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Dominae
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quote: Originally posted by nbarclay
If you think I mind warmonger-ish, you've obviuosly forgotten my AU 206 AAR already. |
I meant warmonger-ish scenarios, ones that force you to adopt a warmonger strategy (there have been a few of these since AU started).
Dominae
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Konquest02
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Somewhere up in the trees
Jun 2002 time: 00:26
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I voted for OCC but then I read the thread and saw Arrian's suggestion at the bottom:
quote: I was thinking about a real "island hopping" game... not a 'pelago map, since those give you long stringy (but still pretty big) continents.
No, I'm thinking of a plethora of little islands. Maybe a few medium sized ones (room for maybe 5 or 6 cities, if building with 4 tile spacing) but nothing bigger.
Exploration & Expansion are fun "builder" things to do. So let's lengthen that process. Lots of small islands (some reachable via coastal waters, some via sea, and still more via ocean) would do that, I think. Say a standard map with 4-6 civs, instead of the normal 8, or even a large with 6-8 civs. It would have to be a user-made map, of course. |
I think this would be a great game, combining new builder learnings with a good chance to practice intercontinental invasions.
So this would be my first choice, my second would be OCC.
--Kon--
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Dominae
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Arrian, how exactly would your suggestion be different from the original "Island Hopping" AU? Even if its mostly the same, I think it's a good idea, since most of the current AU "students" were not around for that game (msyelf included). Maybe we could even do the same map again.
Dominae
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minke19104
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Island hopping sounds fun..
I suggest giving Vikings a very crappy small tundra island to start with. Let's see if with hordes of beserkir they can successfully invade surrounding resource rich neighbours.
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minke19104
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Or...
How about a No Luxury Watsoever game?
Anybody ever tried this? Create a map with devoid of any luxuries. This would force ppl to play with less representative governments, and micromanaging Entertainment slider bar.
We should see how the AI be without luxuries, how their aggression level be affected or whatnot. Wars would be much difficult to be waged and the less used Colloseum would have to be built more often.
Captured cities and citizens would be harder to please. Temples and Oracle Wonder would be a life saver in this game and so on. Of course, marketplaces would be less useful...
What do you think?
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:26
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No luxuries? Ack! Not my cup 'o tea. I'm fairly obsessive about keeping my people happy.
Dominae,
I suppose it wouldn't be all that different from the earlier island AU game, except that each map & civ choice offers different challenges.
Btw, I was thinking of leaving civ choice up to the player, instead of designating one.
Personally, I was considering a militaristic civ on a map such as this, for the cheap harbors (I'm serious). I'm not a fan of exp/mil as a trait combo, but I'll admit the Beserk throws an interesting variable into the mix. I'm debating with myself over what civ I'd choose... Rome, China, Japan?, France/Carthage...
-Arrian
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minke19104
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I've done my wars without bombardment anyway so they dont really matter..
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minke19104
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Note that the AI is hopeless with Naval units.. They hardly ever muster enough force and intellegence to send galleys of troops to ur island. So Island hopping is really not that hard, other than having the patience to move troops around the sea...
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:26
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quote: Originally posted by Jawa Jocky
IMO a huge map is still painful for someone with a powerful computer However a archipelago with lots of water would help reduce land area and in turn between turn waiting |
True, but waging war on a huge map requires a considerable degree of consideration... what would be a wide front on a standard map because a narrow one... planning even a simple, one-front invasion can become a harrowing test of coordination... and the tiniest mistake can prove your undoing - just like in real life!
Of course, it depends how bad you've got it.
I can't deny that once the game is "in the bag," a huge map becomes INCREDIBLY BORING. But then, after a certain point, once everyone's railroaded up, all you need your workers for is pollution... so just fortify 'em and keep pressing that spacebar... if you've got a war to fight, that's always fun, even if you know you're going to win!
TO wander a little bit, I wanted to second someone's earlier recommendation of a "despotism only" game. This would be a bizarre challenge. Not even communism? Cold! This would test all our reserves, I'm sure. Anyone agree?
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Fosse
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U.S.A.
Mar 2002 time: 23:26
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I'm all for the huge archipelago. I would hope it would be designed to minimize the human's ability to have successful suicide runs.
The AI seldom builds a worthwhile navy... but that doesn't mean they won't ever. In The Power of Randomness I was basically being dominated by Egypt's (who had eliminated Japan and Germany) overwhelming navy. Their land invasions were never coordinated... but the sheer bulk of the troops they sent had me sweating. I'd love to find out what makes the AI build a great fleet.
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Dominae
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I volunteer to set up the map, for the simple reason that I doubt I'll play this course. Let me know if there are any objections/concerns with this. If not, I'll set up the game this week sometime (before the weekend).
Dominae
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Mountain Sage
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My free 1 gold:
There is already a new thread by Yahweh Sabaoth about playing on a huge map. We can 'sponsor' him.
Now, 'island hopping' loooks fun. What about going after Duke Leto's strategy on Caladan 'ruling by sea- and airpower' alone?
Meaning we could restrict our Civ's ground forces to 1 unit/city. Since we'll have a small army, we'll have to reduce enemy units to 1 HP with ships, and later with ships and bombers, before going in for the kill, including capturing cities. Further, if our army is on another island, we'll leave our homeland defenceless. Nice diplomatic play also. The warmongers will be happy too: the more they conquest (interesting logistics!), the bigger their army.
Well, it's just worth 1 gp anyway.
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minke19104
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Sounds good I'm in for Huge Map Arch.
Is it gonna be Random Civs? If you really want to have naval battles, why dont we use the mother of all amphibious civs, Vikings? Should make for some interesting naval battles..
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CerberusIV
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I would suggest allowing players a choice of civs. Choice of civ traits and UU's could be quite important on a huge water rich map..
French/Carthaginians would both be good for their civ traits and starting with the initial techs towards mapmaking. Or the English with the useful commercial trait and a relevant UU. Or the Vikings whose civ traits are not especially helpful but have a killer UU.
Each choice of civ could lead the game to unfold in a different way. It would be best to fix the AI civs to limit the humans choice and ensure some similarity between different players experiences.
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Dominae
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Since no one has stepped forward, I will be doing the map for the next AU course. Here is the compromise of ideas I've come up with:
Huge map
80% water
Continents
12 civs
Civ choice open, but restricted by set AI civs
I also want to do this with PTW, since playing against the same old gang gets kind of boring. Let me know if there are any major problems with this.
Dominae
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minke19104
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80% water....
Are you gonna make 3-4 Continents or just 2? Or is that a secret? :P
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Dominae
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Playing with some maps, I feel that 70% water would be more in the spirit of a Huge map game. With too little water, either you've got pure island hopping, or basically a Standard or Large Continents map with more water between land masses (not that big of a deal once Navigation/Magnetism comees around, and actually bad for the AI).
Dominae
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