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The purpose of this thread is to start some discussion about the game.
We will need to sort out:
1. timing
2. admins
3. number of teams
4. picking civs
5. what the world looks like
and a very key point IMHO...
6. team balance.
My initial thoughts, and I'm sure there will be lots of discussion regarding 1-5, and everyone chip in as thoughts come to them, but for now, as teams start to coalesce, I would really like to discuss #6. But first 1 thru 5.
1. timing .. probably as soon as enough folks have the game (and we know that won't be long) and a bit of time to get to know the game/
2. admins - I think we have all learned that have a strong admin team is critical
3. Number of teams - six or thereabouts seems to be a number that works, but someone more familiar with civ4 could advise.
4. Picking civs - first come first serve - or I suggest we wait until the teams are formed - and then the admins can randomly assign 1st through nth choice.
5. the world - NOT continents. That breaks the early game down into 2 or 3 minigames, and seriously limits alliance and diplomacy in th early game. More on this later.
6 . Team balance....and what I really think we need to discuss now as teams start to form...
In addition to to the wide range of experience and talents of the members on this site, there is now a critical factor which delineates some players from the others - and that is whether you have been involved in the development and/or testing of Civ4. This clearly would give those players an edge in game mechanics, as they will be familiar with them, and will have had numerous hours of play/test time.
For the sake of a balanced game, I would like to suggest that the members with such experince consider spearding themselves out amonst the teams, as opposed to concentrating in one or two teams. Not only will this ensure a more balanced - and hopefully therefore more enjoyable game - but it will also allow for the sharing of the knowledge and experinece that has been gained by some members with the wider community, thus strenthening Apolyton's overall ability. Because, as we all know, the next inter-site game will not be far behind.
I would like to know how others feel about this, and I would especially like to hear from some of the testers. Maybe I am over-rating the advantage of having been a tester.
here .
The purpose of this thread is to start some discussion about the game.
We will need to sort out:
1. timing
2. admins
3. number of teams
4. picking civs
5. what the world looks like
and a very key point IMHO...
6. team balance.
My initial thoughts, and I'm sure there will be lots of discussion regarding 1-5, and everyone chip in as thoughts come to them, but for now, as teams start to coalesce, I would really like to discuss #6. But first 1 thru 5.
1. timing .. probably as soon as enough folks have the game (and we know that won't be long) and a bit of time to get to know the game/
2. admins - I think we have all learned that have a strong admin team is critical
3. Number of teams - six or thereabouts seems to be a number that works, but someone more familiar with civ4 could advise.
4. Picking civs - first come first serve - or I suggest we wait until the teams are formed - and then the admins can randomly assign 1st through nth choice.
5. the world - NOT continents. That breaks the early game down into 2 or 3 minigames, and seriously limits alliance and diplomacy in th early game. More on this later.
6 . Team balance....and what I really think we need to discuss now as teams start to form...
In addition to to the wide range of experience and talents of the members on this site, there is now a critical factor which delineates some players from the others - and that is whether you have been involved in the development and/or testing of Civ4. This clearly would give those players an edge in game mechanics, as they will be familiar with them, and will have had numerous hours of play/test time.
For the sake of a balanced game, I would like to suggest that the members with such experince consider spearding themselves out amonst the teams, as opposed to concentrating in one or two teams. Not only will this ensure a more balanced - and hopefully therefore more enjoyable game - but it will also allow for the sharing of the knowledge and experinece that has been gained by some members with the wider community, thus strenthening Apolyton's overall ability. Because, as we all know, the next inter-site game will not be far behind.
I would like to know how others feel about this, and I would especially like to hear from some of the testers. Maybe I am over-rating the advantage of having been a tester.
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