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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I dont know how this would work but...
To me (yeah I complain a lot) MP is just a race through the science chart. To me this is kinda boring, given the amount of time it takes to play.
I'd like to try a game where players can not trade techs. Would this balance the game more?? Would this lead to maybe more wars?? Would this make the 'instand alliance no matter who you are' less common??
You want the latest weapons - than a player can give the units to a partner. This would slow down the rate of science, making war maybe more possible. With the rate at which science is gained now (two players trading techs) an army (after years of getting ready) is out of date before ever engaging in battle. At the same time I do like wonders and not a big fan (anymore) of wonder free games. This might (I'm thinking) be fun as players go off in different directions as far as science research goes.
Any takers... I'm willing to try a game like this this weekend.
[This message has been edited by My Wife Hates CIV (edited December 09, 1999).]
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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After thinking about it. This would make some wonders, like MPE and GL, even more important to have.
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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I would be much more interested in playing a game where the techs stopped so musketeers were never possible. Then there could be years of war without having to worry about obselesence and tech research.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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? do you mean stopped at a point... or no techs at all.
Anyway, with 2 or 3 people trading techs science moves just way to fast. You have to invest everything into research or you will fall behind.
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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Yeah, the techs would stop. The tech rate might run at 20% of the normal speed or something and nothing at gunpowder or beyond would be reserchable. I'm sure your aware all these things are easily done in the rules files.
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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Well I suppose that in order to totally devalue techs you could make research run at normal speed so that trading techs and the like would be less valuable. I guess one or two other techs could be shuffled into the early game, perhaps democracy and communism?
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I like a two or three player game. I'm off all weekend. Saturday night. ICQ 39792652.
The spy/stealing thing is a point. At first I thought well this is ok. You still have to build the boat and dip. Time is taken reaching the city. But, two players right next to eachother could basicly trade diplos (techs). Still, diplos can only steal one tech and than no more from *that* city, right??
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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Seems to me that once feudalism comes around, and everyone has it, the defender will always have a serious advantage until someone starts getting some of the more advanced war fighting techs, unless one of the players choses to gamble and neglect defence.
And if you hate the "race through the tech tree" feeling, just take a research path that most don't follow. For example, many people go all out for the big happies to begin with, so you might want to go for the science wonders, a combo of leo's and the acadamy, or the like. Since you won't be going for the same thing it won't feel like so much of a race. And besides, it really sucks when you go all out for happy wonders, focusing your early strategies on that, and then get beat by 1 turn to MC and JSB. Then you may well be through.
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arii
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St-Louis MO USA
Jan 1970 time: 05:12
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If you want a warmonger game you have to play at emperor so that the happinness wonder are not as important, on a tiny map so that you have to fight for room to expand and you should forbid to build cities on hill or montains and city bribing. You may have to ban great wall because in that style of game this wonder is huge and you can't destroy city walls with dips.
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