Over the last few months here on Apolyton, I've learned tens, if not hundreds, of incredible tips and tricks to achieve dominance, both military and cultural, on small-to-standard sized maps. These include the archer rush, many concepts of REXing, ralphing, etc.
However, I play only huge maps, and often I've had difficulty translating techniques that are golden for a standard game onto a huge map. Certain UUs that are quite effective in a standard-sized game just don't fly on a huge map (especially Legionaries), and certain civs that could easily dominate a smaller world become so hindered by corruption on a large map as to become real challenges, just to maintain.
I know that huge maps take "forever" to play, and so not too many people play them. But there are enough of us, and I'm sure that we could all benefit from each other's advice, plus the advice of veterans who are accustomed to playing tiny-to-large maps, who would be willing to step to the plate and accept the challenge of applying their golden rules to a huge world.
I do not propose any changes in the rules for this AU course. The point of the AU would be to examinate old tactics, and generate new ones, for the average huge-map game of CTP. Hence, I would propose we keep galleys moving at 3 pt, knights moving at 2, etc. I wouldn't seek any alterations in the AI, either: let them keep their deficiencies and strengths.
The map to select, that we'd all play on, would be one typical of the huge game: Probably 2 continents and a few islands. On one continent, perhaps we could have most of the European and Mid-East powers; on the smaller, less-resource ridden continent, the Mediterranean powers. On one or two of the islands, perhaps the odd AI.
I'd be open to other combinations, though: Asians and Mid-East, Asian and American, European and American, etc. I would suggest the following line-up:
On one large continent, rich with resources:
Rome
Carthage
Greece
Egypt
France
Germany
England
Celts
America
Iroquois
On the other, smaller continent:
Aztecs
Persia
Zulu
Mongol
And on one or two islands:
Ottomans
Spanish
This is just a rough draft. I did not have time this morning, before starting this thread, to bring in a proposal map, but I will soon.
I am open to any suggestions, but I would strongly urge we use a typical huge-world, continents map, with too many modifications of the rules, as the whole point of the AU is to "learn to adapt" and come up with new techniques that help the huge-map player.
I suggest that all victory conditions be enabled. We wouldn't have to play until victory, as that can take a LONG time! Everyone would just play up to a point where it was obvious that victory of some sort lay ahead.
I feel that the civilizations above would provide enough diversity, and recreate the typical huge-map experience, to give each AU player the choice of a challenge or something less-than. I should note that I have left out China, because I find that the rider is one of the few units that makes victory on a huge map quite achievable, nearly every time. I wouldn't be adverse to adding Japan or India, however.
WHEW! What a long post! Well, please pitch in with your comments and ideas.
However, I play only huge maps, and often I've had difficulty translating techniques that are golden for a standard game onto a huge map. Certain UUs that are quite effective in a standard-sized game just don't fly on a huge map (especially Legionaries), and certain civs that could easily dominate a smaller world become so hindered by corruption on a large map as to become real challenges, just to maintain.
I know that huge maps take "forever" to play, and so not too many people play them. But there are enough of us, and I'm sure that we could all benefit from each other's advice, plus the advice of veterans who are accustomed to playing tiny-to-large maps, who would be willing to step to the plate and accept the challenge of applying their golden rules to a huge world.
I do not propose any changes in the rules for this AU course. The point of the AU would be to examinate old tactics, and generate new ones, for the average huge-map game of CTP. Hence, I would propose we keep galleys moving at 3 pt, knights moving at 2, etc. I wouldn't seek any alterations in the AI, either: let them keep their deficiencies and strengths.
The map to select, that we'd all play on, would be one typical of the huge game: Probably 2 continents and a few islands. On one continent, perhaps we could have most of the European and Mid-East powers; on the smaller, less-resource ridden continent, the Mediterranean powers. On one or two of the islands, perhaps the odd AI.
I'd be open to other combinations, though: Asians and Mid-East, Asian and American, European and American, etc. I would suggest the following line-up:
On one large continent, rich with resources:
Rome
Carthage
Greece
Egypt
France
Germany
England
Celts
America
Iroquois
On the other, smaller continent:
Aztecs
Persia
Zulu
Mongol
And on one or two islands:
Ottomans
Spanish
This is just a rough draft. I did not have time this morning, before starting this thread, to bring in a proposal map, but I will soon.
I am open to any suggestions, but I would strongly urge we use a typical huge-world, continents map, with too many modifications of the rules, as the whole point of the AU is to "learn to adapt" and come up with new techniques that help the huge-map player.
I suggest that all victory conditions be enabled. We wouldn't have to play until victory, as that can take a LONG time! Everyone would just play up to a point where it was obvious that victory of some sort lay ahead.
I feel that the civilizations above would provide enough diversity, and recreate the typical huge-map experience, to give each AU player the choice of a challenge or something less-than. I should note that I have left out China, because I find that the rider is one of the few units that makes victory on a huge map quite achievable, nearly every time. I wouldn't be adverse to adding Japan or India, however.
WHEW! What a long post! Well, please pitch in with your comments and ideas.
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