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Strat Forum PBEM: Game 1

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  • Strat Forum PBEM: Game 1

    This thread is for the first game of the Strat Forum PBEMs, which uses an MP version of the AU Mod.

    Participants (in order of play):
    Alexman : Egyptians
    Dominae : Americans
    Sir Ralph : French
    jshelr : Iroquois

    Settings:
    Emperor level
    Culturally-linked starts off
    Accelerated Production off
    Small (80x80)
    Pangaea
    70% Water
    Normal
    Temperate
    4 Billion
    Roaming Barbs
    Last edited by alexman; January 14, 2003, 03:00.

  • #2
    Well, I can try to play a 2nd turn before work, but sometimes I don't have the 10 mins in the morning... I am well known for sleeping till the last possible minute (that comes from being up till the last possible minute) and I have gotten caught several times being late at work . Some day this might get me in serious trouble.

    Comment


    • #3
      As for the settings:

      My votes for 4 players are: Small map, no AI, and a mod that has proven to be good in the past. Not the latest one. The less changes from the original game, the better. Changes that were designed to improve the AI can be taken back. Increase and balance out ship movement. The 2-move rule on ocean for galley and ironclad is ok I guess. May be increase the strength of bombardement. I would not make resources more scarce than they already are. And the Military Academy should not demand a victorious army, but come with Military Tradition. May be an extra rule, no alliances between more than 2 players, but I'm not sure on this.

      Comment


      • #4
        No pressure SR. Even one turn per day would be amazing!

        Thanks for the suggestions. Two comments: The Military Academy change is already in the mod. Also, I think if we play 4 civs on a small map, we should make strategic resources more scarce, since that map is normally for 6 players. If we play on a tiny map, that's another matter.

        Comment


        • #5
          Aren't the resources given per civ and not depending on map size? I remember playing on huge maps with 8 civs and having to road 15-20 tiles just to hook up horses. Not only once, by the way, but often.

          Comment


          • #6
            You may be right. I'm testing that as we speak.
            If there's any doubt, we won't make any change.

            Comment


            • #7
              Another thought... is it really worth to increase ship movement on a substandard map?

              Comment


              • #8
                My votes:

                Map: Small, Pangea
                Barbs: Roaming
                Resources: Reduced
                Difficulty: Emperor or Monarch (first preferred)

                Mod: AU mod, with modifications (see below)
                Turns/Day: I can play at least 2, subject to my time zone (GMT-5).

                Civ: Americans, Aztecs, Iroquois (in that order)


                As for the mod, I would like to see these changes from 1.14:

                1. Governments as in stock Civ3, with Problematic corruption and Worker speed of 3 for Communism.

                2. Artillery unit HPs as in stock Civ3 (no HPs).

                3. All OCN and corruption changes removed.


                Dominae
                And her eyes have all the seeming of a demon's that is dreaming...

                Comment


                • #9
                  A heretic idea. Call me crazy, but... What about speeding the game up by starting 3000BC instead of 4000BC, reducing the # of turns in the 50-year period from 25 to 5, and give everyone 2 settlers, 1 worker and 3 warriors (the expansionists 2 scouts, 2 warriors). I know that in other PBEM games (esp. CTP) it's common to give players "start packs".

                  Comment


                  • #10
                    The resources are indeed proportional to the number of civs.

                    If we reduce resources by 25%, we would get about one iron and one horse resource for each one of us. Somebody would likely end up without one or more of them. Good for killer AI generation, bad for MP human enjoyment.

                    As for the radical idea of starting at 3000 B.C., if you want, sure, but the beginning is my favorite part of the game!

                    Dominae, changing the corruption model to something other than "communal" for Communism would be a big change that we have not tested. Let's just leave Communism as 1.14 for now (without the 1/3 corruption reduction).

                    Comment


                    • #11
                      I vote against. I would like to see this game go by fast, but I like the flow of the game as in stock Civ3.


                      Dominae
                      And her eyes have all the seeming of a demon's that is dreaming...

                      Comment


                      • #12
                        alexman, sorry for the confusion. I mean Problematic for Republic, and increased Worker speed for Communism. All the government changes were mostly made to change the AI, and I think these two just try to balance things out for the human player.


                        Dominae
                        And her eyes have all the seeming of a demon's that is dreaming...

                        Comment


                        • #13
                          As you wish, I don't insist, but ... usually we use the time till 3000BC to build in average ... one settler and 3 warriors! It may be even a bit more balancing, if one gets bad terrain.

                          Comment


                          • #14
                            I updated the standard AU mod (1.15) to remove the corruption changes. Here is what I propose to change compared to that mod:

                            Code:
                            [size=1]
                            ------------------------------------------------------------------------
                                                 APOLYTON UNIVERSITY MP MOD 1.00
                            ------------------------------------------------------------------------
                                             (based on Apolyton University mod v1.15)
                            ------------------------------------------------------------------------
                            This the multi-player version of the Apolyton University mod, used in
                            Play-by-Email games. 
                            
                            Most of the changes in this mod were made in order to provide deeper
                            strategy in multi-player games, but were not included in the standard AU 
                            mod because they handicap the AI.
                            
                            ------------------------------------------------------------------------
                            
                            The changes listed below are compared to the standard AU mod.
                            
                            GROUND UNITS
                            ------------
                            
                            Action:  Added Wheeled ability to Tank, Panzer, Mech. Infantry, Modern 
                                     Armor, Artillery, Radar Artillery.
                            Reason:  To give Paratroopers, Marines, and air and naval support more 
                                     improtance.
                            Comment: Increases realism. You still move these units on enemy roads.
                                     Not added to standard AU mod because it restricts AI strategy.
                            
                            Action:  Ground Artillery units have zero defensive strength.
                            Reason:  To change as little as possible
                            Comment: The AI uses artillery mainly for city defense and often has
                                     them captured. Humans should have no such problems.
                            
                            Action:  Increased movement of Radar Artilery by 1. 
                                     Requires oil and rubber in addition to aluminum.
                            Reason:  To keep up with mobile modern units on offense.
                            Comment: Artillery should at least keep up with Mech. Infantry. 
                            
                            NAVAL UNITS
                            -----------
                            
                            Action:  Submarines and AEGIS cruisers can now carry 1 Cruise Missile
                            Reason:  To enhance realism, and to strengthen all of these units.
                            Comment: The AI does not know how to load units with the AI strategy
                                     "cruise missile". Cruise missiles are fired from ships and
                                     submarines in real life.
                            
                            Action:  Ironclads use 2 movement points to enter Ocean.
                                     Increased movement of Frigate and Man-O-War by 1.
                                     Reduced cost of Ironclads by 20 (original).
                            Reason:  So Ironclads don't make Frigates obsolete.
                            Comment: Frigates are cheap, fast ships, while Ironclads are mainly for
                                     coastal bombardment and Galleon escort.
                            
                            GLOBAL CHANGES
                            --------------
                            
                            Action:  Appearance ratio of all strategic resources back to standard.
                            Reason:  To prevent a player from having no access to a resource.
                            Comment: AI civs without access to resources can be conquered easier, 
                                     leaving fewer but stronger opponents. This is not a desired
                                     effect in human-only play.
                            [/size]

                            Comment


                            • #15
                              Sounds good, let us play.


                              Dominae
                              And her eyes have all the seeming of a demon's that is dreaming...

                              Comment

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