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As U Like It PBEM - Recruitment

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  • #16
    I wouldn't want more than 6 players. Having six players is very slow as it is and if Dr. A. Cula can only play 4 days a week it's going to be even slower.
    If Civs get 3 traits can we choose the third trait?
    Formerly known as Masuro.
    The sun never sets on a PBEM game.

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    • #17
      Originally posted by Anatolia
      I wouldn't want more than 6 players. Having six players is very slow as it is and if Dr. A. Cula can only play 4 days a week it's going to be even slower.
      If Civs get 3 traits can we choose the third trait?
      I second that. I hope we can synchronise ourselves so I can receive the save on mondays. That way we won't waste too much time. BTW, what version are we playing? Tonight I'm going to instal patch 1.21f.
      The monkeys are listening.

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      • #18
        Originally posted by OPD
        If civ traits are optional I'd have to choose the Greeks.
        Someone has to have hopites to make early war feesable.
        Would you compromise a bit and settle for being able to add a third trait to an existing civ? For example, I picked the Germans and would then be able to add industrious to their militaristic and scientific traits.

        Adding an extra trait to civs would only be one change so you could make one more change as well. I am also quite happy to customise civs by changing the civ name, leader name, etc if anyone wants this.

        Don't forget all the "spare" UU's will be available to all players and have hidden nationality so, unless someone takes the Greeks, we will all be able to build hoplites, num mercs, etc. These UU's will be in a separate upgrade chain.

        Being able to build these extra units is one reason for Immortals/Keshiks as barbarians. On a huge map we will have unclaimed territory and barbarians for a long time but conscript warriors and horsemen won't be much of a threat as it will be possible to build hoplites, war chariots and so on quite early in the game.
        Never give an AI an even break.

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        • #19
          It's a shame barbarians don't load units on ships anymore and have a very limited range of possible units. Imagine barbarian berserkers...
          The monkeys are listening.

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          • #20
            I have summarised the current changes/wish list as I understand it in the second post in this thread. Please have a look at this and make any comments.

            My only hesitation at this stage is about possibly going too far with a third civ trait. If there is a totally free choice of any three then we are all likely to go for much the same choices. I feel that part of the game is that there is no "perfect" civ in terms of traits and UU. So I would be fairly happy about adding a trait to an existing civ but nothing more fundamental. What does everyone else think.
            Never give an AI an even break.

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            • #21
              Originally posted by CerberusIV
              Would you compromise a bit and settle for being able to add a third trait to an existing civ? For example, I picked the Germans and would then be able to add industrious to their militaristic and scientific traits.
              sounds good. I think then I should like to be the Babylonians with some industry thrown in aswell.
              Are we having fun yet?

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              • #22
                Will we get the starting tech that goes along with our chosen third trait? I'm still debating between Commercial and Religious for my third one.

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                • #23
                  I am inclined to give the third starting tech. I tried starts on a couple of large/huge maps last night just to see how it went and with a small number of civs the research was quite hard for the first few techs if no-one else has them until you get 4 or 5 cities up and running.

                  There are no AI's to extort tech from so we will need to make contact and trade tech if we are ever to get anywhere research wise.
                  Never give an AI an even break.

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                  • #24
                    Rule changes post updated.

                    OPD - you can make one more change if you wish.

                    Anatolia - as no-one has taken the english we can all build the english UU as a hidden nationality unit. Do you wish to alter your change about privateers to something else (I have tried privateers with astronomy but flagged as sinks in ocean before now. It was quite useful for sinking enemy galleys).

                    Please note I have upped the barbarian difficulty one level and also am now suggesting a pangaea map. That doesn't guarantee we will all be on the same continent however, or that there won't be a significant unoccupied continent offshore somewhere.
                    Never give an AI an even break.

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                    • #25
                      I was going to pick scientific for the Chinese, but that would make them kind of like the Germans. My new pick would be religious. After all, I already think communism should be regarded as some sort of religion.

                      Nice set of rules, btw. I'm looking forward to the game.
                      The monkeys are listening.

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                      • #26
                        How about having the Privateers available with Astronomy, and upgradeable to the Man of War. It isn't a big deal for it to not sink in ocean as it can't carry any units and would only be able to explore.

                        We could also make the Barbarian default ship the Privateer and go a sinking each other's Caravels.............

                        I've decided to go with Religious for my third trait.

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                        • #27
                          Originally posted by CerberusIV
                          OPD - you can make one more change if you wish.
                          hmmmn how about if stlrs get 2 movement instead of 1.

                          I like the huge map idea BTW makes the land more realistic.
                          Although I wouldn't want to be stuck in a desert/jungle start.
                          Are we having fun yet?

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                          • #28
                            Originally posted by OPD
                            3. Expansionist civs get cheap granaries.
                            I don't get it.
                            You want this rule, but you don't choose an expansionist civ yourself ?

                            Btw, I would like industrious as my extra trait.
                            (Too many other industrious civs around.)
                            veni vidi PWNED!

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                            • #29
                              Originally posted by Flandrien


                              I don't get it.
                              You want this rule, but you don't choose an expansionist civ yourself ?

                              Btw, I would like industrious as my extra trait.
                              (Too many other industrious civs around.)
                              Perhaps you are right. Make that rel civs get cheap granaries. jk
                              Are we having fun yet?

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                              • #30
                                Originally posted by OPD


                                hmmmn how about if stlrs get 2 movement instead of 1.

                                I like the huge map idea BTW makes the land more realistic.
                                Although I wouldn't want to be stuck in a desert/jungle start.
                                Screw that, why don't we just give the Settlers the Treat All Terrrain as Roads ability.

                                That would allow them to move 3 squares.

                                Although if I had one more wish it would be for the WORKERS to have the Treat All Terrain as Roads Ability.

                                Course giving Settlers a movement of 2 and Workers the Treat All Terrain as roads ability could allow your Settlers to move six squares............
                                Last edited by GhengisFarbâ„¢; June 24, 2003, 13:48.

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