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#41 |
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Deity
Join Date: Apr 2006
Location: Denmark, GMT+1
Posts: 2,602
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I would like to add that my reason for suggesting stages is not to have all kinds of exotic goals added to the game. The primary idea is to make the game more interesting and exciting by having intermediate standings published during the 4 months of play. This would also help the slow teams keep a better pace which makes for a more interesting competition IMO.
An alternative way of accomplishing this could be to define the stages by date/turn number and use some known score function to determine the stage result. It could be based on the game base score modified by the turn number or some formula could be developed that takes into account population, known techs and maybe also wonders and culture. We have never had an SGOTM where the goal was to maximize score. |
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#42 |
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Ultraviolet Catastrophe
Join Date: Sep 2008
Location: Boston
Posts: 1,922
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Much of the recent discussion reminds me of... quests. Apologies if this has already been suggested, but what if successfully completing quests/side-challenges subtracted turns from your finish date? I personally kind of like (some
) quests, but their randomness doesn't belong in xOTMs. This approach, though, is much less random and adds some of the flavor of pursuing different victory conditions, which most people seem to like. It would also decrease the value of Progress-chart gazing because you don't know how many bonus turns each team has accumulated, and would prolong the hopes of teams who appear to be lagging. Choosing what the "quests" are, though, would probably be difficult in terms of keeping them balanced, but maybe that doesn't matter so much--leave it up to the teams to work out which are most valuable and synergize with each other.
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"Many things that are natural should be stepped on, hard." -- Arthur C. Clarke |
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#43 |
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Phoenix Rising
Join Date: Feb 2006
Location: UK
Posts: 10,533
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A lot is being talked about the SSE strategy. I suggest the following task. You must settle all specialists in one city. Or x specialists must be settled in a city. You could make it certain types of specialists have to be used for certain things.
Now this would really make teams work for their win if they can't bulb edu/lib and astronomy.
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My love for you civ 4 burns like a dying phoenix |
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#44 |
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Deity
![]() Join Date: Dec 2008
Location: Canada
Posts: 7,198
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^^^ No it just becomes a micro comparison between teams as every strategy will be the same with a slight tech path variance.
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Some of my [39] online games: Daily Round Bullpen Have a question concerning AI behavior? Look no further! |
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#45 | |
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Short for ZPVCSPLFUIFDPEF
Join Date: Jan 2008
Location: England
Posts: 2,711
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Quote:
edit: unless you are only referring to the scenario directly above your post, which seems like only a smallish variant to normal play. There are ways to avoid that, though - e.g. putting in some intermediate goals which apply to one of several different strategies (say, raze 8 cities; build 8 cathedrals; run a 3-GP golden age; etc) and scored so that halfheartedly building cathedrals and razing cities while waiting for your spaceship to arrive isn't really worth very much at all. It does take quite a bit of work to get the balance right, so that there are multiple viable strategies for the laurels. Another option is to make the goals seriously weird (I'm thinking of the lose-the-space-race-to-Gandhi game in particular as an example), so that it's not just form-filling and you really have to think, to fulfil the goals in a timely manner, although in this case it's probably not much different to not having the stage goals there at all.
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Formerly known as ZPVCSPLFUIFDPEF. It's pronounced "Zupp-flui-depff" Last edited by ZPV; Dec 19, 2011 at 11:17 AM. |
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#46 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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#47 | |
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Deity
Join Date: May 2005
Posts: 11,731
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#48 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Quote:
Of course if there was evidence that the fastest Culture wins on similar maps would be around T160, then the Astro+wizard handicap would be known to be too much. Last edited by mabraham; Dec 22, 2011 at 05:04 AM. |
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#49 | |
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Deity
Join Date: May 2005
Posts: 11,731
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Quote:
For Cultural VC, one needs to spam Great Artists, not Great Scientists. So what you're suggesting is that Cultural has to: 1. build and finance a sizable military force that has to travel by galleon from one corner of the map around the periphery (no canal cities captured/built for cultural) to the other corner of the map. This costs a huge amount of hammers and involves a lot of maintenance for a long period of time. 2. Has to research additionally: Compass+Machinery+Optics+Astro, none of which you're likely to get in trade from AIs by T160, to say nothing of T130 (don't forget you need optics relatively early to even find the Wizard... ).3. Research all the usual cultural techs, build the usual cultural wonders, spam the usual cottages and GAs, whip the usual religious buildings, get the usual religions, all long before T170. Seeing is believing. I'd like to see that.
Last edited by LowtherCastle; Dec 22, 2011 at 06:08 AM. |
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#50 |
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HoF Quattromaster
Join Date: Sep 2004
Location: Vicenza, Italy
Posts: 5,450
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you described exactly what we (Fifth Element) did in SG 14!
And our date was only few turns worst than your date in the HoF. And you must add that we were attacked by the North! So i think our game was great. Pity it took the wooden spoon compared to the "military" games. It was a mistake of mine not considering to use galleons for the military options, but only the land (walk) and no one in FE objected, unfortunately
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Memento Audere Semper (Gabriele d'Annunzio) - Audaces Fortuna Iuvat (Virgilio) Team Fifth Element since SGotM02 |
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#51 | |
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Deity
Join Date: May 2005
Posts: 11,731
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I'm just comparing it to military VCs based on the SG14 scenario and saying that there's no way under the sun Cultural was going to win SG14. For that, all the more, I applaud your team.
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