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  • #91
    Originally posted by alexman
    After experimenting a bit with the biq file above, I think the tech rate is OK (Small-map OCN and tech rate, huge-map distance corruption, large-map dimensions).

    However, there might be just too much land for 6 players, although I leave that judgement completely up to Sir Ralph, who has much more experience with these settings.
    Assuming 70% water, we have ~420 tiles per player. Theoretically, that's 20 full cities. As seen on alexmans corruption diagram, the treshold of total corruption is somewhere between 15-20 cities, so the whole map could be settled. But that's without counting two factors:

    1) The cost per citizen (this includes specialists, right?)
    2) The 3 city elimination risk.

    The first factor renders corrupt cities inefficient even with very low citizens. Since those are a risk to be lost (low defense bonus), I hope the second factor will take care of this and prevents us from founding useless cities just to grab land. I also hope, the lacking possibility to chop/clear adds to this. But I didn't play with the scenario yet. How did your tests play out regarding space, alex?

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    • #92
      Regarding Barbarians: Keshiks as advanced are fine (ugh... not really ... ). Fortunately, they have a low defense, which may be a savior if you defend your cities well. I understand they won't be wheeled? Does this mean, they can enter jungle, just without their movement bonus?

      Will we do anything regarding foot barbarians? Archers, anyone?

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      • #93
        I didn't play very far into the test games and I'm used to tiny to standard maps for PBEMs, so the distance between civs seemed high. No chance for an Archer rush, that's for sure! But perhaps it's OK, if we accept that there will not be much warfare until the ancient age is basically over.

        As for foot barbarians, I vote to keep Warriors. That way you don't get random disasters to your initial city that can ruin you in the important initial stages of the game. And we don't want to strengthen expansionists even more in this game, do we?

        Keshiks shouldn't be wheeled, IMHO. It will be fun that way, and they will be dangerous well into the industrial age. And what would happen if a wheeled Keshik spawns in the middle of a jungle? He would be stuck there forever!
        Last edited by alexman; June 15, 2004, 10:57.

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        • #94
          London is 6 hours ahead of CST, right? if so, I'm best for 12Midnight - 2 AM. Though I can be on almost anytime.
          I changed my signature

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          • #95
            So it looks the order for the modded game will be

            Sir Ralph
            Krill
            jshelr
            alexman
            Gamecube64
            Rommel2D

            Objections?

            EDIT: Changed alexman and jshelr (had taken the order from Classics)
            Last edited by Harovan; June 15, 2004, 10:57.

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            • #96
              I go after jshelr in a number of PBEMs, so perhaps it's best if we do it that way here too. I can play my turns later at night than he can, and he plays his turns earlier in the morning than I can.

              By the way, are we picking civs, or are they going to be random?

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              • #97
                Perhaps we should take civs with UU's in the same age. My proposal would be the medieval age.

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                • #98
                  How about something like we all rank our top 5 choices and discard ties, or at least nominate one tribe into the pool and have them assigned randomly?

                  [edit: Poly was down, so that was a crosspost.

                  Basically, I'd like anything except completely random or the "I call this Civ" system.]
                  Last edited by Rommel2D; June 15, 2004, 12:01.
                  Enjoy Slurm - it's highly addictive!

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                  • #99
                    I like that suggestion. We all nominate an interesting civ for this map, and they get assigned randomly.

                    I have another suggestion: since we are effectively playing on a small map in terms of number of cities and tech rate, but with all distances stretched out (see my edited post above with the exact specifications), would it make sense to reduce road movement cost to 1/4? That way we can reach each other faster, and we can place our cities farther apart and still be able to defend them.

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                    • That above proposal makes sense, so yeah, I'd like that. Fine with the turn order.

                      I'd also like to do alexmans proposal of nominating civs:

                      I pick Korea
                      You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                      • I nominate the Netherlands if we do it that way.
                        I changed my signature

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                        • Good, two selections with a medieval UU. Let's keep it that way!

                          I nominate Russia.

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                          • India is my choice.

                            I hope Krill himself ends up with Korea, but as far as I know my luck...

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                            • Just thinking out loud: If I had to pick the two remaining civs with a medieval UU, I would go with China (no Militaristic or Industrious exists so far), and Arabia (to give the Russians some competition for huts). Russ? Rommel?

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                              • I think I'm going to change my choice: I would like this game to be well balanced, and Korea might not help out there. I'd put the Vikings into the pot.

                                If I were going to pick another two it would be England and Portugal
                                You just wasted six ... no, seven ... seconds of your life reading this sentence.

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