downloaded 9 time(s).
Last edited by alexman on 16-06-2004 at 22:07
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Dominae
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quote: Originally posted by Rommel2D
If Dominae is previewing the map I have a proposal: All seafaring tribes be guaranteed a coastal start. If not: Leave all seafaring tribes out of the pool. The map preview destroys the correct odds of coastal starts for seafarers.
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Why? I can arrange things in a disinterested way...
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:36
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Seafaring civs: Dominae can arrange the starting positions by civ, not by player, making sure seafaring civs get a coastal start. With only six playable civs, starting the game with random civ assignments will guarantee Dominae's personal safety from the guy without iron. 
Iron PBEM rules and etiquette: I edited the post above. We will follow etiquette and banned exploits, but not the rules, obviously.
Corruption in fine print: to give myself a chance, obviously. Seriously, not everyone wants to deal with the corruption numbers. The details are not important as long as you remember that it's best to have as many cities as you would playing on a small map, but they can be more spread out, like playing on a huge map.
Hidden nationality units: Kind of like player-controlled barbarians. I like the idea, but we might be getting too far from the standard game. So I'll go with what the majority wants.
Civilizations: we have our six!
Korea
Netherlands
India
Russia
China
Ottomans
(3 scientific, 2 Industrious, 2 Commercial, 1 Seafaring, 1 Agricultural, 1 Militaristic, 1 Expansionist, 1 Religious)
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:36
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I see that not many people have tried the scenario in SP yet. Hmm, if we find bugs during the game, don't blame me then! I tested it once more, and I think it looks OK.
It feels like a huge-map game because corruption is quite low in the beginning, but with luxury slider expenses, building upkeep, unit support, and citizen costs, the tech rate becomes very slow. Like huge-map games, I would not be surprised to see 50-turn research rates for the first few techs. The difference with real huge maps is that we won't be able to build as many cities, so the tech pace will not accelerate as much, but that's OK because the tech rate here corresponds to a small map anyway. The citizen maintenance becomes less of a factor as libraries/marketplaces are built.
So are you guys ready to start? Krill and I are! 
Last edited by alexman on 17-06-2004 at 01:31
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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