but the sav platypus posted is for babylonians or something?
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Ancient Empires #2
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Originally posted by Heresson
but the sav platypus posted is for babylonians or something?
- You'll load Platypus' file, so you'll be the Babylonians for a second. Try to ignore map, gold, etc. - awkward, I know - but he should have centered the screen on an out of the way place;
- Press ENTER immediately to get to the Assyrians,
- Play your turn (this should include being nice to the Hittites);
- Press Ctrl-N when you're done (but NOT ENTER);
- Center the map on an out-of-the-way area (I use upper right corner), some people also make the map tiny (Shift-X, I think);
- Save (you should still be the Assyrians);
- Upload your Assyrian save for Peaster to play the Egyptians.
Did I mention the enduring Hittite - Assyrian alliance?
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Originally posted by ISeeALL
I have question about the Early Sail unit. is it supposed to be free from trireme disadvantage of sinking when away from coast?
These sink: Troop Galley, all military ships til Bireme II.
You can get this info from rules.txt, or from player-made charts (IIRC links are in Game#1 or Kull's site).
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here it goesAttached Files"I realise I hold the key to freedom,
I cannot let my life be ruled by threads" The Web Frogs
Middle East!
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IMO RobRoy's comments about teleporting make sense. It appears we will ban unit-gifting which means we don't need rule 6a). Rule 6b) implies that the only way to end an alliance is with civ2dip, which is a problem if either player doesn't have it.
With the simpler exploits available, there is little incentive to engage in the more complex, boring, and time consuming ones, since you get about the same "bang", in my experience.
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Egypt: Down to 8 visible desert barbs; one defeated. Our merchant approaches Minos cautiously - pirates abound.Attached Files
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Originally posted by Peaster
This is the part of your rehoming argument that I don't accept (yet). I imagine that trade micromanagement will pay off with rehoming or without it - which doesn't bother me much.
But, speaking for myself, if I'm often rehoming 'vans to a STC, I see zero need to engage in an awkward Hides focus for my city sites - I know I'd have plenty of 'vans around to deliver and the constraint won't be 'van supply. And I can't see why I'd be more than slightly concerned with demand if I have access to a reasonable target city (capital or barb) on another continent far enough away. Maybe late game you might get enough techs that the trade bonus cap won't be reached by a normal van from your STC. Or maybe, temporarily, demand management would be useful after you get BW or Navigation, until you build Trade Centers and become Republic or WLTK.
I am making assumptions about the number of 'vans that can realistically be delivered profitably, given limitations on ship resources (probably 2-3 per turn through most of the mid-game, I'd say). If people are able to combine exploits, and maintain multiple ship chains, or generate a land-only caravan route that can generate more than 150 gold, there is probably more abusive potential than I am recognizing, whether rehoming is involved or not.
ISeeALL suggested a hard cap on building 'vans. I countered with a hard cap on delivering 'vans. Maybe we should consider these more seriously? If we exempt food/wonder 'vans, wouldn't a hard cap on delivery check most potential abuses, both those we know about and those we can't really foresee? The cap could be 1/turn or whatever number is enough to generate a science advance (i.e., you can't deliver another 'van if your beakers are full - which might also force earlier acquisition of BW than players might otherwise).
Speaking of ISeeALL, you're up!
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my .0002
these are my offical votes
1) Ban unit-gifts: agreed
2a) Ban/limit tech gifts: limit
2b) Pre-req rule: Passing.... agreed
3a) No van rehoming: agreed
3b) No skipping BW/Nav: BW/Nav -spell it out for me
3c) No slot tricks (rule not clear?): never heard of it-agreed
3d) Anti-Hides (rule not clear?): never heard of it-agreed
3e) No vans: Failing .... agreed
4) Limit hut pops: needs more talk.... huts without techs ?, go ahead pop all the barbs/ money you want
5a) Limit slave gathering: no limit
5b) Slaves can't make cities: close vote.... disagree
6) Ban teleports: Passing.... agreed
7) Time limit: I work nights, overtime comes without notice and the "overtime" season is fast approaching
8) Choosing civs can wait a bit.
9) No diplomacy: Failing.... no diplo
10) Wrath version: Passing... never heard of it
11) No Auto-Settlers: can it go both ways (least important rule to me)
12) Report battles: yes
13) Limit van numbers: no limit
14) Single winner game: Needs talk....
15) Fleece-to-Greece: Passing.... never heard of it
16) Sops to Persia (maybe discuss this last): never heard of it
17) No unsinkable ships: by war yes, if you move farther by mistake yesanti steam and proud of it
CDO ....its OCD in alpha order like it should be
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Originally posted by RobRoy
hmmm...is the "yet" a sign of wavering? Or exhaustion?
I know I'd have plenty of 'vans around to deliver and the constraint won't be 'van supply.
ISeeALL suggested a hard cap on building 'vans. I countered with a hard cap on delivering 'vans.
Dunno about tying the van cap to tech advances; I think some players often keep science at zero, researching nothing. Others, nearing their next tech, would be "penalized" - forced to wait. The rule could get awkward. BTW - I don't mind using an honor system, but this rule seems especially hard to enforce. Should we also require reports of van deliveries?
Anyway, this is another rule I'm queezy on, but don't feel strongly about - if you and ISeeAll can agree on something (preferably with a cap higher than 1) I probably will agree too.
If nobody objects, I will remove proposal 3c), about slot tricks, since we haven't formulated any specific rule about it.
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Originally posted by Peaster
Anyway, this is another rule I'm queezy on, but don't feel strongly about - if you and ISeeAll can agree on something (preferably with a cap higher than 1) I probably will agree too.
I didn't have any special feelings about vans before my first PBEM, where I saw how just a few vans delivered to a distant capital every second turn can make a tech rate of one discovery per turn, which makes the whole economic system of Civ2 useless: no economy is needed, no marketplaces, no libraries, no banks, no roads, just build vans!
I expect the same may happen in this game, though on lesser scale because there are no fast sea transport and just roads (unit gifts would do this job). But still, if there are two allied civs reasonably far from each other, what forbids them to connect their capitals with a road and start sending a line of vans like the trade carts in Age of Empires, each giving 300G+ for mere 50 shields? I only hope that constantly appearing barbarian hordes will stop this or make it so dangerous that the earnings would be less brisky. In that case we mabe don't need any limit on vans at all because barbs would hamper trade well enough.
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ISeeAll - Yeah, I understand that 10 vans per turn could make the game kind of silly, and some Game#1 players have probably come close to that. But that's after years of play, it's with unit gifting, and it has not been maintained (AFAIK) because of blocked supplies, jealousies, etc. I'm pretty flexible about van caps if you still want them - just concerned that a 1/t cap would make trade TOO insignificant later in the game.
P.Rex - I recorded your votes, and you can check if I read your intentions correctly. Looks like 3a) and 17) are passing now, and maybe 11) too [vs van rehoming, vs auto-settlers, vs unsinkable ships].
About the time limit: I think people will understand if you need more time once in a while. Mainly we ask that you tell us in advance [so the next guy doesn't have to check the thread every few hours, etc] and that you don't completely stall the game. For example, if you are going away for a week, you'll probably need to find a sub [or accept some Ctrl-Ns].
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Originally posted by Peaster
I'm pretty flexible about van caps if you still want them - just concerned that a 1/t cap would make trade TOO insignificant later in the game.
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Originally posted by ISeeALL
can't have more caravans at any given turn than half the number of his cities.
Funny thing Civ2 introduces a hard cap on how many units you may have (units require support in shields) but doesn't do the same with caravans. Carvans should have costed support, maybe 1G per caravan active (2G by republic/democracy). This WOULD be fair.
I guess we may just agree on some ratio between 20% and 50%, so that everyone were happy.
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