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belinda9
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Nashville, TN USA
Dec 2000 time: 23:12
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I have been cruising around trying to get into a diplo-game (gee, it gets kinda confusing on all the we-shoulds, but hey, I imagine determining initial parameters would be the hardest part)
y'all are getting up more than one game? I would like to be involved in one but
A) no way I can play on Sunday afternoons -- Sunday evenings after 7pm Central, maybe; so that looks like I can't make at least one of them
B) It looks like Ozzy and them are looking for more experienced players who can post a "resume" that I ain't got for their Ultimate game that bled over here from the other two topics where he's organizing
C)I can do Wednesday nights -- I think I saw that mentioned..
if y'all got anything I can fit in on this time-wise, put me down as an interested party. Seeing as how it would be my first diplogame I don't care what you come up with for starters -- I mean, I have definite ideas and all, but I'm kinda of a "screw it, let's just play the game" kind of a girl, so -- guess that means I'd be easy first time out.
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Epik
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Columbus, Ohio, USA
Jun 2000 time: 00:12
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Still need a host? My cable modem and I can play on Sundays at 4 PM eastern.
Here is a descrption of map that I set up. I think that it would make for a balanced start and a good game.
I created the map by editing the Large World Map that came with my Civ 2 Gold CD. It is 75 x 120.
I now have a 6 Tribe Map which uses the following:
French - start in western Europe (38,32)
Russian - start in middle Asia (54,26)
Mongolians - start in NorthEast Asia (Northern China) (53,63)
Chinese - SouthEast Asia (Southern China) (63,60)
Babylonians - start in Northern India (53,63)
Egyptian - start in middle Africa (42,73)
I had to use Egyptian and Babylonians because the game uses tribe groups (colors).
I started each tribe on a river square. I added 2 rivers in the Mongolia (NE Asia area) to allow the river start.
I also added some forests to Africa, India and China, because I felt they were behind in productive squares. I created some "natural barriers" (mountains, hills or lakes) between each tribe. They are not large barriers, and I did this to balance the barriers already between other tribes ( like the Mediterian Sea, Red Sea and Himilayian Mountains).
I think that this map will give a balanced start. Since I have seen the map, I would be the last to choose my tribe. I will not know where special resources are, because those would be randomized at the start.
One interesting effect of this map is that it leaves the new world (North and South America) open, and the race to settle it would be fun.
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KenThur
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North San Francisco Bay, California Republic
May 1999 time: 05:12
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My votes:
1> TOTALLY unknown map, both in terms of creation & who creates it. Do not understand why anyone would want a perfect world that is known to ANYONE? How realistic is that? 4000 BC & the rulers of tribes know the layout of the entire planet?
2> Still believe the tried & tested MD League rules are an excellent set of A VERY FEW, much-needed adjustments. If a MDL memeber reads this, would U PLEASE give us a qiuck rundown of the rules improvements U guys have used w/ great success & how we can get them?
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"Hm-m-m, doubt me you will?"
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Epik
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Columbus, Ohio, USA
Jun 2000 time: 00:12
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Let me express a few thoughts about this game...
Game style = Diplo = To me this means:
- Your skills as a Civ manager are stressed
- Negotiating is important
- Total conquest is unacceptable (alliances will be formed to gang up on overly aggresive tribes) because we want to keep all players in the game.
- Role playing and story telling is encouraged
Goal = Complete the game. Since only one player can win the game, we need to keep it interesting enough for all players to stay with it.
With these assumptions in mind, I think that it is important to have a balanced start. My game experience with random starts is that at least one player will end up wandering at the beginning (searching for a decent city location). This tribe will lag far behind one that can drop a city in the first few turns and will likely never be able to catch up. A second common occurance is that one tribe will be spawned on an island or so close to other tribes that it has no room to grow. They fall behind in the city count or have riot problems because they are so spread out. It says nothing about the player's skill as a Civ gamer, it is just bad luck.
In the same game there will be good luck tribes that are able to drop a city on the first turn and can expand easily. This is all that a decent Civ player needs to win the game. Establish a big lead and build on it by getting the key wonders. Now you may have several lucky tribes and get a decent game going, but then...
what happens is that the bad luck tribe eventually becomes frustrated and quits. Game Over! 
Diplo is also a game where we can have fun telling stories. It helps to have these stories based on a common geographical reference. Like... "Our brave sailors have discovered Nova Scotia!" Rather than... "Our brave sailors have discovered a new land at cooridinates 20, 28".
Diplo is a game of negotiation, so it helps to have an idea where your neighbors are. Tech trading is common and benefits both sides. However, a random start can give an advantage to those that have the first contact. If the bad luck tribe is stuck on an island it may be a long time before he can find other tribes to trade with, and by then the other tribes may have already gotten the techs the bad luck tribe has to offer.
I have no problem with randomized resources and huts. The game seems to do a good job of spreading those out.
In my opinion this game should provide the opportunity to test our skill as Civ gamers, not our luck.
My vote is for:
- Using a map that will give us balanced start (with random resources), and that looks like the world (or some part of it) so we have reference points for our stories.
- Diety level (you should have to keep your tribe happy).
- Restless Tribes (you should have to provide a decent defense of your cities).
- Incresed sea movement is okay, but I would prefer to keep the unit rule changes to a minimum. No City bribes,or Caravan magic transport seems to be standard.
- 1x move and 1x prod seems to be standard in Diplo games.
Will I play (or demand a recount) if my preferences are not used? Probably, but if I turn out to be a bad luck tribe, then expect some whining... 
<font size=1 face=Arial color=444444>[This message has been edited by Epik (edited December 17, 2000).]</font>
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Nap Bonaparte
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Newport Beach, California
May 2000 time: 05:12
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Cavebear...maybe we can get 2 games going...I would be interested in playing also
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WarningU2
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Long time since I've been here so its nice to see you are still around CaveBear. Would love to play a diplo game if you looking for players. Remember our Sunday game from so long ago?
WarningU2
I have returned
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KenThur
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North San Francisco Bay, California Republic
May 1999 time: 05:12
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Cave;
MDl rules tweaks are quite simple, straightforward, & well-tested, I'v never played them but i'v heard & read, they work well.
As for map... random or death for this ol' diplo Civer.
I just cannot understand this desire for a perfect, known world in the YEAR 4000BC!
Why? Where's the challenge? Where's the discovery? Where's the realism?
Are ye men, or maps?
As for reports & news releases & ruler "spin", what's the matter with doing as it really happen, in bits & pieces as we learn of our different jparts of the planet? As it really unfolded. Some may want to share (& brag?) & some rulers may want a low profile.
U Mac guys have some great abilities to do screen shots & chart maps as the world gets discovered. With or with out cities & such.
Be creative! Think outside the box gentleMEN.
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"Hm-m-m, doubt me you will?"
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A-Team
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warren michigan
Oct 2000 time: 05:12
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Cavebear, the problem with diplo game is that they do not remove what makes civ a bad game. Huts make civ a bad game as it introduces alot of luck to the game. Bad starting positions ruin players interest in the game. Civ 2 is a bad game because of the slowness , many players lose interest because it takes so long to implement strategy. Once a civ is beat up, and there is no hope of recovering, then that player loses interest.
If you wipe all these out , a multiplayer game could be awsome. I suggest you go read my post "recruiting Players" for just such a game, I think it will be right up your ally cavebear. Give me some feed back, make some propositions.
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cavebear
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of the Pleistocene
Oct 1999 time: 00:12
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OK, here is the game. If you are interested, state so (and the 1st and 2nd choice for the Civ you would prefer). If there are more than 7 interested Players, I will just have to choose (there were 15, earlier).
Game sessions are scheduled for Sundays, 4 p.m. to
7 p.m. Eastern US Time.
Settings: King, Villages Only, 1x1x moves, 7 Human civs, no AI
Map: Large (75x120), premade (but no players to
have seen map), starting positions preset. No huts
Turns: Simultaneous, timer set at 10 minutes to
allow negotiations. Unlimited time upon request
by 3 players.
War: Rules for controlled warfare and required
declarations of war are too cumbersome for
reasonable play. However, Diplo games are not
essentially warfare games, and it is expected that
other Players will act to halt and/or punish
unjustified or overly aggressive warfare.
Gifts: Wonders and caravans may not be gifted.
Bribery: Units, yes; cities, no.
Cities: Each Civ may have a maximum of 30 cities. No Civ may be reduced to fewer than 5 cities. The purpose is playing, not eliminating.
Alliances: It is expected that alliances will shift according to changing game conditions. Therefore, Players should not enter into Strategic Alliances.
Winning: Getting to A/C is an absolute win and the PG will determine the remaining standings. If A/C is not achieved by 2020, the PG will determine the order of success.
Any major problems, ommissions, objections, or suggestions?
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Epik
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Columbus, Ohio, USA
Jun 2000 time: 00:12
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If Barbarians are set to villages only and you have no huts, will barbarians every show up?
King level seems soft. As does the barbarian setting. You will not have much trouble with happiness or defense. This would make the game less challenging. I prefer Diety, but Emperor would force some early happiness issues. Restless tribes would force defense of cities, with units other than token warriors.
Will the premade map equalize productive squares to some extent? The standard map is hard on any tribe in the southern hemisphere.
On the standard map, America is rich in productive land, so I would love to be the American tribe. If they are unavailable, I will take the French.
Actually I think we should leave the Americans and Aztecs out of it, and then one goal of the game would be to settle the new world. This would let us share the good land of Americas.
Other rules are fine with me.
Were you planning on beginning next Sunday the 14th?
I am on Mac OS, so I will not be able to host a simul game.
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