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It's a Mad Mad Scxn Game!

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  • Julius Brenzaida
    replied
    Mercatia, MGE is only required for gigamaps, otherwise 2.42 is fine
    The MGE AI is a little tougher, but it doesn't matter too much

    Straybow, for my delayed start, I was suggestion, we didn't play a move until 1ad to allow the AI civs to grow a little. It could be fun.

    And what about my "amnesic" succession game. It has never been tried

    But I would gladly join with other rules, too.

    Leave a comment:


  • Mercatia
    replied
    MGE??? Ok you all have fun I've got to find another copy of MGE somewhere.

    Leave a comment:


  • Straybow
    replied
    Don't forget the random part: who plays and how many turns will be decided by some unpredictable means.

    Seriously, the "accelerated start" option is 2000 BC, IIRC. Where were the Scousers at that point, 5 cities (one by hut)? 40-ish turns (depend on # players) no tipping, or maybe each player would get to tip one hut, just to feel the sense of accomplishment.

    Mad 2.42 was on a medium map (50x80). It wouldn't have to be large (75x120), a custom size betwixt would be my vote..

    Scouses, what were the settings you used? Or did you not customize at all?
    I do want to toss up an organizational suggestion. Naming of cities should be in roughly alphabetical order. One or two A names, one or two B names, etc.

    That way when using the arrow keys in the city window to scroll through (my preferred means of mgmt) you know where the heck you are.

    Well, it is past this night-shifter's bedtime. Return scheduled for 9pm forum time. That's my input; I'll go by whatever the rest of you decide. Let the Scouses get the ball rolling since there's two of them & less likely to disappear for a day or so as I have.

    Leave a comment:


  • Julius Brenzaida
    replied
    In this case, I suggest MGE and a gigamap of 143x299
    For the other propositions, I don't know. Maybe that an amnesic succession game should be fun. Each player doesn't tell the others what they've done. It should be tougher to go in any direction. And it would silent the old farts and their cursed politburo !

    And why not delay the start. We could press enter until 1ad. Delayed and amnesic succession game, does this sound good to anyone

    Leave a comment:


  • Messer Niccolò
    replied
    Other suggestions

    Agree:
    * no hut tipping!

    Disagree
    * Map size is good we don't need to increase

    Other Suggestions
    * Island map
    * because of the islands and of the limited number of cities canals will be discouraged (however exceptions for Straybow Dynasty "the Canalbuilders"can be made )
    * Max number of cities built (the others will be taken by AI) Sorry SGs no ICS
    * no AI city bribe/destroy imrovement (it could be harder to break these walls) ... and LaFayette won't be happy

    Leave a comment:


  • Straybow
    started a topic It's a Mad Mad Scxn Game!

    It's a Mad Mad Scxn Game!

    • <s>Delay (exploring but no tipping) to give the AI ahead start</s>
    • Bigger map
    • No Science Wonders to keep AI competitive
    • Bigger map
    • Canals encouraged
    • Bigger map
    • Not all one continent
    • Did I say "Bigger map" yet?
    Mad Mad Alphabetical -SciWoW -CityBribe +Canals +BigMap roolz:

    Alphabetical means name your founded cities in rough (first letter) alpha order, as an organizational aid. Don't worry about TANSTAAFL coming after Tunafish; don't feel you must rename captured cities.

    No Science Wonders (GL, Cope's, Newton's) assures that we will not grossly outpace our competitors. The size of continents should be a limit to early expansion as well.

    No City Bribing (modified) applies to core AI cities. The exception: occasional loner AI city (from wandering Settlers the AI likes to send out, or Adv Tribe, etc) far from their core is fair game. Invasion actions shall be limited to one (1) attempt to sabotage walls (or another improvement) and unlimited production sabotage attempts.

    Think of city bribing as the equivalent of cultural flipping. No way should core cities do that. In the Persian wars only one Greek city was willing to flip, and it was (IIRC) on the Ionian coast rather than on the Balkan peninsula. Isolated towns are another matter though.

    When invading you have one opportunity to find somebody willing to betray the city. That was usually limited to a gate captain or tower officer who could then subvert his subordinates or eliminate the objectors.

    Finding rebels to sabotage production or slipping in with Special Ops teams isn't limited, but of course it can only work once per turn.

    Play begins on p.2
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