October 28th, 2024, 21:05
(This post was last modified: November 24th, 2024, 03:14 by Cornflakes.)
Posts: 6,138
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Joined: Apr 2012
I’ve been itching to play, but trying to avoid the late game war-turns-of-doom. Anyone interested in a 3-city elimination game? At least the painful war turns will be over quickly.
Dropbox link to RB82.1 mod: https://www.dropbox.com/s/dfs7rq0jk2lrpm...1.zip?dl=1
--> RB82 Mod: aka CtH_5.0.0 with two changes: (1) to move Confucianism to ancient era, so that all players get a starting religion. (2) Techs cannot be popped from huts, switched goody hut result TECH with HIGH_GOLD.
*Sequential turns*
Classical era, by game setting (custom mod so everyone gets a religion)
Mostly-natural *minimal water* map, not heavily balanced, lighter on resources (much closer to “BtS” than “RB” lushness).
Barbs start with all ancient techs, same as players.
3-city elimination (game setting)
Emperor difficulty
Byzantines, Mongols, China and Vikings banned.
Spies allowed, great spies can scout
Barbs, events, and huts on (no techs from huts)
No Tech Trading
No Barb Cities
Players (in turn order):
1. Commodore - Nebuchadnezzar (PHI/IND) of Arabia
2. Cornflakes - Gandhi (PHI/SPI) of Greece
3. yuris125 - Frederick (PHI/ORG) of Germany
4. scooter - Willem (CRE/FIN) of America
October 29th, 2024, 01:30
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Really convoluted. Almost had me till spies/events/huts. Also why CHINA off all civs banned?
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
October 29th, 2024, 07:17
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FYI you do not have to have players manually retire like that. Just use the in-game city elimination setting, which you can do for pitboss. Upon losing a 3rd city, the civ should just disappear.
Love the idea of a city-elim game to reduce the sloggy nature of a game. I'm potentially interested here.
October 29th, 2024, 07:27
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Potentially interested if sequential turns. Depends on timing and the status of my other games
October 29th, 2024, 10:24
Posts: 6,138
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Joined: Apr 2012
(October 29th, 2024, 01:30)superdeath Wrote: Almost had me till spies/events/huts.
I'm flexible, these can be changed.
(October 29th, 2024, 01:30)superdeath Wrote: why CHINA off all civs banned?
Because of CKN collateral off boats. Coastal cities are particularly weak in a city elimination setup. Normally a fishing village or island city is expendable, and can be evaluated in terms of opportunity cost. But with city elimination they are easy targets.
(October 29th, 2024, 07:17)scooter Wrote: FYI you do not have to have players manually retire like that. Just use the in-game city elimination setting, which you can do for pitboss. Upon losing a 3rd city, the civ should just disappear.
That would be a lot simpler and cleaner
(October 29th, 2024, 07:27)yuris125 Wrote: Potentially interested if sequential turns. Depends on timing and the status of my other games
I'm all for sequential. As far as timing, whatever works.
October 29th, 2024, 11:33
(This post was last modified: October 29th, 2024, 11:34 by scooter.)
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Joined: Apr 2007
Strongly considering a signup FYI. I've been wanting to do an x-city elim rule for awhile as I think opening up alternative victory paths is a fascinating way to play a game. Also I think you REALLY want sequential in this style of game as has already been mentioned.
I would suggest playing on a map with minimal water. When you have a naval tech edge, it's simply too easy to beeline naval power spikes and fork to death, and in an x-city elim, that's probably just too strong. If this is played on a water-ish map anyway, would strongly suggest banning Vikings as they make quick ganks both early and late way too easy.
October 29th, 2024, 11:38
(This post was last modified: October 29th, 2024, 11:48 by Tarkeel.)
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(October 29th, 2024, 10:24)Cornflakes Wrote: (October 29th, 2024, 07:17)scooter Wrote: FYI you do not have to have players manually retire like that. Just use the in-game city elimination setting, which you can do for pitboss. Upon losing a 3rd city, the civ should just disappear.
That would be a lot simpler and cleaner 
Downside is that it wouldn't take the "free kills" into account. However, sequential lessens that impact a lot.
E2: I see that you removed that part from the post, so nevermind that then
E: I might be around to mapmake this, but no guarantees at this point in time.
E3: I would consider banning vikings though.
October 29th, 2024, 13:28
(This post was last modified: October 29th, 2024, 13:28 by Cornflakes.)
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Edited settings to include sequential, minimal water map, and Viking ban.
October 29th, 2024, 13:57
Posts: 15,432
Threads: 114
Joined: Apr 2007
I'll consider myself officially in.
Any interest at all in the 3rd starting tech variant we've used for a couple games recently? I think it's been an effective tool in 1) speeding early turns every so slightly without a huge distortion and 2) making civ choices less dependent on having perfect starting techs.
October 29th, 2024, 15:26
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Joined: Apr 2012
(October 29th, 2024, 13:57)scooter Wrote: I'll consider myself officially in.
Quote:Any interest at all in the 3rd starting tech variant we've used for a couple games recently? I think it's been an effective tool in 1) speeding early turns every so slightly without a huge distortion and 2) making civ choices less dependent on having perfect starting techs.
Sure, that sound's good.
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