stiiknafuulia
King
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- Apr 9, 2016
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EDIT (07.11.): Thread 'closed'; go here instead.
EDIT (28.10.): The two test-games are STARTING on Oct 30th (Sunday)! The starting time will be 1 PM GMT (13:00) (unless agreed otherwise). (Be sure to watch the latest posts of the thread, as the time might still change!)
IMPORTANT NOTE: Although we now have two hosts, in case of one or both of them not turning up for the game, it's best to have everyone befriend everyone on Steam; this way anyone can be a 'spare host' if the need arises. (The host must invite all players to the game, and they must be his Steam-friends; there is currently no other way to join.)
EDIT: Here is the rule-sheet for the two games; you should keep it open for reference as we're playing, and alt-tab to it in case of major unclarities. If an unforeseen issue arises, we can always decide on the best policy while in-game, and later update the rule-sheet.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[Until the mods give us our own tag (or forum), a home-made solution like this will have to do. ]
[EDIT: Sorry for the terrible formatting..! The new forum looks atrocious compared to the old one, and I'm still not used to its settings. I will try to edit the post to a more tolerable look when I'll have the time for it.]
Welcome to discuss the rules and scheduling of our first test-game of the Immersioneer concept (thanks again to Stroganov for the name! ).
As stated in the original thread, the first game will have the simplest possible rule-set, allowing us to form a base-line of sorts, to which more elaborate rules can be applied in the games to come.
There's still quite a few things to discuss. Here are the major issues:
Schedule
Method of contacting players
Game Settings
Multiplayer Turn Time & Combat Settings
Special conquest rules (to prevent warfare from dominating the game from the start, as happens with regular mp games)
For now, we will do nothing to prevent the strategy of planting small 'junk cities' on your border to 'absorb' the attacks of your enemies. We'll see if there's need for a rule to prevent it, if it becomes a go-to tactic in this first game. No use chasing bogey-mans that may not appear in the first place!
You may notice there's no rule about pillaging, either. A similar logic applies here; let's allow any and all pillaging, then see if it's a problem and alter the rules accordingly. Which leads me to the next point...
Gentlemanly conduct
Last but not least, rosters for the two test games (as they stand atm):
Game #1:
EDIT (28.10.): The two test-games are STARTING on Oct 30th (Sunday)! The starting time will be 1 PM GMT (13:00) (unless agreed otherwise). (Be sure to watch the latest posts of the thread, as the time might still change!)
IMPORTANT NOTE: Although we now have two hosts, in case of one or both of them not turning up for the game, it's best to have everyone befriend everyone on Steam; this way anyone can be a 'spare host' if the need arises. (The host must invite all players to the game, and they must be his Steam-friends; there is currently no other way to join.)
EDIT: Here is the rule-sheet for the two games; you should keep it open for reference as we're playing, and alt-tab to it in case of major unclarities. If an unforeseen issue arises, we can always decide on the best policy while in-game, and later update the rule-sheet.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[Until the mods give us our own tag (or forum), a home-made solution like this will have to do. ]
[EDIT: Sorry for the terrible formatting..! The new forum looks atrocious compared to the old one, and I'm still not used to its settings. I will try to edit the post to a more tolerable look when I'll have the time for it.]
Welcome to discuss the rules and scheduling of our first test-game of the Immersioneer concept (thanks again to Stroganov for the name! ).
As stated in the original thread, the first game will have the simplest possible rule-set, allowing us to form a base-line of sorts, to which more elaborate rules can be applied in the games to come.
There's still quite a few things to discuss. Here are the major issues:
Schedule
Spoiler :
The two test-games are STARTING on Oct 30th (Sunday)! The starting time will be 11 AM GMT (11:00) (unless agreed otherwise). (Be sure to watch the latest posts of the thread, as the time might still change!)
Method of contacting players
Spoiler :
I try to avoid using Steam as much as possible -- but it seems that the simplest way to get all players in the game is to make Stroganov the 'host' of the game and let him invite his 'friends' (members of the 'Immersioneers' Steam group) to the game lobby. So he will pick the agreed-upon settings and we will accept them (click 'Ready'), and the game will commence. If there's any problems, delays, etc, we can always post them in this thread.
Ideally, for future games, we'd all be on each others' friend lists, I guess. But since most Immersioneer type of games will require some special rules, we might as well make dedicated threads for them, and sort out the contacts in each particular thread. For this game we can go with Steam though, unless someone has a better suggestion.
Ideally, for future games, we'd all be on each others' friend lists, I guess. But since most Immersioneer type of games will require some special rules, we might as well make dedicated threads for them, and sort out the contacts in each particular thread. For this game we can go with Steam though, unless someone has a better suggestion.
Game Settings
Spoiler :
- 8 players per game (rosters to follow)
- No AIs (they would only mess up the game in various ways)
- All victory types are on (while 'winning' is not the main thing in our group, the goals add some focus to the role-play, and the more options available, the better)
- Difficulty: Prince (I'm not sure what it affects without any AIs; the main thing I guess it that it won't vary between players. I think it's safest to keep it at default, so, Prince it is.)
- Game Speed: Quick ('Online' is too fast, while 'Standard' will take ages)
- Map: Continents
- Map Size: Standard
- Sea Level: Low (In my experience (from sp), the game puts a lot of water between two rather crowded continents if you pick 'Continents' with a 'Standard' amount of land. So I propose a change to 'Continents' with 'Low' sea level instead. This way the suspense of meeting other players late into the game is preserved, while everyone gets to have enough land.)
- Start Position: Balanced (It should give everyone a fighting chance, with no tundra or desert capitals)
Multiplayer Turn Time & Combat Settings
Spoiler :
I will try out a few mp games today to be sure, but my understanding is that
1) It's best to go with 'Dynamic Turn Timer', so that the allotted turn time for each player will increase with more units and cities. Otherwise you might be overwhelmed in the late game, and not have enough time for all actions.
2) The 'Dynamic Turns' combat setting will make players at peace take their turns simultaneously, while players at war will play sequentially. I think this would be better than have wars become a click-fest, where combat results will depend on who will click fastest, and not on actual tactical skill. Otoh, if there are a lot of wars going on at once (think end-game world wars), this will increase turn times dramatically.
We will need everyone's opinions to decide here -- especially from those people who have played a few multiplayer games with each setting (if anyone already has).
1) It's best to go with 'Dynamic Turn Timer', so that the allotted turn time for each player will increase with more units and cities. Otherwise you might be overwhelmed in the late game, and not have enough time for all actions.
2) The 'Dynamic Turns' combat setting will make players at peace take their turns simultaneously, while players at war will play sequentially. I think this would be better than have wars become a click-fest, where combat results will depend on who will click fastest, and not on actual tactical skill. Otoh, if there are a lot of wars going on at once (think end-game world wars), this will increase turn times dramatically.
We will need everyone's opinions to decide here -- especially from those people who have played a few multiplayer games with each setting (if anyone already has).
Special conquest rules (to prevent warfare from dominating the game from the start, as happens with regular mp games)
Spoiler :
This is a rule that will merit some discussion. CSs cannot be disabled, but their weak AI means that the players who spawn nearby and take them over will have an unfair advantage, which will snowball further as the game progresses. I propose a blanket ban on their conquest as a very rough solution; it may lead to issues down the line, but less than if conquests were to be allowed. If you disagree, feel free to propose your own solution. And yes, this means that part of Germany's unique powers will be useless in this game (woe is me, haha ).1. City States may not be conquered, nor their Builders stolen
As the capital is typically the most powerful city of each player, I think this rule will suffice to avoid most grievances. If you wish to protest it, now would be the time.2. Capitals may not be conquered before adopting a tier IV government (Democracy/Communism/Fascism)
3. You may conquer any 2 (human, non-capital) cities as a Tier I government (Chiefdom; default government)
So, 4 non-capital, non-CS cities total as Autocracy/Oligarchy/Classical Republic. It seems like a lot, but otoh 3 seems like it might be too little. Feel free to debate these numbers; that's what this thread is for, after all.4. You may conquer 2 additional cities as a Tier II government
5. You may conquer 3 additional cities as a Tier III government (7 total as Monarchy/Theocracy/Merchant Republic)
...including capitals! Note: even if you do this, you must leave one city for each player, so they can watch the game unfold until the end.6. You may conquer any number of cities as a tier IV government
For now, we will do nothing to prevent the strategy of planting small 'junk cities' on your border to 'absorb' the attacks of your enemies. We'll see if there's need for a rule to prevent it, if it becomes a go-to tactic in this first game. No use chasing bogey-mans that may not appear in the first place!
You may notice there's no rule about pillaging, either. A similar logic applies here; let's allow any and all pillaging, then see if it's a problem and alter the rules accordingly. Which leads me to the next point...
Gentlemanly conduct
Spoiler :
The aim of this game, and any game of the Immersioneer type, is to have fun, not to dominate or bully other players. Even if you are within rule limits of taking a player's second best city, etc, but clearly see that they're upset about it, it would behoove you to err on the side of gentlemanly caution and devise a 'role-playish' way to end the war with honor for both players. If this seems like a 'wussy' or 'non-logical' thing to you, we kindly invite you not to join our group (or if already a member, to depart without further notice).
This game is about history, and while that includes battles and wars, they shouldn't be the one thing the game utterly revolves around. Nor should the artificial 'victory' -- it's a way to end the game and for everyone to 'go home' (so to speak), nothing less, nothing more.
This game is about history, and while that includes battles and wars, they shouldn't be the one thing the game utterly revolves around. Nor should the artificial 'victory' -- it's a way to end the game and for everyone to 'go home' (so to speak), nothing less, nothing more.
Last but not least, rosters for the two test games (as they stand atm):
Game #1:
- stiiknafuulia: Norway
- (MeatThatTalks: Arabia) [Sleeping most probably]
- Skysword455: Kongo
- Haig: France
- TeraHammer: Egypt
- Grizbee: Russia
- inthesomeday: Brazil (tentative)
- LzPrst: Japan (HOST for game #2)
- Giorgio Rossi (Kralin): Rome
- fickle: Any Civ that's left
- Yves-Laurent: ???
- LinkesAuge: Greece
- UpperCut83: Norway
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