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alexman
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Hunt Valley, MD
Jan 1970 time: 00:27
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All of Sir Ralph's suggestions sound great. Even the no AU mod one. However, I wouldn't be against some other modifications to address some MP issues. For example:
- Are we going to do anything about the reduced war weariness in MP? Perhaps an increase in unit support for Monarchy?
- Can we weaken the industrious trait so people pick something else besides industrious civs? We could take advantage of worker turns being rounded up, or we could make industrious workers more expensive.
- I would really like to see bombard units being used more against cities. With no AI, we could make it so such units are not only useful in the open. A nice solution would be to reduce the defensive strength of citizens and improvements, so that even Catapults have a good chance of doing some damage.
- With no AI we can do other cool things like making tanks wheeled, AEGIS and subs carry missiles, and colisseums increase the effect of luxury spending.
- There are some elements of the AU mod that I wouldn't mind keeping: Corruption-reducing building for Communism, increased infantry attack, zero-range bombard, ship upgrade chains and movement, and Longevity with Sanitation, for example.
Or I am fine with stock rules too. 
Now we just have to get a 5th player and someone to make the map.
P.S. AP is not my cup of tea either, but DaveMcW has a mod that fixes everything except the slower movement of units compared to tech rate.
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Dominae
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Let's start another one. Sir Ralphs' suggestions make sense to me too. We need a 5th (and maybe 6th).
Of the changes you mentioned, alexman, I like tinkering with the Industrious trait the most. How about making Industrious civs only start out with one tech? We take away Masonry from all of them, or pick and choose among the 2 possibilities just to add some flavor.
Dominae
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:27
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I'm sorry, but I'm against distorting the game rules too much. As it stands, the traits are more or less balanced. PBEM games are a big investment in time and certainly not a playground for tests. Plus, everyone of us has his own algorithms and standard habits with workers. It would annoy the hell out of me, if my workers would behave differently, just because we changed the rules for this one game.
If we do anything at all, it should be fixing the expansionist trait. It's mostly about early settlers, meaning its advantage heavily depends on luck. You have luck (settler in the early 3000's), you be the king of the game. You don't have luck, you remain with a completely useless trait and thus have a disadvantage.
I like the other ideas, although I doubt that this game ever will see the late industrial age (tanks wheeled), not to talk about the modern (AEGIS, missile carying nuclear subs). The latter btw would be near to useless on a pangea, wouldn't they? 
My vote goes towards an unmodded game.
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Dominae
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alexman's idea is a good one, but I agree that an unmodded game would probably be best.
The luck factor inherent in the Expansionist trait is fine, IMO; by picking Expansionist, you're gambling for a free Settler. Plus, it's not like the Expansionist trait is completely useless without this bonus (free techs for trading, better scouting, etc.). Anyway, this is leading to a trait debate, so let' just leave things unmodded.
Should we announce the game and ask for a volunteer, or should we approach players whom we know will play their turns regularly?
Dominae
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Dominae
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I still like the idea of removing Masonry from Industrious civs, mind you...it would would remove the guilt I feel if I were to pick and Industrious civ this time around (which I made a point of not doing last time).
jshelr, Sir Ralph?
Dominae
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DaveMcW
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I'd like to echo the need for scarce luxuries. Please leave only one per player on the map - this will help balance Republic too.
I vote for 5 billion years and let industrious civs keep Masonry.
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Dominae
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This game looks like it's shaping up, but it is also getting a little contrived for my tastes: with 6 players and a map maker to ensure the starts are "balanced", I see no reason to start creating Luxury islands (because you just know it's going to snowball into Strategic resource distribution, etc.). Other than the settings offered by the game and the requirement that each player has a "fair chance", I think only the map maker should know anything about the map.
Also, pardon my ignorance, but why does AP make the end-game more interesting?
Dominae
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