Is that character a variant? (I just love getting asked that in channel.) - Charis

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pb49?

Standard barbs
Events on
Neutral on peace treaty (break tie in favor of standard 10-turns)
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(April 2nd, 2020, 17:26)Miguelito Wrote: regarding peace treaties, I think there are two seperate mod changes that should be adressed seperately. Correct me if I misunderstood any of the changes:

- in order to prevent the war-peace NAPping, it was made impossible to declare war and immediately make a peace treaty afterwards, ie you had to stay at war for a couple of turns. This can easily be circumvented though by including 1gold in the peace offer, so the change isn't effective. I don't think we want to wait for implementation of a better solution, even if someone came up with an idea, and therefore I'd vote to ditch that change.
---> However, I do dislike war-peacing so I would like to ask the fellow players whether we want to agree on a gentlemen's agreement not to declare war solely for the purpose of getting enforced peace?

- a whole different change was to set the enforced duration of peace treaties (and I think also other trades, like resources and gpt?) to 5 turns instead of 10. I like that change. In my understanding, the enforced peace after a war has the main purpose that armies can disentangle and retreat safely to stable positions, but that should be possible to achieve in 5 turns. It is rather bad for gold loans, which have to be paid back within 5 turns instead of 10 and are therefore less useful. I would want to maintain this without feeling strongly about it, and open to be convinced otherwise if someone makes a good point against it. I feel though that this aspect hasn't really been discussed on its own merit here.

You are correct regarding the changes. The only addition I can make to your explanation is that the "immediate peace" thing is a game option that can be toggled at the games start just like "No tech trading" for example
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Quick map update: I've finished the major additipns and changes needed to make the map work for nine players. I should have starting screenshots ready sometime in the next few hours. If settings have been agreed upon, could someone summarize them in one post? Other than that, the last two players just have to make their threads so I have somewhere to post their screenshots. I expect to have the full map ready to go by the time the snake pick is finished.
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i fear we forgot to include difficulty in our latest settings discussion.

I'd favour Monarch I think, but feel rather indifferent
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Monarch is fine
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I would imagine that if anyone had a strong opinion against Monarch difficulty, they would have said something by now, and since everyone has a thread up, I would go ahead and post the screenshots if I were sure that's really everything that still needs to be decided. There's probably a fair amount of set-up fatigue right now since the settings voting was a bit open-ended and time-scattered (or maybe it's just the Curse of the Pre-Numbered Pitboss*) but I think the best way to get through it is for someone to list in one place:

1) The changes (apart from BUG updates) that Charriu should include relative to the PB46 version of the mod. For instance, if Wall Street/Globe/Oxford/FP should be buildable with say 4 Banks/Theaters/Unis/CHs instead of the usual 6 (though FP needs 8 cities too unless that's also changed) that needs to be modded since the map will be Standard size.

2) The in-game set-up options that should be applied (barbs, events, etc.)

3) Any out-of-the-ordinary house rules that will apply (e.g. if no one is allowed to build spies, or if wardecs can't be followed by immediate peace, or ... I don't remember what else was discussed.)

I'm guessing everyone just wants to get started, but I feel like I can't post screenshots until there's a clear and definite ruleset so that everyone can make their initial strategies based on that instead of the other way around.

In the meantime, I'll create a mapmaking/lurker thread so I can put the screenshots somewhere where another lurker can post them to the players' threads when I'm not around.

* (Ancient RB lore from dozens of PBs ago says that when a new Pitboss thread is opened, if it gives its game a number before it's ready for a subforum of its own, it will inevitably face delays if it ever comes together at all. The curse was forgotten with time, but the curse itself (apparently) does not forget!)
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Settings Summary:

1) Mod Changes (vs. 4.1.1.6 from PB46 + latest BUG)
- privateers ---> optics+engineering
- crossbows ---> back to vanilla
- trebuchets ---> back to engineering
- map trading ON at Paper
- Leave treaty length at 5 turns

2) In-game options
- Map size: Standard (technically a mapmaker setting)
- Difficulty: Monarch
- Speed: Normal
- Era: Ancient
- No tech trading
- Barbarians on
- Events on
- No tribal villages

3) House rules
- Standard no double moves / don't be a jerk / no clock games
- Spies allowed
- War/peace allowed
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(April 4th, 2020, 05:35)Cornflakes Wrote: Settings Summary:

1) Mod Changes (vs. 4.1.1.6 from PB46 + latest BUG)
- privateers ---> optics+engineering
- crossbows ---> back to vanilla
- trebuchets ---> back to engineering
- map trading ON at Paper
- Leave treaty length at 5 turns

Those should be no problems. I'll finish the mod for you as soon as my children are asleep in about 8 hours.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Go ahead and post screenshots.
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(April 4th, 2020, 08:21)Cornflakes Wrote: Go ahead and post screenshots.

This. I would go with no spies but can adapt.

Cheers
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