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do we modify the scenario for a better game?
This poll is closed. |
| Yes, Mod Away |
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8 |
66.67% |
| No, Stock Standard Is Best |
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2 |
16.67% |
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2 |
16.67% |
| Total: |
12 voters |
100% |
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:20
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Here is my list of possible mods for this. Those with ideas I missed should post them on this thread as well so if "Yes, Mod Away" wins, it gets listed in the poll.
Accel Production: Well, strictly speaking actually a rules and not a mod, but listed here.
Affect: Halves the cost of every structure & science costs.
Reason: Would cut down the turns needed to win.
AU Army Mod: Incoropate as much of the AU Army mod that applies in this conquest.
Affect: At a minimum, this is Army's capacity is 1 but has 4 extra HP. I don't remember if this conquest includes equalivents to HE / MA / Pentagon or not.
Reason: AI doesn't use armies properly, giving humans an unfair advantage.
Regicide off: Leave the King units in, but remove "King" ability + "AI King" flag if exist + set the AI offense / AI defense flags approatively.
Affect: This will cause the AI to use the King and not just keept hem parked.
Reason: AI King units are ridiciously easy to find and kill because they never move.
Remove ability of Monks to pillage:
Reason: AI can't stop fast moving defensive units from pillaging (either humans or other AI), this results in inferstucture reverting to the stone age.
Set all world map levels to have the same corruption and tech rate factors; probably to current huge:
Affect: Removes the affects of the bug where the person's previous map size immedately prior to them starting this game is used.
Note that if I've overestimated Japan map size and it is closer to the normal "large" than "huge", I mean large instead.
In addition check what numbers are currently in Japan's world map parms and compare against standard. It might reveal an intended map setting.
The difference between tiny & huge normally is:
3/4X to 2X standard tech costs, increasing as map size increases
3/4X to 2X standard corruption, decreasing as map size increases
Fix the placement of AI starting locations
Affect: See the Japan civ discussion thread for the full list.
Reason: A handfull of civs are clearly in positions where a human would move the location one or two tiles for a much better start, but the AI would never do that on its own.
Allow us to pick the AI only playable civs
Affect: Allows us to choose any of the 18 civs instead of just 8.
Reason: The most challenging positions are marked as computer only, so doing so would allow for a greater challenge in six or seven cases. (The others starts are comparable to the existing human playable ones)
The Mod
Affect: Assure that the is happy.
Reason: Apolyton Tradition to include a option.
Last edited by joncnunn on 20-05-2005 at 21:47
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skrobism
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I will have to look into which civ to play.
I like the Demo/Succession rules that we are playing in Rome. It gives everyone a turn to rule and gives input to those who have yet to have a turn.
re: mods
I don't like changing the Army size.
Ninjas and Monks rule!
I could understand changing the Kings to non-Kings while keeping the other abilities.
re:time to rule
I could see us having more turns for the early rulers and fewer for the later. But that can be looked at in other discussions.
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skrobism
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re: we should be playing
We should be playing ROME!!!!!!
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skrobism
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Here Here for the current game.
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