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If you set the difficulty too high then you're going have large amounts of no man's land and a raze fest aren't you?
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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antisocialmunky Wrote:If you set the difficulty too high then you're going have large amounts of no man's land and a raze fest aren't you?
Not really an issue unless we set it to deity...
Now that would be a funny game.
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luddite Wrote:noble difficulty? that seems way too low. The org trait would be almost useless, and the superfast tech speed makes offensive wars difficult. I'd vote for monarch difficulty.
I disagree with setting it to Monarch. Techs are already going to be very slow to start with. Keep in mind the techs you will be researching to start with cost close to 1000 beakers, not the 50-150 of opening ancient era techs. There is no need to further slow the tech pace down by raising the difficulty level.
luddite Wrote:No ivory, gold, gems, or silver? That'll make for a really low happy cap early on. Calender resources offer the same early commerce boost, anyway. I'd just leave this up to the mapmaker.
You start with Hereditary Rule...
luddite Wrote:city gifting: we'll need specific, concrete rules on this. Simplest way would be to just ban it all together.
Perhaps just that a given city can only be gifted once? Would allow say an Imp civ to make the city if a team wants to do that but would prevent the whole gifting back and forth for cheap buildings issue.
luddite Wrote:Other things- Can we use a mod to remove random resource pops? Those have the potential to unbalance the whole map.
I disagree. Considering that we are guaranteed all of the important resources within 5 tiles of our start, I don't think a random resource pop is going to be so game breaking as to go through with the hassle of using a mod for the game. If we decide to use a mod otherwise I don't really care one way or another if that is included, but I don't really want to have to use a mod just for something so trivial.
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City's gifted only once is fine. I am against a blanket ban on city gifting.
August 3rd, 2011, 23:11
(This post was last modified: August 4th, 2011, 03:48 by plako.)
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Everything seems clear concerning the settings. I've started to make the map. I'll try to get 1st version for lurker judgement within next 3 days, but 12 players need a huge map so this isn't a promise  .
FYI - The size of the map will be Huge and world wrap cylindrical.
Only thing that needs a clarification is the rotation of turns:
Speaker Wrote:The last thing we need to discuss is the turn timer. I'm leaning toward something like 48 (or 60) hours per turn, each team has 12 or 15 hours to do their moves. Someone comes up with a random turn order, and we rotate it every X turns (every 20 or 25 turns?), so nobody gets a permanent advantage. This is up for discussion. What do you guys think?
Does it mean that every 20-25th turn the last nation in turn order plays 2 turns in a row and can double move everyone else and others just need to be prepared for this or are there some limitations e.g. that military units can only be moved once during this 2T period?
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Should it be toroidal due ot PB2 costs?
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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antisocialmunky Wrote:Should it be toroidal due ot PB2 costs?
Oops. I was meaning cylindrical, but somehow messed this up.
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What if we have like 2 hour turn periods and just have the previous player pause it and coordinate the actual end-turns in a thread? Potentially get more turns in without being time-zone biased.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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6 hours, not 2 hours, per team, b/c of the inevitable "Crap, I forgot to pause it when I ended and everyone else is asleep" reloads.
And there's another problem:
Pauses screw up diplo trades within a team, which are basically resources and gold...but gold trades could conceivably happen every single turn.
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I would imagine if another team member isn't on hand, we'd just log in for them and accept. Afterall, we haven't really made a hard 1 civ, 1 player rule and I assume that'd just be fore reporting purposes and general responsibilities. I mean, not being able to respond to a deal implies that that person won't be on again in the same period or that that person needs to be subbed because they aren't available so it can't be helped.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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