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realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:25
  Old Post 05-02-2003 03:14 Visit realpolitic's homepage!
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Expansionist still only has limited applications in MP. I don't think its too hot. You just need HR or IW to start a war, then throw in the other unit when it make sense.

Scientific saves 120 shields/city in the first 2 ages, early libraries tend make culture a non-issue.

Since there is considerable contraversy over which traits are best, , while some civs have UUs that are either too little or too late,. We should eliminate these
because the drawbacks of the UU's are incontravertable!!!!!!!!!

America
Korea
France
England
Germany


That at least is a start, and since most people believe Commercial is eigther too late or not valuable in a warmongering game, maybe we should elimainte those civs too!

Last edited by realpolitic on 05-02-2003 at 03:28

Togas is offline Togas
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California
Jun 2002
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  Old Post 05-02-2003 04:07
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quote:
Originally posted by realpolitic
That at least is a start, and since most people believe Commercial is eigther too late or not valuable in a warmongering game, maybe we should elimainte those civs too!


No. The assumption is that this MP game will be a "warmongering game" is incorrect. Too many people still incorrectly believe that all we have to do is build a lot of X unit and then go stomp somebody. That works against the AI and it works on quick net human vs human skermishes, but when you throw in the complexity of human governments vs human governments with the best and brightest players, and all of the propaganda, misinformation, politics, complex relations, and other "incidental" relationships that will be involved, you have to step back and consider alternative benefits or detriments to your civilization choice.

1) Image is everything. Our enemies will treat us in the mannor in which they would treat that country in any other game.
2) Corruption kills production, research, and income. A corrupt empire supports less units and researches poorly. Corrupt cities produce no more than 1 sheild. Commercial = courthouse in every city, and bonus trade when your cities get large enough.
3) Our ability to trade tech is no longer dependent on static formulas and cost charts, it is directly related to our image and to our diplomacy.
4) If we jump off to an early rush and pummel someone, we will have a very difficult time getting anyone to trust us, we will face a wave of negative propoganda and will likely face a Grand Alliance that will tear us appart before we are strong enough to stand alone.
5) Good diplomacy is more important than good UUs or traits.

--Togas

Beta is offline Beta

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Nov 2002
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quote:
Originally posted by notyoueither
I agree that UUs should be secondary. UUs as an offensive force do not come into play in every game. Civ traits do.

Although, Togas made a good point that there is a psychology of the UUs. I'm not convinced that avoiding the big nasties is necessary though. Take the Iroquois for example, They get their big nasty at a time when most civs could not do anything about it, except die. Combine Mounted Warriors with a free settler from a hut in the first 10 or 20 turns and... mega death and destruction on your nearest neighbour. Ask Eli of the Persians what it is like.


Same thing happened to the neighbour of the Iroquois in a 4 person game I am involved in. Thanjfully, it was not me.

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quote:
Originally posted by Togas


No. The assumption is that this MP game will be a "warmongering game" is incorrect. Too many people still incorrectly believe that all we have to do is build a lot of X unit and then go stomp somebody. That works against the AI and it works on quick net human vs human skermishes, but when you throw in the complexity of human governments vs human governments with the best and brightest players, and all of the propaganda, misinformation, politics, complex relations, and other "incidental" relationships that will be involved, you have to step back and consider alternative benefits or detriments to your civilization choice.

1) Image is everything. Our enemies will treat us in the mannor in which they would treat that country in any other game.
2) Corruption kills production, research, and income. A corrupt empire supports less units and researches poorly. Corrupt cities produce no more than 1 sheild. Commercial = courthouse in every city, and bonus trade when your cities get large enough.
3) Our ability to trade tech is no longer dependent on static formulas and cost charts, it is directly related to our image and to our diplomacy.
4) If we jump off to an early rush and pummel someone, we will have a very difficult time getting anyone to trust us, we will face a wave of negative propoganda and will likely face a Grand Alliance that will tear us appart before we are strong enough to stand alone.
5) Good diplomacy is more important than good UUs or traits.

--Togas


Togas - excellent points. I agree whole-heartedly that the miltary offensive is 'dulled' in human-vs-human games. Let's face it - the AI cannot wage war well. The only time it does reasonably well is when it has overwhelming force. With any kind of equity - the human player triumphs.

So now - in human vs human, there will likely be greater parity of forces - barring alliances - which make your point about the 'international' perception of the civ important. But in a match of two reasonably close opponents, the advantage goes to the defender. For a whole host of reasons. This is going to make war a much tougher decision in MP. And lends support to your position.

I ackowledge the early discussion about industrious, but you know, the more I follow this thread, and the points you raise, I am wondering about the Greeks - commercial, scientific, and a great defensive UU for the early game. Will have to produce a few more workers....

Arnelos is offline Arnelos
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  Old Post 05-02-2003 04:32
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quote:
Originally posted by Togas


No. The assumption is that this MP game will be a "warmongering game" is incorrect. Too many people still incorrectly believe that all we have to do is build a lot of X unit and then go stomp somebody. That works against the AI and it works on quick net human vs human skermishes, but when you throw in the complexity of human governments vs human governments with the best and brightest players, and all of the propaganda, misinformation, politics, complex relations, and other "incidental" relationships that will be involved, you have to step back and consider alternative benefits or detriments to your civilization choice.

1) Image is everything. Our enemies will treat us in the mannor in which they would treat that country in any other game.
2) Corruption kills production, research, and income. A corrupt empire supports less units and researches poorly. Corrupt cities produce no more than 1 sheild. Commercial = courthouse in every city, and bonus trade when your cities get large enough.
3) Our ability to trade tech is no longer dependent on static formulas and cost charts, it is directly related to our image and to our diplomacy.
4) If we jump off to an early rush and pummel someone, we will have a very difficult time getting anyone to trust us, we will face a wave of negative propoganda and will likely face a Grand Alliance that will tear us appart before we are strong enough to stand alone.
5) Good diplomacy is more important than good UUs or traits.

--Togas


Bingo

This is consistent with my belief of what an inter-site game will be like. Due to the sheer number of people playing and the whole reputation issues and all of the internal debating, etc, etc, etc.... it is quite likely that the human civs (all of them) will be FAR more risk averse than they would be a quick internet PTW game or even in a single-player game. This conservative environment will foster the success of long-term over short-term strategies, minimize the importance of UUs, and greatly minimize the value of the expansionist trait (except where REX is concerned).

As Togas has argued, it would be not terribly far-fetched to imagine that the civ that stomps its closest neighbor into the ground during the ancient age will be the same civ stomped into the ground by 3-4 other civs sometime between the ancient and middle ages.

Military strength will be key, but it will be more key in terms of how others view or fear us than it will be key for actually conquering our neighbors in the early game. Having the biggest and toughest military is most useful in diplomacy when it is NOT used capriciously and your potential foes are guided by their fear of its only possible use rather than their determination to pre-empt its inevitable use. You save its actual use for situations in which your own secuirty is at stake. It's most likely use would be to side with an underdog in a military conflict on or near your borders, ensuring that another does not become too great a military power.

When your potential opponents understand that you will only use your military muscle to prevent what you see as threats to your security, those who are reasonable and care about long-term survival over potential short-term gains among them will many times develop strategies to seek after their own intersts, but actually be careful not to threaten your security in the process.

I know that such a strategy won't sit well with those who want to go for a conquest victory, but then, what will? Unlike games online where you're playing your civ by yourself, entire democracies will be running each civ... and such large groups of people of diverse outlooks on the game and lots of people looking at strategy and potential outcomes of each move will, of necessity, become conservative in the use of force. They'll build large militaries, alright, but they will be very careful in their use.

Wars likely WILL happen eventually, but such wars are more likely to start over disagreements over spheres of influence and competing security interests in the late middle age or early industrial age (starting much like the First World War did...) than they are to start by a rush strategy in the ancient age.

The inter-team game has significantly more chance of having early wars because the teams are smaller and some of the teams are explicitly dedicated to conquest. This will not be the case in the inter-site game, where the "teams" are more diverse and far larger.

But hey... I could be wrong I just don't think I am

HarryH is offline HarryH
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quote:

by ThePlagueRat:
HarryH, i gotta mention the Scandinavians who got this nice Berserker. (4,4,1)


Yes, I did miss that one. NYE listed it as a 6,2,1 unit. If that is true (I think I remember reading something about that in a ReadMe) it is extremely powerful being the only 6 attack unit that early in the game. Its amphibious capability would be very useful in a archipelago type map.

quote:

by Panzer32:
I agree, we should not judge a civ only by its UU. Ind/exp is a powerful early tool - what good is a uu if youre not around to enjoy it? Also, for French: whats so bad about their UU? I know it doesn't have super attack, but it is more useful on a battlefield as a support unit - especially pilliaging resource tiled!


We need to look at the two attributes plus the UU. It is the combination of the three that makes each civ unique. As for the French UU, a 2/4/1 Musketman can defend and pilage just as good as a 3/4/1 Musketeer. You get an attack point for a unit that I would not use for attacking. Most Middle Age attacks will be done by Knight type units or, in PTW, Medival Infantry (swordsman that were upgraded).

I agree with Arnelos about war in the inter-site game. I remember some decisions that happend in the DG game that were based more on morality than what was best for the game. When you get a lot of people together to (vote) make a decision you are more likely to get something that is middle of the road. That will probably mean careful decisions and less war.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 05-02-2003 08:04
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quote:
Originally posted by Togas
No. The assumption is that this MP game will be a "warmongering game" is incorrect. Too many people still incorrectly believe that all we have to do is build a lot of X unit and then go stomp somebody. That works against the AI and it works on quick net human vs human skermishes, but when you throw in the complexity of human governments vs human governments with the best and brightest players, and all of the propaganda, misinformation, politics, complex relations, and other "incidental" relationships that will be involved, you have to step back and consider alternative benefits or detriments to your civilization choice.


Sorry, but that is not always true. The scenario I recounted was human vs human. 2 humans out of 4 on one land mass. I got the free settler. I got horses next to my 2nd or 3rd city. I was the Iroquois, and because of scouts I knew the entire land mass before I got horseback riding.

The Persian capitol was about 20 tiles away from mine. They were much smaller. It was nowhere close to a contest (they didn't have Iron close by, and if they did i would have killed fewer, more expensive Immortals rather than spearmen). I used the Golden Age to build my choice of the Ancient Wonders.

The game was PBEM and the players had ample time to consider options.

quote:
1) Image is everything. Our enemies will treat us in the mannor in which they would treat that country in any other game.
2) Corruption kills production, research, and income. A corrupt empire supports less units and researches poorly. Corrupt cities produce no more than 1 sheild. Commercial = courthouse in every city, and bonus trade when your cities get large enough.
3) Our ability to trade tech is no longer dependent on static formulas and cost charts, it is directly related to our image and to our diplomacy.
4) If we jump off to an early rush and pummel someone, we will have a very difficult time getting anyone to trust us, we will face a wave of negative propoganda and will likely face a Grand Alliance that will tear us appart before we are strong enough to stand alone.
5) Good diplomacy is more important than good UUs or traits.


Good points, but...

Commercial does not equal a Courthouse in every city. I can post numbers if you wish. It does diminsh corruption for cities at a certain distance, but it has less effect than a Courthouse for non Commercial civs.

I disagree with point 4. What would anyone care if we pummeled someone? You are painting a picture of 7 builder civs and one sole war monger. What leads you to this conclusion? I agree that indecriminate making of war would be harmful, but if war is the right thing to do given the situation on the map, it should be done. To do otherwise would be to pass up on advantages which may be vary rare indeed.

Point 5 is something to debate, but I would not say that diplomacy is more important than traits. It is important, perhaps equally, but what says we cannot have good diplomats and accomplished armies? Why does having beaten a close neighbour in the early game preclude making friends with more distant civs later?

Last edited by notyoueither on 05-02-2003 at 08:12

notyoueither is offline notyoueither
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quote:
Originally posted by HarryH


Yes, I did miss that one. NYE listed it as a 6,2,1 unit. If that is true (I think I remember reading something about that in a ReadMe) it is extremely powerful being the only 6 attack unit that early in the game.


It is 6.2.1

Check the editor.

Kloreep is offline Kloreep

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  Old Post 05-02-2003 09:44
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Yes, re: Commercial, I thought it only increased the Optimal City Number - and thus only helps later in the game when you have enough cities to get corruption from # of cities. IIRC, Commercial does nothing to help with Despotism's horrible distance from palace corruption.

Aeson is offline Aeson
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Nov 2001
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  Old Post 05-02-2003 09:46
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quote:
Why does having beaten a close neighbour in the early game preclude making friends with more distant civs later?


I don't think it does, unless the war goes too well.

Each team is going to be looking after their own interests, and someone else being much bigger than the rest is not in the best interest of 'the rest'.

Aeson is offline Aeson
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Nov 2001
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  Old Post 05-02-2003 10:23
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You're right, Commercial doesn't affect distance corruption, only number of cities.

Commercial does affect the optimal number of cities, but a little differently than what you are talking about. The number of cities corruption is based on a numbering of each city. It's basically a list of cities as they get farther and farther from the capitol/fp. The number of cities corruption factor is applied based on the city number in that list.

Commercial bumps cities up that list. On a standard map, the optimal number of cities is 12, so Commercial's 25% reduction means city 12 will get the corruption rate (still just talking # of cities corruption) that city 8 would get for a non-Commercial civ.

Now on a standard map, city 12 is probably far enough away from the Capitol that in Despotism it's going to have 95% corruption just from distance, so early on it makes almost no difference at all. In practice, it usually amounts to 5-7% lessening of corruption for each city. That's great, but doesn't really show up until your city is producing 15-20. Even for very productive cities later on, it's not a big difference. In some cases it means a build a turn sooner. Though, the difference of a couple shields per turn can be huge or irrelevant depending on the build and overall city production. This can be dealt with as an non-Commercial civ can plan their cities a little differently to get to those valuable production 'sweet spots' just as well in most cases though.

The main problem I see with Commercial is that it's overkill. For a well run empire (even small), it isn't too hard to get to 4 turn techs by the late Ancient era (the first few Middle ages techs will slow down), and then keep the techs flowing in as fast as they can come for the rest of the game. If we end up on Regent, where the player gets no reduction to their tech rate, no tech after Republic should take more than 4 turns to research (unless someone is putting the hurt on us ).

Also, gold tends to be relatively easy to come by in the later stages of the game, when Commercial starts to shine. It's great for making big(ger) piles of gold.

On a standard map, Commercial's main strength is that you start with the Alphabet, which is the most costly of the first tier techs. Some of that value is lost if you have to research the military techs just to make sure you live to see Writing/Mathmatics though.

In single player it's value is almost priceless when combined with Masonry from Industrious, as the AI's won't research Mathmatics. Even on Deity you can get Writing (sometimes), Mathmatics (usually if you skip Writing), and Currency (almost always if you skip Writing) first, opening up tons of trading opportunities. That won't apply as often in MP.

Last edited by Aeson on 05-02-2003 at 10:30

Kloreep is offline Kloreep

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Good arguments. I'm leaning away from commercial now...

I think I'm the only person to bring up Babylon, and I was just joking; but if we go with a mediocre civ for the challenge, why not the Babs? Not all that great a UU unless you archer rush and no Industriousness, but cheap culture buildings make things easier in other ways.

notyoueither is offline notyoueither
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quote:
Originally posted by Aeson


I don't think it does, unless the war goes too well.

Each team is going to be looking after their own interests, and someone else being much bigger than the rest is not in the best interest of 'the rest'.


That is where the diplomats come in.

Can they win over the next closest neighbour? Or can we not convince the smaller civ next to us that we will destroy them entirely and at an early date should they throw their lot in with 'the rest of them'.

Being big and scary has it's benefits, it is not a handicap.

Aeson is offline Aeson
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  Old Post 05-02-2003 13:17
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I meant during the 'getting bigger than everyone else' phase, the smaller fish are more likely to gang up. I certainly would be in favor of helping out a neighbor who is losing ground against a neighbor who was taking it... Otherwise you're left with a neighbor like you are describing.

In this game there's only going to be one winner. 'Survival' at the expense of having a chance to win (in your scenario, going along with the superpower) is just delaying the inevitable, and doesn't make much sense.

notyoueither is offline notyoueither
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In MP I prefer to deflect the attentions of those more powerful than me in hopes that they will stumble and leave themselves open to a good taking down.

I certainly do not throw myself headlong into the maw of the monster simply because it would suit the interests of more distant civs.

I think that the line of argument that the strongest will be ganged up on is overly simplistic. As with everything else, the situation on the map and in the embassies will have more to do with the course of events than any preconceptions of what 'should' or 'could' be.

E_T is offline E_T
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  Old Post 05-02-2003 14:00
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Carthage's UU is great for Anchent Era Combined Arms Attacks. Mix the Num Merch (2/3/1) with Swordsmen (3/2/1) and Bowmen (2/1/1) while sprinking in a few Horsemen (2/1/2) and maybe a Catapult or 2, then you have the right combination to Wage War in the anchent Era On a very good scale.

The added Bonus of the Reduced corruption when dealing with a number of cities, allows you empire to grow larger than normal, through all of the ages.

Cathage is a Civ to be feared.

E_T

vondrack is offline vondrack

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  Old Post 05-02-2003 14:33
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Just my two cents... and it will not even fully be my own two cents, as someone has already mentioned the idea of taking a worse-than-best civ before...

If I am not mistaken, this intersite demogame is about reputation and prestige. Would we really look that great and admirable choosing Carthage, which is largely referred to as the best civ for Civ3MP? Or any other "top" civ, however difficult it is to rank them? I would support the decision to take a second tier civ.

Just an idea... what about this: every site chooses one civilization (from those not nominated yet). All the civs are thrown into a hat then and each team draws one of them. No disputes over who gets which civ and a good chance that the civs will be fairly equal, as most teams would probably choose a "mediocre" or "average" civ, they could live with, but would not mind if someone else got it. This would be a a variation of the "Misfits of Society" PBEM game I take part in - in that game, players chose civilizations not for themselves, but for other players. Needless to say that we are playing a bunch of pretty crappy civs, there...

EDIT: typos

Last edited by vondrack on 05-02-2003 at 15:38

Hot_Enamel is offline Hot_Enamel
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  Old Post 05-02-2003 15:01
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Some of us misfits got the crappiest of the crappy.

Go Korea !!!!

Technically, we are still at war Vondrack....IIRC, I declared the day after you gave me the Koreans to play.

ThePlagueRat is offline ThePlagueRat
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Then it should perhaps be random? (since two teams might choose the same)

joncnunn is offline joncnunn
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If we are planning on a peaceful, rapid REX, we should pick civs with supporting traights.

(In order for MP games: Industrious, Expansionism, Commerical, Religious, Scientific, Military)

But if we are instead planning on expanding initally via war, we should pick civs with early UUs.
(That would rule out Ottomans, Russians, English, Germans, and Americans.)

For a Hybrid stretgy, any of the Industrious civs will do, even America; the synerieges between Industrious & Expansionism would make up for the weak UU.

CiverDan is offline CiverDan
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I would not choose commercial over religious. The abilitary to switch goverments with 1 turn of anarchy can be important for tech research and production (means you dont have to wait for that wonder to complete to switch govenments either). I would rather have cheaper tamples and cathedrals than cheaper science improvements.

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quote:
Originally posted by realpolitic
Expansionist still only has limited applications in MP. I don't think its too hot. You just need HR or IW to start a war, then throw in the other unit when it make sense.

Scientific saves 120 shields/city in the first 2 ages, early libraries tend make culture a non-issue.

Since there is considerable contraversy over which traits are best, , while some civs have UUs that are either too little or too late,. We should eliminate these
because the drawbacks of the UU's are incontravertable!!!!!!!!!

America
Korea
France
England
Germany


That at least is a start, and since most people believe Commercial is eigther too late or not valuable in a warmongering game, maybe we should elimainte those civs too!


hi ,

if you are a good player you dont need to depend upon a UU , .......

it would be backwards to base a choice just on a UU , ......

have a nice day

joncnunn is offline joncnunn
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I only place Commerical ahead of Religious in MP.

In MP, there is no War Werrious and it seems that Anarchy only lasts a max of 4 turns instead of 8, which decreases the value of Religious in MP compared to SP.

quote:
Originally posted by CiverDan
I would not choose commercial over religious. The abilitary to switch goverments with 1 turn of anarchy can be important for tech research and production (means you dont have to wait for that wonder to complete to switch govenments either). I would rather have cheaper tamples and cathedrals than cheaper science improvements.

Togas is offline Togas
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  Old Post 07-02-2003 00:27
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quote:
Originally posted by vondrack
Just an idea... what about this: every site chooses one civilization (from those not nominated yet). All the civs are thrown into a hat then and each team draws one of them. No disputes over who gets which civ and a good chance that the civs will be fairly equal, as most teams would probably choose a "mediocre" or "average" civ, they could live with, but would not mind if someone else got it.


I adore this idea, but recognize that it's probably too late to impliment it.

Perhaps, once the terrain is established, we can create a new poll, post all of the civs, and pick our top 2-3 choices.

Also, for anyone with an interest in the Commercial debate, check out this thread from the strategy forums. It's very current and rather insightful.

--Togas

Togas is offline Togas
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California
Jun 2002
time: 21:25
  Old Post 07-02-2003 00:33
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[edit. double post]

--Togas

OliverFA is offline OliverFA
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Leeds, UK
Sep 2002
time: 06:25
  Old Post 07-02-2003 03:34
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quote:
Originally posted by Aeson
We should choose our civ based off of color... England or Ottomans.


I like light blue...

No really, I don't care much about the civ pick, because I hope that our team will work to get the best of their traits and UU wichever they are.

notyoueither is offline notyoueither
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of naught
Aug 2001
time: 22:25
  Old Post 07-02-2003 05:37
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May I suggest that we vote for civs using the method of posting our 1st, 2nd and 3rd choices?

Each 1st choice vote nets the civ 3 points, each 2nd choice nets 2 points, and each 3rd choice nets 1 point for the civ. We then have our first, second, and third (if needed) choices based on point totals.

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:25
  Old Post 07-02-2003 07:59
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Put an end to popups!

yes, that polling way is better than the pick one poll, NYE.

Togas is offline Togas
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Jun 2002
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  Old Post 07-02-2003 09:27
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quote:
Originally posted by notyoueither
May I suggest that we vote for civs using the method of posting our 1st, 2nd and 3rd choices?

Each 1st choice vote nets the civ 3 points, each 2nd choice nets 2 points, and each 3rd choice nets 1 point for the civ. We then have our first, second, and third (if needed) choices based on point totals.


This is a good idea, but how would we do it with the poll system if at all?

--Togas

Beta is offline Beta

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Nov 2002
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  Old Post 07-02-2003 09:27 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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nye - great idea for the polling on civs. And the earlier idea of throwing the civs in a hat and choosing - I will take it to the others and see.

For now - and to help focus the debate - a number of sites have yet to register with their game parameter votes - but the early returns indicate standard map size, continents 2, normal climate/age, and regent difficulty (having the first player go through the re-load process for getting around the difficulty bug).

I for one like the idea of a 'second tier' civ, for the reasons stated above.

(and hey - I got the mongols in the Misfits game... )

At any rate - I hope to be back here tomorrow with final results. CGN, the last site into the game, and ourselves are done. Firaxis will play with whatever the other 7 decide. And CDG has only decided upon difficulty and map size. Will keep you posted - pardon the pun. ....Beta.

 
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