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Eli
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Israel
Jul 2000 time: 07:26
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20-02-2003 23:00
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#1
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Naval PBEM - Huge, Pre-Made, Rich, Islands, No Corruption, No Tech Trading, 6 Players
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What I have in mind is a game with an extremely powerful naval aspect.
Players will start on small landmasses, enough to fit maybe 3-5 21 tiles cities.
The map will have lots of smaller islands that can fit 1-2 cities.
Resource wise, the map will be average.
Tiles wise, it will be rich. With less plains, jungles and tundras than average.
No corruption - To make powerful and far cities that will function as bases an important aspect of the game.
No tech trading - I'm not sure about that, but it might add some more flavor to the game.
Bombardment kills - To make ships and carrier-based aircraft more effective.
30% faster vessels - To make ships more effective.
20% cheaper vessels - To make ships more easily available.
Pre-made - The random map generator cannot create the map we need, most of the time there will be 2-3 major land masses that will have to be divided and small islands that will have to be added.
6 total players, AIs will fill empty spots if there are any. No tech trading will get rid of the usual bullying of human players against the AI. 
More suggestions are welcome.
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CerberusIV
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Sounds interesting. My computer struggles with large maps but I guess that won't really be a problem in a PBEM game.
There is a lot of potential to improve the naval/air elements of the game.
No tech trading can be done, it is just slower. Perhaps restricting rather than prohibiting would be best. I would also suggest reduced rather than no corruption to make courthouses/police stations relevant and to make changes in government worthwhile.
Definitely no Vikings! Allowing Vikings would give a massive advantage to one player.
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Eli
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Israel
Jul 2000 time: 07:26
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I think random civs will be the best solution to the Viking problem.
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ormuzd
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if you have free places, I'd like to join too.
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Eli
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Israel
Jul 2000 time: 07:26
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Eli
ADG(alva)
Cerberus
Ghengis
Ormuzd
Sir Ralph
Exactly 6, so no AI.
GF : What exactly your colonial mod contains?
And how are we going to make the map?
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Eli
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Israel
Jul 2000 time: 07:26
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One solution is to eliminate starting techs, or make everyone have the same one.
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CerberusIV
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Eli: someone who is not playing will have to set up a scenario with the map and rule changes.
I am comfortable with the editor for rule changes and have had a couple of tries at maps so I will have a go at this if another player can be found to take my place in the game. If so, I will moderate/stand in for absent players as well if necessary.
Ghengis: I remember some of your comments on your Colonial Mod from an earlier thread. It sounded good but does it require graphics or other files apart from the scenario .bix that not everyone will have?
Last edited by CerberusIV on 21-02-2003 at 18:34
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Eli
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Israel
Jul 2000 time: 07:26
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quote: Another concern is, expansionist would be completely useless in this game, commercial would be severely hampered (no corruption). This again needs to be fixed, if we choose random civs. |
Which leaves us with only ind, mil, rel and sci.
We could let players pick the two traits they want and the civ they want, and then use the editor to change the traits of the requested civ.
Another problem is UUs. Early ones are completely useless.
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CerberusIV
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It is easy enough to change a civs traits and starting techs. Any civ (and it's UU) can be used with changes to these. I would simply take Vikings and England out altogether and edit the others.
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ormuzd
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Will we choose our civs or they will be randomly chosen from these? If evryone determines - I prefer Japan.
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CerberusIV
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Going back on my earlier post I would prefer to play rather than set up the game. So..
I guess it is fair if we all see the map before the game starts - no different to playing on a world or europe map really.
I can do a map this evening and post it into the thread for everyone to have a look at.
I thought 6 main islands plus smaller ones as originally suggested by Eli. Everyone gets one horse and one iron on their original island but most (all?) of the later strategic resources go on the smaller islands. All main islands to have a river/freshwater.
At least six of each luxury resource but only one type on each main island (and some on small islands) so players will have to trade or conquer to get more than one.
Each of the six main islands has safe galley access to one other main island but more than that will need the Great Lighthouse or suicide runs. Other alternatives are galley access between all or nothing much happens before Astronomy!
One small island near the centre of the map to have coal and iron so whoever gets it has a shot at the Ironworks.
All islands to be at least three tiles in size (so cities can be taken without marines unless the defender is prepared to put units on all tiles).
Comments?
Before I do the work is everyone happy to go this way?
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ormuzd
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I agree with sir Ralph. It is very exciting to explore then to go knowing the world. But if we can't find someone to make the map?
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CerberusIV
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Yes, it would be better if we can find someone to make the map. I am offering to do it if that is the only way to get started but it is not ideal.
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