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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:30
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I would advise to let the game flow strongly east-to-west. I am GMT+1 (GMT+2 with DST).
We could add some more fun to the game, if we all choose phantasy names, i.e. not the boring Aztecs, Chinese, Japanese, Bolognese etc., but such like Empire of Grilrit, Fellowship of Mu, The Dark Order, Fighters of the Light, Tumbernut Clan and alike. Also, it should be allowed to rename the UU.
Speaking of UUs free to choose, we're talking about standard UUs, right? Not UUs with imbalancing phantasy stats, like a 10.10.2 horseman and alike. Just to be sure. What if two players choose the same UU?
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:30
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Hidden units: I REALLY like the idea. But like I stated much earlier in this thread, they can easily and quickly become way too powerful if used correctly. I suggested earlier that we make them cost double (or more) what they cost now so they stay as a distraction and a tool rather than becoming the Army. I also like the one per deal (like I was saying in my cut-off post back a few), and I like the idea of using the babylon Bowmen as OPD suggested better than the Numedian Merc as an acient age HU (hidden nationality unit). ....
... was just on the toliet and had an idea (I wonder how many ideas people come to while sitting on the toliet?). I like SR idea of standardizing HUs (one per age) and making them upgrade into each other, but I don't think taking a very common unit (the archer) and making him a HU is a good idea. How about we set up a separate upgrade path of HUs? For instance: Jag Warriors --> War Elephants --> Cossack (minus the resourse requirements). We jack the shield costs of these units up, remove any resouse requirements (only needed with the Cossack in my example), and make them their own upgrade path. Everyone will be able to build them and they almost make a logical upgrade path (each no resourses and two move. Ok, the cossack moves three, but you get my picture).
I currently like the way the Guerilla unit works as an alternative good unit to resourse poor civs.
Equalizing the starting positions: I usually prefer a completely random start, but as it looks like we are going to keep all our civ traits/UU/starting techs secrete, we are going to need to have someone outside the game set it up (as MZ has already volunteered for this, does anyone object to him?) and we could very easily ask him to do this. But, to me, this is another issue that I would "abstain" on.
Level the starting techs: Hmmmm..... this is probably a good idea. I would vote yes to this.
Barb Archers? Hmm... I would have no problem with barb archers that come out from a camp, but imagine poping that hut next to your capital early in the game and finding yourself surrounded by three archers. Not good.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:30
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Fast units as HUs are probably better apt for hit-and-run attacks than my suggestions. What about donegeals suggested units with costs increased by about 50%?
- Jaguar Warrior, 1.1.2/20 shields
- War Elephant, 4.3.2/100 shields
- Cossack, 6.4.3/130 shields
None of them need resources, and they upgrade each into other. Also, nobody shall use them as his UU. Acceptable?
As for equalizing start positions: Generally yes, but pretty pretty pretty please don't mess too much with the resources. I once played in a game where the starting locations were doctored ("equalized"), and I had 4 different luxuries, 3 horses and 3 iron within 8 or 10 tiles from my capital. That's just a ridiculous abundance and made the game much less fun.
Archers as barbarians: I don't insist, but if we choose Regent, barbarians will just be too easy to fight against.
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:30
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Ok, so here is what we have so far:
Map-
Size: Standard
Climate:
1 Wet (GF)
1 Normal (SR)
2 Random (Donegeal, OPD (deffered to me))
All others:
2 Random (Don, OPD)
Difficulty:
2 Monarch (Don, OPD)
HUs:
Jag (30 shield)
War Elephants (100 shield)
Cossack (130 shield, no resourses)
Starting units (this has been put out by me, but nobody argued it):
3 Settlers
3 Workers
1 Jag Warrior
1 Scout (if expansion trait choosen)
Leveled starting techs:
3 All starting techs set to value 3 (SR, Don, OPD)
"equalized" starting position:
2 yes (SR, OPD)
1 Abstain (Don)
Civ traits/UU/start tech:
5 Known only by the civ and the set up man (Don, OPD, SR, GF, BF)
Civ Color:
Don: Purple-Blue (secondary Korea color)
GF:
SR: Black (GoW Black.....hehehehe)
NYE:
OPD:
Anatolia:
BF:
Beta:
Civ Names:
Don: Felcorian Empire
GF:
SR: Order of the black Rose
NYE:
OPD:
Anatolia:
BF:
Beta:
Play order:
Anatolia (GMT +9)
SR (GMT +2)
Don (GMT -6, but works thirds and will play in times similar to SR)
OPD (GMT)
Beta, GF, NYE (unknown, I think GF is GMT -6)
BF (GMT -8)
We can start in this order in anyway, so long as the game will follow the sun (except for that goofy Don character who keeps f*****g this up).
Set up man:
2 Master Zen (Don, OPD)
Colors to be given on a first come first served basis!!!!
Last edited by Donegeal on 18-09-2003 at 20:21
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