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  • Also, with anonymity the OOC baggage is left behind so for HOTW12 I suggest no new rules.

    It would be nice to get the mod that gets rid of the score board though OR an ozzy scoreboard mod!!

    For HOTW10 I think Epic speed makes it so easy for everyone and that, coupled with anonymity, solves the issues really.
    "Old age and skill will overcome youth and treachery. "
    *deity of THE DEITIANS*
    icq: 8388924

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    • As Capo described, the main problem in my opinion is the group of 2-7 civs plan their research and trade it with eachother, the tech bloc. creating in fact not 10 civs with 10 different tech paths, but 3 blocs with 3 different tech paths, being so broad that there is in reality not much difference between them. forcing people into the long-term alliances. as I've said, they change, but only by sheer annoyance and boredom it seems.

      Perhaps Pinchak's suggestion is by far the easiest. You may only trade away tech 10 times total during the whole game. Everyone can count to 10. It would reduce tech blocs, and trading drastically without killing diplomacy or require excessive bookkeeping.

      it would have to be trust based, but we are all honorable men, though sometimes somewhat distracted...
      Diplogamer formerly known as LzPrst

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      • I'd live with that lz - 10 trades, that's it, no other rules...
        "Old age and skill will overcome youth and treachery. "
        *deity of THE DEITIANS*
        icq: 8388924

        Comment


        • Just for the record though, I think the second option (can only trade tech with another specific civ X times) would actually do more to promote alliances changing. People would have to make tough choices once their limit was reached with a particular civ.

          With the flat "can only trade X times" two or more civs could still form a short term tech block to gain a "tech surge" so to speak, then ride out their lead as a permanent alliance with regards to resources and warfare. What indeed is the advantage of "speading the love around" so to speak?

          Both options would probably help break tech blocks, but I see the second option almost forcing alliances to break, and at the same time promoting non-alliance making, since then you could trade X times with each and every player, without isolating civs.

          Oddly enough, the second option might produce an artifical "friendlyness" as everyone would want to make sure to trade with eveyone up to their limit.

          God, I play devils advocate so much I argue my own suggestions!
          Last edited by Pinchak; January 7, 2008, 15:37.

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          • My suggestion is to try turning tech trading off altogether and instead use some of the tech leak mods that I listed in the other thread.
            Captain of Team Apolyton - ISDG 2012

            When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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            • I think maybe ozzy's suggestion has some merit, but I cant seem to find the link to the mod you mentioned...
              Diplogamer formerly known as LzPrst

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              • I'd willing to give Ozzy's "no tech trade" a go.
                I don't like the idea to use the tech-leak mod.

                But maybe you can convince me by explaning a bit more what this mod is about. (I know it gives science beakers for techs already known by civs you have trade routes with)
                Formerly known as "CyberShy"
                Carpe Diem tamen Memento Mori

                Comment


                • The mod sounds interesting... but i too have no idea what it does.

                  I would however be against disabling tech trade altogether, as this once again would be taking an important part of diplomacy out of the format.

                  Comment


                  • Haha, I guess I thought too highly of you guys to think that you'd be able to find the thread I just bumped called "Diplogame Mod Ideas" without needing a direct link. But I guess I'll save you guys yet another step (since you all seem to be oh so easily confused ) and repost (again) the tech mod links:

                    Ok, here is the tech conquest mod from TheLopez that Aussie bundled in:
                    Enhanced Tech Conquest By: TheLopez Last Updated 09/14/06 Version: v0.5 Patch Compatibility: v1.61 MP Compatible: ? Download Mod v0.5 Version: v0.5w Patch Compatibility: Warlords v2.0.0.0 MP Compatible: ? Download Mod v0.5w Description: The Enhanced Tech Conquest Mod is...


                    TheLopez' resource tech mod:
                    Resource Tech Research Modifier Mod By: TheLopez Last Update: 08/25/10 Version: v0.3BtS Patch Compatibility: Beyond the Sword v3.19 MP Compatible: ? Download Mod v0.3BtS Version: v0.2w Patch Compatibility: Warlords v2.0.8.0 MP Compatible: ? Download Mod v0.2w Version: v0.1...


                    And this may be the tech leak mod (this isn't done by Sevo, but by AltarisGreyhawk:
                    I am pleased to announce a new add-on for SevoMod 3.0 that causes tech leak to occur over trade routes! You can find the file, with included readme, at the link below: Please note that this mod is only compatible with SevoMod 3.0, so it will not work with any other mods. The purpose of...


                    And here is an interesting mod by naf4ever that gives a boost to research for techs civs you have an open border with have already researched:
                    OpenTech version .81 Version .81 is now available. This version fixes a small bug with a missing xml file from version .80. This version removes the science rep since its use is now being questioned, even by me. This basically makes the mod more like it was in the original version, but more...


                    All are very interesting ideas.
                    Captain of Team Apolyton - ISDG 2012

                    When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                    • We're on the internet
                      If you want us to read something, link us to it
                      Formerly known as "CyberShy"
                      Carpe Diem tamen Memento Mori

                      Comment


                      • Originally posted by CyberShy
                        Passwords don't work anyway.
                        If the game continues 1 turn with AI controll, the password of that civ is gone.

                        Regarding city razing: we should just turn that off.
                        It is too bad there cannot be a graded allowance for razing cities say x turns old or y turns in size.

                        Comment


                        • Originally posted by deity


                          That's the same as when I tried to add a password mid-session - it was gone.

                          BUT I think if you create passwords when setting up the game I'm sure they work fine.
                          Mine myteriously disappeared - I have no Idea why!

                          Based on my experience with HOWTWXI - there have been many player absences - having passworded CIVS would be a problem I think.

                          Comment


                          • I believe we did play a no-tech trades game once...

                            it wasnt overly successful. the civs that fell behind tended to stay behind, iirc.

                            either a mod or some form or constraint on the number of tech trades.
                            Diplogamer formerly known as LzPrst

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                            • Well when I say turn off tech trade, I mean you'd replace it with a tech leak or tech conquest type mod so hopefully civs don't fall behind, but the game isn't ruined from tech trading.
                              Captain of Team Apolyton - ISDG 2012

                              When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

                              Comment


                              • not ruined by tech trading per se, but by the necessity of tech bloc'ing. which makes long-term alliances a permanent necessity instead of a temporary arrangement. which is not very realistic and even less dynamic/fun.

                                imo.

                                the problem is keeping tech trading in, without it leading to tech blocs...
                                Diplogamer formerly known as LzPrst

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