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Bloody Monk

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austin, tx
May 2001 time: 23:31
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quote: Originally posted by Six Thousand Year Old Man
Nope, starting techs have no effect on research costs - techs gained via diplomacy or huts do, of course. |
Yes, that much I remember. My question stated more fully is, if the game thinks we should have nine techs, then, will the first nine techs we get just fill those slots so that they are, in effect, still "free", with no effect on tech costs???
Probably, I am overthinking this...and by we I mean the players + the peanut gallery.
Monk
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:31
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Okay, I'll keep my proposal out of this thread. I, too, appreciate the tact with which this discussion has been conducted. I understand and respect your opinions, although I still disagree. I hope that my ideas on a more conventional game will be considered instead:
1) Trade allowed with own or allied cities only, and only if the commodity is in demand
2) Starting out on a continent with most of the AI, meaning that you need to explore or conquer in order to expand
3) Tribute or gifts may not be received from the AI
4) Map sharing is not allowed
5) You may not use Caravans to help Wonder construction along, and you may not start on a Wonder before you have the required tech (ie. start on a different one, then switch)
6) Difficulty level +2 with Riot Factor set to 18 and Unrest Factor set to 9
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Bloody Monk

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austin, tx
May 2001 time: 23:31
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STYOM,
Back in the Day, there was a cigarette jingle which, with a small variation, went "It's not how 'hard' you make it but how you make it 'hard'.
In that 2nd Sailing thread I made a similar point to yours. No matter the approach to setting up the game, the gameplay HAS to be fun. Otherwise, what's the point??
Most of these games have been very interesting to play or to watch. Very creative. But the crew have become so skilled that, as SG[1] lamented, the outcome is never in doubt. What is left is to create interesting problems to be solved. Eventually, it may come down to doing "whatever" within a set time limit.
Since we can't make the AI smarter, one approach is to disallow the kind of strategies that the AI doesn't attempt or do well. So, no SSC, no use of vans for WOW building, limits on which WOW can be built-or captured, some kind of limit on trade, limits on city bribing, limits on gov't choices, are some ideas. Putting rule limits with the environment factors you mentioned can make for many fun and interesting games.
I think SXN games will be around a long time.
Monk
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:31
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I think self-imposed rules fall into two categories:
1) Those meant to limit powerful strategies by making them less useful or completely remove them, such as restraints on what governments you can use and when
2) Those meant to create "unnatural" barriers for the player to overcome, such as the movement restraints of the Silly Rules game or SH's suggestion above
The distinction might not always be entirely clear. With the first kind of rules, the game essentially stays the same, requiring a reevaluation of your strategies. With the second kind, the game is fundamentally changed.
While running the risk of being called a hypocrite, I must say I prefer the first type. I think I'm too conservative to ever enjoy a game in which my unit movement was restricted in an "unnatural" way, whatever that is.
Or, you can change rules.txt.... *ducks*
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rjmatsleepers
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Put me down as an AC player.
Suggested rule #1. No white goods in nominated SSC to be sold prior to discovery of fusion power (if we get that far).
RJM at Sleeper's
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