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Course description for AU207

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  • #31
    Originally posted by nbarclay
    If you think I mind warmonger-ish, you've obviuosly forgotten my AU 206 AAR already.
    I meant warmonger-ish scenarios, ones that force you to adopt a warmonger strategy (there have been a few of these since AU started).


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

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    • #32
      I voted for OCC but then I read the thread and saw Arrian's suggestion at the bottom:

      I was thinking about a real "island hopping" game... not a 'pelago map, since those give you long stringy (but still pretty big) continents.

      No, I'm thinking of a plethora of little islands. Maybe a few medium sized ones (room for maybe 5 or 6 cities, if building with 4 tile spacing) but nothing bigger.

      Exploration & Expansion are fun "builder" things to do. So let's lengthen that process. Lots of small islands (some reachable via coastal waters, some via sea, and still more via ocean) would do that, I think. Say a standard map with 4-6 civs, instead of the normal 8, or even a large with 6-8 civs. It would have to be a user-made map, of course.
      I think this would be a great game, combining new builder learnings with a good chance to practice intercontinental invasions.

      So this would be my first choice, my second would be OCC.

      --Kon--
      Get your science News at Konquest Online!

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      • #33
        Arrian, how exactly would your suggestion be different from the original "Island Hopping" AU? Even if its mostly the same, I think it's a good idea, since most of the current AU "students" were not around for that game (msyelf included). Maybe we could even do the same map again.


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

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        • #34
          I have not actually tried an AU game before but...

          the difficulties of overseas invasions are a challenge and I would like to try a game where this is unavoidable. How about a large map composed of islands which will hold a max of four or five cities so one has to do overseas conquest to progress.

          Playing a commercial civ would help cope with corruption. Not the Vikings as that would be too easy.

          (I have to confess I am in a PBEM along these lines and would appreciate some practice )

          Also it could be set up so that the player has to expand to gain additional resources, maybe an island on which the Ironworks can be built, an so on.
          Never give an AI an even break.

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          • #35
            Island hopping sounds fun..

            I suggest giving Vikings a very crappy small tundra island to start with. Let's see if with hordes of beserkir they can successfully invade surrounding resource rich neighbours.

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            • #36
              Or...

              How about a No Luxury Watsoever game?

              Anybody ever tried this? Create a map with devoid of any luxuries. This would force ppl to play with less representative governments, and micromanaging Entertainment slider bar.

              We should see how the AI be without luxuries, how their aggression level be affected or whatnot. Wars would be much difficult to be waged and the less used Colloseum would have to be built more often.

              Captured cities and citizens would be harder to please. Temples and Oracle Wonder would be a life saver in this game and so on. Of course, marketplaces would be less useful...

              What do you think?

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              • #37
                Originally posted by Konquest02
                I voted for OCC but then I read the thread and saw Arrian's suggestion at the bottom:
                Did the same thing. I voted for Huge Map as I generally play on one and could learn a great deal - then I read through the thread. Never tried an AU game prior to this, but the island hopping concept sounds like great fun and more balanced than one of the all/total war suggestions
                "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                • #38
                  No luxuries? Ack! Not my cup 'o tea. I'm fairly obsessive about keeping my people happy.

                  Dominae,

                  I suppose it wouldn't be all that different from the earlier island AU game, except that each map & civ choice offers different challenges.

                  Btw, I was thinking of leaving civ choice up to the player, instead of designating one.

                  Personally, I was considering a militaristic civ on a map such as this, for the cheap harbors (I'm serious). I'm not a fan of exp/mil as a trait combo, but I'll admit the Beserk throws an interesting variable into the mix. I'm debating with myself over what civ I'd choose... Rome, China, Japan?, France/Carthage...

                  -Arrian
                  grog want tank...Grog Want Tank... GROG WANT TANK!

                  The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                  • #39
                    Have we ever done a "no fastmover units" game?
                    On a related note, how about a "no offensive ground bombardment units" game?

                    No Catapults, Cannon, Artillery or Radar Artillery allowed. Would put the player on a similar level as the AI since they use them so ineffectively.

                    JB,
                    who allows at most 6 of his artillery to be stacked in the same tile

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                    • #40
                      I've done my wars without bombardment anyway so they dont really matter..

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                      • #41
                        Jaybe,

                        That would have little to no effect on me. I only start using bombard units with the advent of artillery, and normally the game has been decided at that point.

                        I have used catapults in a limited fashion (bombarding units out in the open to make DAMN SURE my elite unit wins), but not against cities. Same with cannon.

                        At most, I might end up with 25 artillery pieces in my games. Hardly enough to be significant anyway. I could just have 25 more Tanks.

                        -Arrian
                        grog want tank...Grog Want Tank... GROG WANT TANK!

                        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                        • #42
                          Note that the AI is hopeless with Naval units.. They hardly ever muster enough force and intellegence to send galleys of troops to ur island. So Island hopping is really not that hard, other than having the patience to move troops around the sea...

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                          • #43
                            Originally posted by minke19104
                            Note that the AI is hopeless with Naval units.. They hardly ever muster enough force and intellegence to send galleys of troops to ur island. So Island hopping is really not that hard, other than having the patience to move troops around the sea...
                            The AI doesn't seem to mount cross-water invasions in force very well. I wonder if a map of small islands and a ton of water might "force" it to use more naval transport?
                            "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                            • #44
                              These are all good ideas. I would say that "total war" should definitely replace "always war"... like Arrian said, I think many players tend to do "always war" anyways.

                              Since I'm pitching big for the Huge Map game, I just wanted to note that, yes, this AU "course" could go on for a LONG time, with no pending committment needed, so that experienced players who don't like the time required to play a huge map could get around to it when they feel like it... perhaps when they bored or frustrated with the "normal" AU course.
                              You can't fight in here! This is the WAR room!

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                              • #45
                                I like a bunch of the ideas expressed.

                                I'm probably closer to nbarclay's position than any -- games in which peaceful strategies are made moot hold less interest for me personally since I believe war is the "golden arrow" in the human's quiver -- it cures many ailments in many circumstances. I've played NIC and Total War, and there are lessons to learn from these games (IMHO), but lessons which probably do not produce an "Who woulda thunk it?" reaction (again, IMHO).

                                I would enjoy a "true" archipelago map challenge, because I think it would offer a viable peaceful approach and a viable warmongerer approach -- but offensive war would be a little bit harder with the necessary logistics. IIRC, the earlier "island hopping" AU games were Sir Ralph's Banana Isle and alexman's "Tourist Tina" games -- each offered some early isolation and small land masses, but neither was a archipelago map with chains of 4- or 5-city islands.

                                Though I am personally willing to play a huge map AU, I wouldn't campaign for it becuase huge maps can be very painful for those with less than a very powerful computer.

                                I didn't vote.

                                Catt

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