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Destiny of Empires [Diplo Game] [Organization Thread]

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  • France (DoE)
    replied
    Originally posted by OzzyKP View Post
    There was no testing and there were no problems. People just voted against all the other changes.
    Personally, I like the other changes as well.

    Leave a comment:


  • Robert
    replied
    You're right, I tested the other mod that should ensure that no double war moves would be made.
    I stand corrected.

    Leave a comment:


  • OzzyKP
    replied
    Originally posted by Robert Plomp View Post
    The rest of the mod appeared to give problems when we tested it, so we decided to just stick to the ships movement change only.
    There was no testing and there were no problems. People just voted against all the other changes.

    Leave a comment:


  • OzzyKP
    replied
    The only mod change is that ships move twice as fast through ocean. Obviously, only ships able to travel in ocean tiles are affected.

    Leave a comment:


  • France (DoE)
    replied
    Originally posted by Robert Plomp View Post
    No, it's only the ships part.
    The city placing is possible because it involves 2 different landmasses, if I'm correct.

    The rest of the mod appeared to give problems when we tested it, so we decided to just stick to the ships movement change only.
    Got it. Merci!

    Leave a comment:


  • St Jon
    replied
    Hi All,

    It is pretty urgent that a replacement be found for me or I will have ruined the Civ's chances of even creating a good storyline. Unless some serious love and attention is lavished upon her the poor little creature will whither on the vine. I am sorry but 2 turns in 12-13 is not good enough at all. I do feel ashamed of myself for this but I just cannot seem to muster any interest at all. I am not 'Civ'd out', as some might say, as I am still quite enjoying the other PitBoss's I'm in, despite my woeful positions I'm in, just this one has failed to grab my interest from the start. As I said before, I really should never have joined in the first place as I somehow knew this would happen.

    SJ

    Leave a comment:


  • Robert
    replied
    No, it's only the ships part.
    The city placing is possible because it involves 2 different landmasses, if I'm correct.

    The rest of the mod appeared to give problems when we tested it, so we decided to just stick to the ships movement change only.

    Leave a comment:


  • France (DoE)
    replied
    Originally posted by France (DoE) View Post
    Being new to the game, is there a place where I can find out all the nuances of the mod. I was surprised to see cities two tiles from each other.
    I found this post by OzzyKP in the set-up thread. Is this what I need to know?

    The Mod:

    I think it had been discussed earlier that there is a mod to go along with this game. I took some of the changes that Rhye made to his mod specifically to balance out the world map. These changes have nothing to do with overall game play and everything to do with making the world map balanced, fair and playable. Since we will be using the same map, I have incorporated these changes into our game as well. The benefit of having a non-European civ is that you have a lot more space, but as I said before, not all of that space is useable. Having more time to claim that space without an aggressive neighbor snapping it up is its own reward I think, so the land quality has been reduced to compensate. Below is a list of changes.

    Marsh - Rhye introduced (or brought back) the marsh tile. This tile (largely located in Siberia, the Amazon and central Africa is basically dead terrain. Cities cannot be built on it, it can never be developed, it provides no food, hammers or commerce (or very minimal, I forget). Also, most units cannot pass through them.

    Tundra - Usually tundra is marginally useful land and provides 1 food and 1 commerce near rivers. In the mod it has been tweaked to not provide 1 food. It should still be developable and should still get commerce near rivers. I *think* (I have to check) that you can still build cities on tundra too.

    Desert - You cannot build cities on desert tiles in the mod. Also, desert costs two movement to cross (like forests). In the real world marching troops through the Sahara is pretty fricken hard to do and there should be a movement penalty. Ideally (and in Rhye's mod) the Egyptian and Arabian UU ignore this penalty, I'm not sure if I'll be able to figure that out though, we'll see.

    Jungle - Like marsh, jungle will be impassable for most units. Jungle can be cleared though and turn into grassland just like in normal games, but instead of that happening with Iron Working it now happens with Biology.

    Ships - Ships will have additional movement points. In the real world ships were incredibly useful for speeding troops, resources, and such around the globe, and for a map of this size I (and Rhye apparently) think we need to scale up the movement of ships to compensate for this.

    City Spacing - I know for sure I mentioned this before, but just to make perfectly clear, you will be able to pack your cities in closer together. Before you'd need to leave two spaces between cities (X00X), now you only need to leave one space between them (X0X). For civs in close quarters (Europe) this will absolutely come in handy. Other places around the world too, don't think you need to have every city with a fat cross that doesn't overlap another. Pack your cities in, it'll be far more efficient and successful for you.

    These are all changes that make this map far more playable, fun and balanced for everyone. This game is gonna rock!

    Leave a comment:


  • France (DoE)
    replied
    France has voted.

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  • France (DoE)
    replied
    Being new to the game, is there a place where I can find out all the nuances of the mod. I was surprised to see cities two tiles from each other.

    Leave a comment:


  • Robert
    replied
    it only affects ocean tiles, not coastal/sea tiles. so it increases long-ocean traveling, bringing the continents more close to each other and making naval invasions more interesting, without making it to easy to naval-invade your neighbors by suddenly appearing with ships next to their ports out of nothing

    Leave a comment:


  • BranksDilly
    replied
    Is it just me or are Galleys moving the same as normal?

    Does the mod only affect later naval units?

    Leave a comment:


  • Germany (DoE)
    replied
    Stories are whatever you like. This is not a real Earth - there is no Greece, Rome etc.

    It is an alternate reality based on the Earth map and we write what we like, we lie as much as we like, so we grunt


    Originally posted by Pinchak View Post
    Forgive me if this is already covered somewhere.

    Are there any rules regarding the truth of stories posted in the story thread? Where is the line drawn?

    Propaganda about having a huge army I am pretty sure is ok, but is it ok to post flat out lies such as having say Knights when you don't even have guilds?

    How about combat results? If a civ gets destroyed during a war, but posts that they had glorious victory is that ok? What about comprimises? If civA gave civB 3000 gold to sign peace, is it acceptable for civA to post that their enemy ran away scared with no offer?

    Leave a comment:


  • England (DoE)
    replied
    Good! I'm itching to play again! I may end up missing some turns because of the delay.

    Leave a comment:


  • Robert
    replied
    Indian/Arabian war is over, turn timer back to 8 hours.

    Leave a comment:

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