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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:21
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Civs
I like the idea of having civs modded a little to change our names, titles, city names etc. New Zealanders or similar (I need to decide this) is fine for me, and I would choose Kiwi city and leader etc names. We should probably all come up with the exact things we want, namely:
Civ name, civ colour, leader name, leader titles, city names.
and get the modder to change to these. Then we would also choose our UU and traits. Once we have chosen these two we may need to discuss them here a bit for balance's sake. As for starting techs, as I think it is a bit imbalancing to be able to completely specify all three of UU, traits and techs, I think we should get the starting techs of whatever regular civ has the same UU as that which we choose, just so we don't all choose the most expensive or useful starting techs. Sound fair?
Map considerations
A Pangaea sounds good to me, to make things interesting early on. I have no opinion on the slow/fast tech progression if we go with Pangaea, but if we split the land up, then I do NOT want a slower progression, as the makes things a bit dull, where you have done all your exploring and you're trying to advance through one method or another to keep things interesting.
The idea of having all 4 of one group on each half of the continent or each group having separate continents came I think from my idea, where we either forbid trading with members of the other group, or forbid it as soon as you discover at least one member of your group, at least until everyone knows all of their own group. I thought of this because, for example in the team game of 2xplayer teams, there is some exchange between members of supposed opposing teams. I think this is inevitable for a time, but I would hope we can encourage a team effort rather than just another regular civ game. What do you think of these ideas? Perhaps if each team all started on their own separate half of a Pangaea this would be sufficient to encourage teamwork.
This could require a careful map preparation though, so that the same-team civs were located far enough from each other to be able to build a decent core without running into their teammembers too badly, and with enough of a gap between them and the other team that they would be more likely to contact their own team first. Another idea I have is to make the connection between the two teams not only large, but very valuable, full of specials, making conflict in this area a certainty.
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:21
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I think this game is about working as a team against another team, with tactical and strategic wars being generated intermittently throughout the game, either between both teams or just between isolated team members. Therefore I strongly favour a Pangea map, perhaps even slightly crowded (which is why I initially suggested Small size, though standard would also be good).
A cooked map would definitely be the best. I think some nice natural terrain features like defensive mountain ranges separating the teams, or certain civs of the teams, or even team members from each other to provide more challenge. I don't necessarily think that all 4 team members should be on one end of the continent and the other 4 team members on the other end. Perhaps one member of each team should start isolated from the other 3, thus bringing some interesting defensive teamwork strategies into play.
There's a whole myriad of these type of issues that can be set up in an interesting way through the map generation and start locations.
As for modding the civs, I'm not real big on it. I think one of the factors for each team is how well they pick their 4 civs, and how well they play to their traits as a team.
I guess we'll be playing with locked alliances also.
Why don't we start with 2 settlers and 2 warriors, to get things moving quickly?
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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:21
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quote: Originally posted by Aqualung71
I think this game is about working as a team against another team, with tactical and strategic wars being generated intermittently throughout the game, either between both teams or just between isolated team members. Therefore I strongly favour a Pangea map, perhaps even slightly crowded (which is why I initially suggested Small size, though standard would also be good).
A cooked map would definitely be the best. I think some nice natural terrain features like defensive mountain ranges separating the teams, or certain civs of the teams, or even team members from each other to provide more challenge. I don't necessarily think that all 4 team members should be on one end of the continent and the other 4 team members on the other end. Perhaps one member of each team should start isolated from the other 3, thus bringing some interesting defensive teamwork strategies into play.
There's a whole myriad of these type of issues that can be set up in an interesting way through the map generation and start locations.
As for modding the civs, I'm not real big on it. I think one of the factors for each team is how well they pick their 4 civs, and how well they play to their traits as a team.
I guess we'll be playing with locked alliances also.
Why don't we start with 2 settlers and 2 warriors, to get things moving quickly? |
Aqualung..... I am with you on most points. I like th eidea of some tough interior terrain. And the two settler start helps.
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:21
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Team members are free to trade all and any information whenever they wish......as in directions for meeting, map info, tech research info, etc.
The only thing we should really ban would be "friendly" GA triggering and leader farming. Even gifting of cities within a team is ok, as it is part of the team strategy to make sure the team is well balanced.....or not.....depending on objectives.
This opens up a lot of strategic possibilities, and as long as it's done by the team, no problem.
We could of course play with a slightly larger map and have a few AI thrown into the mix!
Thinking more about the map, I'm not sure that an earth map would be the most fun. I think a tailor-made map with some mountainous/tundra/desert boundaries might be kinda cool.
I'm with Rhoth on difficulty......Demi-God or Deity, though corruption will be horrible under Deity......and it would sorta make the AI option unworkable.
On MWIA's comments regarding promoting team play by limiting tech trade between teams, I don't think this is necessary. I think we have to assume we will all play "for the team", or else we shouldn't be here. Thus, trading between the 2 teams becomes a simple decision. Either both teams want to, or it doesn't happen. But I like the idea on having the "no-man's land" full of nice resources, etc.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:21
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Aside from a bit of tech stagnation, a lower likelihood of good stuff from huts and tougher barbs (not much), levels above Regent only affect the AI significant;y, so we could safely choose any level, as long as there is no AI. I'm happy with any level. 
As for the restriction, sure, sounds like we may not need them. I'm happy with that, and just wanted the idea brought up. As for the ban on GL farming and friendly GA generation, that's fine too. There are a lot of other exloits that could come in, for example if you gift a city correctly, both of you get the trade for it, when it should only give one amount per turn. Hopefully we can have a gentleman's agreement on these sorts of things rather than listing them all, and consult with another learned member of our own team if we are in any doubt. I'd certainly volunteer to be that member for my team, as, being as heavily involved in the ultra-competitive intersite DGs as I am, I think I have heard mention of most such exploits that there are.
The no man's land full of medieval and later resources is still a good idea to me, though, and I hope others like it too. We could have Horses and Iron available in limited quantites to each side, and in this centre part all of the saltpeter, coal, oil, aluminium etc (bar perhaps a single amount on a distant isle somewhere) as well as more Iron and Horses.
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:21
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I dunno, i sort of like teammate collaboration. How about the only thing we can discuss pre-contact is where on the minimap we are? IE, unless we're on separate sides of the map, ie all 4 of us americans on the west side and all 4 aussies on the east side, in which case it matters little, we can say "i'm on the southwest side of the minimap, halfway down", but nothing else?
Otherwise it will take too long to find each other, and the team part is not as interesting (as we can't really be teamed up).
Unless we are on a pretty small (ie, standard) map, and we're allowed to tell each other once we meet where the other folk are?
I want to be able to meet up pre-2000 BC with at least 2 of the 3 teammates, if i'm expansionist, for example. 
Oh- and if we do asian-euro i think we should be asian and you aussies be european. Otherwise i'd worry we'd beat you too soundly ... 
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:21
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snoopy.....talk as much trash as you like matey, but never assume you will beat us with any civ combination!
Ok, time to get passionate! My strong recommendations are:- Unlimited intra-team discussion and information exchange on all issues, at all times. This is a team game with only one objective for all team members, and IMHO at no stage should we be playing as individuals
- I'm even in favour of all starting locations being made public on turn 1. That allows for some pretty interesting strategy discussions off the bat! (of course, I expect some opposition to this one
)
- I think it would be more fun if all 4 members of each team are not all located adjacent to each other. This raises interesting war tactics like cutting off an opponent from his allies, etc.
- No-mans-land resources sounds like fun. Definitely Pangea.
- Maximum of 2 settlers each.
- No-attack rule for the first 20 turns
- Limit on Ag civs is no big deal, but I'm happy to agree
- Exploits - I think we all know them. Most of us play a bunch of PBEM's and so I'm sure you would all agree that even regardless of the questionable ethics, it probably doesn't even occur to us to use them given the number of turns we have to get through each night

- Map size - I still think Small would be fun, but certainly no bigger than Standard. You don't need dozens of cities.
- Terrain - I love lots of mountains! Not so keen on Jungle. Let's have that mountainous barrier, or mabye evern 3!
- As for difficulty level, remember that corruption becomes more of a problem at higher difficulty levels due to lower OCN. Map size is also important here. Small map = 17 cities, standard map = 20 cities. Adjusted OCN at Emperor is 80%, Demigod 70%, Deity 60%, so at the higher levels it can have a big effect on your outerlying cities. I'm still with Rhoth - my recommendation is Deity, which will both limit the tech pace and test our economic management skills the most.
[end of rant] 
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