Yea, no caravans.
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Winter game
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Hello.
I may be interested in this game. I will have one night a week for civ. US time, friday nights. I would like to get the classic diplo up and running again, but if that doesn't happen will be looking for a steady friday night game.Hold my girlfriend while I kiss your skis.
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This game is planned for USA Weds or Thurs nights only Makeo. USA Fri night will be for Eurodip if it ever gets going again!
Thurs night looking most likely. Any chance Ljube and Makeo? It's your Friday morning EARLY!
OK, let's go with 12 city max and a points system for a change. Agreed on no caras to other civs.
Are you playing ozzy?"Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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Are you playing ozzy?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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Sorry for the new UN, I got locked out of my other account for an unknown reason and tech support hasn't reactivated it yet. Go figure.
OK, so it looks like Deity, Dude, myself and hopefully llube at the moment. Let's shoot for 4 players, 5 only if we have someone dying to get in (which isn't likely).
Why don't we just set it at Thursdays 8pm US est, as the official start time, so we don't have any ambiguity.
No nukes is fine. I think a no howitzer rule would be good too, due to the simplicity that they create in city assault. Let's force new strategies.
12 city limit is a fine idea, it will make users define their territory in a new way, and ensure that city placement is well thought out. It will also force players to utilize their shields more effectively.
I think it will obviously have to be a 12 settler built city limit. We can't really penalize people for taking enemy cities over.
Why don't we just pull caravans out entirely. Again, it will encourage a quicker game, and make people think outside the box.
No alliances would be good. Perhaps no tech trading?
Perhaps a one city takeover per turn max, that way we avoid massive assaults that could take excessive amounts of time to wage. That might be too limiting I don't know.
What other things kill the game in the industrial age? Excessive units come to mind, but that should be controlled somewhat by the city limit.
I understand your reluctance about the points system DD, but the idea is that it will allow a civ to reach the high score in mutliple ways. A conqueror who takes over the world could win by sheer force alone, but a pacifist who tallies the most advances and wonders could also win. I'd guess the winner would likely have to be somewhat in the middle, but the scoring system should provide flexibility in this aspect.
With 2000 as the end date, people know exactly how long they have to get their **** together. There will be no question when the game ends. Having an end in sight is key in people keeping motivated. If 2000 is too late, perhaps we could lower as far as even 1900. Maybe 1950? I don't know, but the set end date I think is a great idea.
The goal is a game that explores all facets of civ, from ancient to modern, but is still finishable. If we set realistic expectations, we can create a game that is fast paced and exciting from the age of exploration, to the age of space.
Let's get more ideas and iron the game plan out.
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Agree with most of that, including no caras for Wonder building or external trade, however internal caras are necessary and don't slow the game.
no alliances - yes
no tech trading - yes
1900 end date - yes
one city per turn - yes
no unit limit - yes
no nukes - yes
no howies - yes
deity or emp level?
no barbs?
We start next Thurs @ 8pm USA ?
Come on Ljube, you know you need it!
I'm sure Makeo is having another think"Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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Originally posted by Makeo
haha, how do wonder building caras slow the game and internal trading ones not slow the game. your just eliminating the one that you don't use but keeping the one that you do. can't have it both ways.
Hey, I didn't mean to link cara-wonder building with slow play! But drake said to think oputside the box and it would be good to eliminate cara-wonder building, yes?
Otherwise, I'm easy but definitely no external cara routes. That DOES slow down play."Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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Originally posted by Dylan Baker
[Caddyshack]Yes, winter rules.[/Caddyshack]
Any room?
So far only drake, deity & DD are definites. Hoping on Ljube and if that makes 5 I think that'll be perfect. Don't think we'll be getting Makeo though."Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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I just had a brain wave.. it still hurts....
I'm getting inspired about this point system. We could allow multiple SS landings!
First SS to land = 30 points
Second = 20 points
Third = 15 points
Fourth = 10 points
Fifth = 5 points
This means that the 28 Wonders at 2 points each may be prioritised diferently. This allows a civ with a slower SS but more Wonders to catch up."Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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