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Dylan Baker
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Washington, DC
Feb 2001 time: 05:23
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Funny. I though I just read that I was hosting a game starting in 45 minutes. But when I check my email and private messages, I have nothing to confirm or deny this! NEAT!
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Dylan Baker
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Washington, DC
Feb 2001 time: 05:23
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A John Kerry like bounce?
My wife will be home in a few minutes, Ill have to clear all this with her.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:23
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I have 2 points
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:23
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when did we say no howitzers or nukes - not that I care - I just dont remember that
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deity
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Parrot Towers, Killcare Heights, NSW, Australia
May 1999 time: 14:23
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DD, you suggested no nukes and we agreed;
plus drake and I suggested no howies...
is that OK?
quote: Originally posted by drake2
Sorry for the new UN, I got locked out of my other account for an unknown reason and tech support hasn't reactivated it yet. Go figure.
OK, so it looks like Deity, Dude, myself and hopefully llube at the moment. Let's shoot for 4 players, 5 only if we have someone dying to get in (which isn't likely).
Why don't we just set it at Thursdays 8pm US est, as the official start time, so we don't have any ambiguity.
No nukes is fine. I think a no howitzer rule would be good too, due to the simplicity that they create in city assault. Let's force new strategies.
12 city limit is a fine idea, it will make users define their territory in a new way, and ensure that city placement is well thought out. It will also force players to utilize their shields more effectively.
I think it will obviously have to be a 12 settler built city limit. We can't really penalize people for taking enemy cities over.
Why don't we just pull caravans out entirely. Again, it will encourage a quicker game, and make people think outside the box.
No alliances would be good. Perhaps no tech trading?
Perhaps a one city takeover per turn max, that way we avoid massive assaults that could take excessive amounts of time to wage. That might be too limiting I don't know.
What other things kill the game in the industrial age? Excessive units come to mind, but that should be controlled somewhat by the city limit.
I understand your reluctance about the points system DD, but the idea is that it will allow a civ to reach the high score in mutliple ways. A conqueror who takes over the world could win by sheer force alone, but a pacifist who tallies the most advances and wonders could also win. I'd guess the winner would likely have to be somewhat in the middle, but the scoring system should provide flexibility in this aspect.
With 2000 as the end date, people know exactly how long they have to get their **** together. There will be no question when the game ends. Having an end in sight is key in people keeping motivated. If 2000 is too late, perhaps we could lower as far as even 1900. Maybe 1950? I don't know, but the set end date I think is a great idea.
The goal is a game that explores all facets of civ, from ancient to modern, but is still finishable. If we set realistic expectations, we can create a game that is fast paced and exciting from the age of exploration, to the age of space.
Let's get more ideas and iron the game plan out. |
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:23
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like I said - I dont care - I just didnt remember it
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:23
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so where are we at - is this game dead
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:23
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LOL - I didn't know you were ever in it Ozzy
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Dylan Baker
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Washington, DC
Feb 2001 time: 05:23
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I'M HERE!!!
Sorry folks, I'm an idiot. Baby birthin' classes took up on Thursday nights, and this totally slipped my mind.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:23
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I will be available this thurs - I thiink it would be good if someone posted a list of ALL the special rules in one post so we have a definitive reference point. Alot of things are suggested and some of them seem to become rules. I don't really care what the rules are I would just like a list of them.
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All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
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