Ok, Sengoku - Sword of the Shogun was the final choice.
and it was agreed that we modify the scenario for a better game
This poll is to choose which mods we use
This is a multi-poll, so you can choose more than one
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Accel Production: Well, strictly speaking actually a rules and not a mod, but listed here.
Affect: Halves the cost of every structure & science costs.
Reason: Would cut down the turns needed to win.
AU Army Mod: Incoropate as much of the AU Army mod that applies in this conquest.
Affect: At a minimum, this is Army's capacity is 1 but has 4 extra HP. I don't remember if this conquest includes equalivents to HE / MA / Pentagon or not.
Reason: AI doesn't use armies properly, giving humans an unfair advantage.
Regicide off: Leave the King units in, but remove "King" ability + "AI King" flag if exist + set the AI offense / AI defense flags approatively.
Affect: This will cause the AI to use the King and not just keept hem parked.
Reason: AI King units are ridiciously easy to find and kill because they never move.
Remove ability of Monks to pillage:
Reason: AI can't stop fast moving defensive units from pillaging (either humans or other AI), this results in inferstucture reverting to the stone age.
Set all world map levels to have the same corruption and tech rate factors; probably to current huge:
Affect: Removes the affects of the bug where the person's previous map size immedately prior to them starting this game is used.
Note that if I've overestimated Japan map size and it is closer to the normal "large" than "huge", I mean large instead.
In addition check what numbers are currently in Japan's world map parms and compare against standard. It might reveal an intended map setting.
The difference between tiny & huge normally is:
3/4X to 2X standard tech costs, increasing as map size increases
3/4X to 2X standard corruption, decreasing as map size increases
Fix the placement of AI starting locations
Affect: See the Japan civ discussion thread for the full list.
Reason: A handfull of civs are clearly in positions where a human would move the location one or two tiles for a much better start, but the AI would never do that on its own.
Allow us to pick the AI only playable civs
Affect: Allows us to choose any of the 18 civs instead of just 8.
Reason: The most challenging positions are marked as computer only, so doing so would allow for a greater challenge in six or seven cases. (The others starts are comparable to the existing human playable ones)
The Mod
Affect: Assure that the is happy.
Reason: Apolyton Tradition to include a option.
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further questions (which will be adjusted as we go as required)
other questions to be added as required
-------------------------------------
and it was agreed that we modify the scenario for a better game
This poll is to choose which mods we use
This is a multi-poll, so you can choose more than one
-------------------------------------
Accel Production: Well, strictly speaking actually a rules and not a mod, but listed here.
Affect: Halves the cost of every structure & science costs.
Reason: Would cut down the turns needed to win.
AU Army Mod: Incoropate as much of the AU Army mod that applies in this conquest.
Affect: At a minimum, this is Army's capacity is 1 but has 4 extra HP. I don't remember if this conquest includes equalivents to HE / MA / Pentagon or not.
Reason: AI doesn't use armies properly, giving humans an unfair advantage.
Regicide off: Leave the King units in, but remove "King" ability + "AI King" flag if exist + set the AI offense / AI defense flags approatively.
Affect: This will cause the AI to use the King and not just keept hem parked.
Reason: AI King units are ridiciously easy to find and kill because they never move.
Remove ability of Monks to pillage:
Reason: AI can't stop fast moving defensive units from pillaging (either humans or other AI), this results in inferstucture reverting to the stone age.
Set all world map levels to have the same corruption and tech rate factors; probably to current huge:
Affect: Removes the affects of the bug where the person's previous map size immedately prior to them starting this game is used.
Note that if I've overestimated Japan map size and it is closer to the normal "large" than "huge", I mean large instead.
In addition check what numbers are currently in Japan's world map parms and compare against standard. It might reveal an intended map setting.
The difference between tiny & huge normally is:
3/4X to 2X standard tech costs, increasing as map size increases
3/4X to 2X standard corruption, decreasing as map size increases
Fix the placement of AI starting locations
Affect: See the Japan civ discussion thread for the full list.
Reason: A handfull of civs are clearly in positions where a human would move the location one or two tiles for a much better start, but the AI would never do that on its own.
Allow us to pick the AI only playable civs
Affect: Allows us to choose any of the 18 civs instead of just 8.
Reason: The most challenging positions are marked as computer only, so doing so would allow for a greater challenge in six or seven cases. (The others starts are comparable to the existing human playable ones)
The Mod
Affect: Assure that the is happy.
Reason: Apolyton Tradition to include a option.
- Many Thanks to Joncnunn
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further questions (which will be adjusted as we go as required)
- which civ in the nominated scenario?
Discussion on the Japan civs is underway in preperation of that poll - which format of government do we take?
ie. succession style we have used in Rome, or other formats... - what time frame do the governments have to achieve their goals?
other questions to be added as required
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