Originally posted by OzzyKP
Game Settings
- Terra
- Marathon
- Large or Huge (depending on number of players)
- Restart if people spawn too close
- Warlords
- Game starts in 1 month
Things to Decide
- Tech trading, in or out
- When to play
- Victory conditions
- Pitboss?
Game Settings
- Terra
- Marathon
- Large or Huge (depending on number of players)
- Restart if people spawn too close
- Warlords
- Game starts in 1 month
Things to Decide
- Tech trading, in or out
- When to play
- Victory conditions
- Pitboss?
On balance I finally think we should have no tech trading. It's the only way to control it. WE tried the "only trade techs you learn yourself but with subs coming and going I'm certain a few mistakes were made in HOTW5.
USA FRIDAY NIGHT OR USA SATURDAY LATE ARVO/NIGHT
The latter may help with Franks problem. If Capo doesn't play we really need Frank as one of the diplo-vets.
SS VICTORY PLUS POINTS SYSTEM
The only reason HOTW5 actually finished was because of this. Domnination doesn't work and the first civ to launch surprise attack (like mine in HOTW4) will win. But it produces bad feeling and understandably the game fails near the end. In our diplo-light Ausse/USA games we have agreed on limitations to the number of cities one can take in a war. Maybe some rule is needed on this? The diplo-consensus is that you would never take someones capital nor wopuld you eliminate their civ; but this was never a rule, simply good form. With all other civ games ending in wars it's nice to have a genre that ultimately ends up in an exciting SS race - and no tech trade will makle this even more prominant.
PITBOSS
We should run an experiment. Why not the folks who are around in the agreed timeslot/s start experimenting with this a few hours each week? We could also discuss the map situation too.
HUGE BALANCED TERRA sounds good with 12 players
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