- Joined
- Jan 24, 2003
- Messages
- 5,243
This might be a bit spoilerish. But I will explain a little. The pattern of variants is intended to alternate between warmongering and building games, to give all kinds of players the kind of games they feel comfortable in. It was my expectation that for 100k that most teams would conquer to the domination limit and cruise to 100K, essentially a warmonger game. To prevent this I decided to make the early game very difficult from an expansion point of view. I experimented with straight deity for 1.29f but found that the early middle ages were too difficult, and I tried Emperor for C3C and found the game essentially trivial because of the Agricultural trait. My compromise was therefore to give DG start units to C3C and a higher early tech rate. Upgrade costs were reduced, not to make gaining the UU cheaper but to make the game playable in industrial ages. When you get there you will see why, and you may discover it earlier. Other considerations were made to reducing game breaking luck events.
There are a number of other things that I did, but mainly map related that will affect the game later on, so I have one hand tied behind my back in many respects.
The reason I did not post an accurate change list was for several reasons. Firstly I didn't want people to decide on the software version they would play based o perceived difficulty level. Secondly, I wanted the early AI expansion and tech rate to be a frightening surprise, and not expected as a result of the changes. Other reasons too which are proably best summarised as me being too lazy. Had the game been bug free, then I am sure it would have been the right thing to do. But because of my mistake with naval movement, every change then was perceived as a bug. I guess many people would have just observed a stony silence and waited for the end of the game to explain it all. But that is not my style. I want these games to be inclusive and built on what the players want, and I therefore want all the game parameters widely discussed, along with my errors and bugs so that I can get to a place where everyone is comfortable. That includes me BTW, I actually find it difficult to read the early posts in a new game due to dread of someone finding a game breaking bug. To fix that, my intention is to work towards a single fixed mod that people can live with and that is fair in extreme variant SG competition, so that I can concentrate purely on map making and administration.
There are a number of other things that I did, but mainly map related that will affect the game later on, so I have one hand tied behind my back in many respects.
The reason I did not post an accurate change list was for several reasons. Firstly I didn't want people to decide on the software version they would play based o perceived difficulty level. Secondly, I wanted the early AI expansion and tech rate to be a frightening surprise, and not expected as a result of the changes. Other reasons too which are proably best summarised as me being too lazy. Had the game been bug free, then I am sure it would have been the right thing to do. But because of my mistake with naval movement, every change then was perceived as a bug. I guess many people would have just observed a stony silence and waited for the end of the game to explain it all. But that is not my style. I want these games to be inclusive and built on what the players want, and I therefore want all the game parameters widely discussed, along with my errors and bugs so that I can get to a place where everyone is comfortable. That includes me BTW, I actually find it difficult to read the early posts in a new game due to dread of someone finding a game breaking bug. To fix that, my intention is to work towards a single fixed mod that people can live with and that is fair in extreme variant SG competition, so that I can concentrate purely on map making and administration.
I swear I had here last week.
. I'm sure everybody will anyways give the best effort in this phase and don't see that one can do anything, even when knowing a target date.

