This game has started!
This is the setup thread and sould be closed soon. You can find the trecker thread for the game here.
Do you know how it is to live near a barbarian horde?
I mean, do you really know? The game is about surviving in a place filled with barbarians. Not only raging but freekin' crazy. It will probably continue as normal, once we're out of the Middle ages. If we make it...
Players and (roughly) playing times:
Paddy - Celts (24/7, 365 days a year)
(1889) Pakal - Maya (18-6 GMT)
Snoopy - Arabia (1-5 GMT)
Beta - Babylon (???)
Makahlua - Egypt (6-12 GMT)
Aqualung - Persia (10-16 GMT)
punkbass - Sumeria (15-16 GMT)
Modo - Russia (15-23 GMT)
Final setup:
Huge map
Monarch,
Pangea,
60% water,
Arid,
Warm,
5 Billion,
The rules and the basic setup will be modified. You have been warned.
We will be playing on a Huge map to leave space for the barbarians to roam. No, this is not a joke, yes, the game might get long. Sir Ralph will prapare the map for us. He'll set it up to give us roughly equal locations, roughly equal distances to each other and roughly equal chances of getting slaughtered by the barbs. (Thank you Sir Ralph and others who have answered my PMs.)
To make sure we don't get defenses too easy, no Militaristic civs are allowed. Also, Greece and Carthage don't play, because their UUs would give too much of an avantage in this game.
Rule changes. The "weak" barbarian unit will be the Swordsman (3/2/1). The "strong" barbarians will be modified Keshiks (4/3/3, 2 defensive bombard, enslave resulting in Archers, +1 HP). The barbarian ships will be modified Dromons (2/1/4, 2 bombard, +1 HP). We will have no bonuses when fighting barbarians. Settling in Desert, Jungle and Tundra tiles will be disabled. Irrigating Desert tiles will be disabled. Clearing wetlands will require the knowledge of Invention.
The option "NoAIPatrol=0" will be set by the last player in the turn order, to make the barbs a little more vicious (PTW behaviour - they will patrol if without targets, instead of fortifying).
[edit - updates]
This is the setup thread and sould be closed soon. You can find the trecker thread for the game here.
Do you know how it is to live near a barbarian horde?
I mean, do you really know? The game is about surviving in a place filled with barbarians. Not only raging but freekin' crazy. It will probably continue as normal, once we're out of the Middle ages. If we make it...
Players and (roughly) playing times:
Paddy - Celts (24/7, 365 days a year)
(1889) Pakal - Maya (18-6 GMT)
Snoopy - Arabia (1-5 GMT)
Beta - Babylon (???)
Makahlua - Egypt (6-12 GMT)
Aqualung - Persia (10-16 GMT)
punkbass - Sumeria (15-16 GMT)
Modo - Russia (15-23 GMT)
Final setup:
Huge map
Monarch,
Pangea,
60% water,
Arid,
Warm,
5 Billion,
The rules and the basic setup will be modified. You have been warned.
We will be playing on a Huge map to leave space for the barbarians to roam. No, this is not a joke, yes, the game might get long. Sir Ralph will prapare the map for us. He'll set it up to give us roughly equal locations, roughly equal distances to each other and roughly equal chances of getting slaughtered by the barbs. (Thank you Sir Ralph and others who have answered my PMs.)
To make sure we don't get defenses too easy, no Militaristic civs are allowed. Also, Greece and Carthage don't play, because their UUs would give too much of an avantage in this game.
Rule changes. The "weak" barbarian unit will be the Swordsman (3/2/1). The "strong" barbarians will be modified Keshiks (4/3/3, 2 defensive bombard, enslave resulting in Archers, +1 HP). The barbarian ships will be modified Dromons (2/1/4, 2 bombard, +1 HP). We will have no bonuses when fighting barbarians. Settling in Desert, Jungle and Tundra tiles will be disabled. Irrigating Desert tiles will be disabled. Clearing wetlands will require the knowledge of Invention.
The option "NoAIPatrol=0" will be set by the last player in the turn order, to make the barbs a little more vicious (PTW behaviour - they will patrol if without targets, instead of fortifying).
[edit - updates]
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