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Achnor
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Trondheim
Jul 2000 time: 05:17
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My suggestion:
Any difficulty
Pangea
12 Civs
normal, normal and 4m yrs
Choose the most peaceful civ's and make this a science-tourney! The latest few rounds have focused on war...I think it is time for a peacful game to explore the other forms of victory...or perhaps limit the victoryconditions alltogether to a space-only win?
Achnor
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gus_smedstad
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Los Angeles, California
Nov 2001 time: 05:17
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quote: Originally posted by Achnor
My suggestion:
Any difficulty
Pangea
12 Civs
normal, normal and 4m yrs
Achnor |
Please, no!
I never play with more than 7 opponents, because the interface is nearly completely broken for civs 8+. Yes, you can get to them via the Diplomacy button, instead of the Foreign Advisor, but a lot of information is missing, like who's at war with who.
Pangea eliminates a significant fraction of the game by removing any purpose to navies, and to naval wonders.
You need a balance between "all islands" where you don't interact with other civs until 500 BC or later because you don't share a continent with anyone, and Pangea, which is too far in the other direction.
I don't care about difficulty, though I do prefer Monarch. Regent's just a bit too easy, and Emperor / Deity seems to force you to be an ugly barbarian horde of horsmen.
- Gus
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Arathorn
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Illinois
Jan 2002 time: 23:17
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An extreme variant game. Monarch.
Science must be set at zero for the entire game, that is you can not do any science yourself.
Only win condition enabled, space race.
Would help eliminate the barbarian horde approach, as you would really need to be a tech broker, which is incompatible with the barbarian horde. It would emphasize diplomacy, without a diplomacy win available.
I have no idea how to enforce the variant, other than by trusthing the players. That, of course, is acceptable, IMO.
I would suggest continents, with regular water percentage. That way, there would almost assuredly be a trading partner or two available before oceans could be crossed, but it would still be important to cross the oceans.
Weird, I know, but I think it's doable.
Arathorn
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Ursa Major
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Single City Option!!
I tried it out and that is one of the toughest things to do. Try and win when you are only allowed one city thats it!!. I think that france with production/commerce is a good one for this. Or production and science.
Would probably have to be on a smaller map, and reagent level.
Also you gotta give us a great starting location or its impossible to do.
I also love the no WAR option of the game.
You are not allowed to declare war on anyone else.
You cannot do trade embargos.
You cannot do alliances.
Your armies can never go into the enemies land.
You can defend your own land and attack an enemy force in your land but you are not allowed to attack troops that are passing through.
The ultimate pacifist game.
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Sirian
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Pennsylvania, USA
Dec 2001 time: 00:17
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Mark, something I've found fun lately is a "builder" game: a map with 60% ocean coverage and 60-70% capacity on number of opponents. This really increases the amount of land available per civ, space between civs, and pushes the player into lots of city expansion. It has made for a quite a contrast to every game I've played with the max number of opponents available on that map size. The AI's can also spread out more, as they like to do, and are capable of building up a larger "roaming" group of units to send on the attack, which adds its own wrinkles to the diplomacy. Another key factor is the scarcity of resources: less are added to the game when there are fewer civs, so they get spread out more, become harder to trade for, and require much more effort to run out and grab if your homeland lacks a key resource.
This basic concept could be modified in any number of ways, such as shutting down some or most victory conditions, tailoring the terrain to favor AI expansion (hot, wet, flat) or to hinder everyone's expansion (cold, arid, rugged). With 60% water, the landforms tend to be less important, because even archipelago gets stuffed in there and can come out like a pangaea or nearly, but it could impact the game.
Large maps with 7 opponents or standard maps with 5 opponents can fit this bill. Huge maps are possible but run really sluggish on a lot of PC's. All that space and the need to fill it also changes priority on wonders. Those that help per city (pyramids, sun tzu, smith) take on greater value vs those that help one city (colossus, shakespeare, newton) or give a special ability, since you tend to have a lot more cities. Whether you play military aggression or peaceful expansion, or some combo of both, there's a lot more building, planning, working of the land, etc, and fewer civs means less value from tech brokering.
Since you always remove goody huts (to cut down on the luck factor? Or some other reason? The AI's are also slowed down by this, you know), and set barbs to raging (would be a LOT of them wandering all over the place, for quite some time, to train the AI's up to hordes of elite units), it might be interesting to give the player a bit of a disadvantage, too. Consider this possibility:
Zulus
Monarch
Large Map
60% water
Continents
Hot, Wet, Flat
Opponents: the five scientific civs (Bab, Persia, Germany, Greece, Russia), plus French and Egyptians
And make sure the player does not start on a river.
That would be my suggestion. 
- Sirian
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