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CerberusIV
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WE HAVE 6 PLAYERS - THIS GAME IS CLOSED
Now that everyone seems to have moved to 1.21 I thought it might be worth trying an idea I have had for a while. Many players probably have ideas for changes they would like to try in the game. The intention in this game is to try out people's pet ideas or favourite changes against other human players rather than the AI.
Basically each player would be allowed to nominate THREE changes. They could each be to a unit, improvement or wonder, whatever. So if you think that ironclads should be 6.4.4 and come with industrialisation or that hospitals should give a happy face as well as >12 cities or that the basic barbarian should be an archer rather than a warrior it would be possible to include this.
The only real limitation would be changes to UU's. If you wanted to change a UU and play that civ then the other players would have to agree. Jag warriors with the same stats as MA but for only 10 shields would give an Aztec player a bit too much of an advantage .
For the map I was thinking of a safe choice. Continents, normal climate, etc. and an easy barbarian setting. Either 4 players on a small map or 6 players on a standard map.
Any takers?
Last edited by CerberusIV on 25-06-2003 at 16:25
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CerberusIV
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Players
CerberusIV - Germans + industrious
GhengisFarb - Ottomans + religious
Anatolia - Japanese + industrious
Flandrien - Iroqois + industrious
Dr A Cula - Chinese + religious
OPD - Babylonians + industrious
Map
Huge map, continents, normal climate and temperature, 4 Billion Ma. Restless Barbarians.
Rule changes
1 Privateers come with Astronomy.
2 Barbarians to be Immortals/Keshiks/Privateers
3 Reduced corruption (down to 50%)
4 Palace/Forbidden Palace allow size 3 cities
5 GW's do not expire
6 All non-player UU's available to all civs and have hidden nationality (upgrade chains revised).
7 Intelligence Agency requires 5 Police Stations
8 Guerillas have hidden nationality and all terrain as road
9 Movement rate of ironclads, destroyers, transports, submarines, battleships, carriers, nuclear subs and aegis cruisers increased by 1
10 leaders only build armies. not rush build anything.
11 Everyone starts with 3 settlers and 3 warriors
12 Pikemen don't require iron
13 Great Wall gives walls in all cities on same continent (but does not double city defences)
14 Longbowmen have zero range bombardment (same stats as catapult)
15 Ocean tiles cost 2 movement for galleys and ironclads
16 Civs get a third trait (players choice)
17 Settlers and workers treat all terrain as roads
18 Granaries only cost 30 shields
Last edited by CerberusIV on 25-06-2003 at 16:28
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:29
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My proposals:
- Palace and Forbidden Palace improvements have the allows city size level 3 ability (like a hospital)
- No Wonder ever expires
- The UUs of all civs not being played are available to all players and have the Hidden Nationality ability instead of the Triggers Golden Age ability
I would like to play the Ottomans.
Last edited by GhengisFarb on 24-06-2003 at 04:13
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Dr. A. Cula
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I'd like to play, as well.
Proposals:
- Prerequisites for Inteligence Agency: 5 Universities and/or 5 Police Stations;
- Hidden nationality and Treat all terrain as road for Guerilla;
- I don't remember if Nuclear Power tech increases naval movement (like in Civ2). We should do that, perhaps only for Industrial Age ships. If it's not possible, then we should increase default movement rate for all naval units.
I'd like to play China.
For RL reasons, I can only play monday to thursday, between 16:00 GMT and 23:00 GMT and I'll be able to forward the game the next day around 9:00 GMT.
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CerberusIV
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Is it possible to give three settlers/three warriors at the start? I looked at the editor and it is easy to do this for the AI but I don't see how to do it for the human players.
GF - Do the hidden nationality UU's remain in the upgrade chains or not? It could make a difference to how many it is worth building.
My changes:-
1 Great Wall gives walls in all cities on same continent as well as doubles combat against barbarians but does not double defense of cities.
2 Longbowmen have zero range bombardment with same rating as catapult. Makes them quite useful defensively when stacked with other units.
3 Ocean squares require 2 movement points for galleys and ironclads. This prolongs the useful life of frigates and would fit alongside increasing the movement of all industrial/modern era ships by 1.
I am happy to play a large map. This is shaping up to be quite an interesting early game. I wonder if we would be better off on a pangaea map, rather than continents, so we have a better chance of contacting each other.
I would like to play as the Germans.
Would Immortals and Keshiks be too strong as barbarians?
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CerberusIV
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I am inclined to close the game at 6 players. My experience with the other PBEM's I am in is that games with more than 6 players can be quite slow and seem to have higher drop out rates.
I will summarise everything tomorrow in the spare post I left at the start of this thread so we can all refer to it easily.
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Dr. A. Cula
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quote: Originally posted by Anatolia
I wouldn't want more than 6 players. Having six players is very slow as it is and if Dr. A. Cula can only play 4 days a week it's going to be even slower.
If Civs get 3 traits can we choose the third trait? |
I second that. I hope we can synchronise ourselves so I can receive the save on mondays. That way we won't waste too much time. BTW, what version are we playing? Tonight I'm going to instal patch 1.21f.
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Dr. A. Cula
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It's a shame barbarians don't load units on ships anymore and have a very limited range of possible units. Imagine barbarian berserkers...
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CerberusIV
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I have summarised the current changes/wish list as I understand it in the second post in this thread. Please have a look at this and make any comments.
My only hesitation at this stage is about possibly going too far with a third civ trait. If there is a totally free choice of any three then we are all likely to go for much the same choices. I feel that part of the game is that there is no "perfect" civ in terms of traits and UU. So I would be fairly happy about adding a trait to an existing civ but nothing more fundamental. What does everyone else think.
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CerberusIV
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I am inclined to give the third starting tech. I tried starts on a couple of large/huge maps last night just to see how it went and with a small number of civs the research was quite hard for the first few techs if no-one else has them until you get 4 or 5 cities up and running.
There are no AI's to extort tech from so we will need to make contact and trade tech if we are ever to get anywhere research wise.
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CerberusIV
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Rule changes post updated.
OPD - you can make one more change if you wish.
Anatolia - as no-one has taken the english we can all build the english UU as a hidden nationality unit. Do you wish to alter your change about privateers to something else (I have tried privateers with astronomy but flagged as sinks in ocean before now. It was quite useful for sinking enemy galleys).
Please note I have upped the barbarian difficulty one level and also am now suggesting a pangaea map. That doesn't guarantee we will all be on the same continent however, or that there won't be a significant unoccupied continent offshore somewhere.
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All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
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