nabaxo
King
Another plus is that a two team game would be finished much quicker.
I agree that starting the game with only 2 teams limits the diplo options dramatically, but I don't think that domination /conquest is the only option. In fact if we went with Blubmuz idea of putting each of the 2 teams on their own continent, it might make space race preferable, because the continents would be like impregnable fortresses, making conquest nearly impossible. Also, with only 2 teams, culture victory might be more feasible, because then you would have an easier path to grabbing wonders with such limited competition for them.I would also like to maintain more then 2 teams as well. I think in fact it would be interesting to try to make these games open to more then just Conquest victories, a two team game really seems to narrow down the field to that option only.
Also, with a few AI buffer civs, diplomatic victory would be a real possibility, instead of the pipe dream that it is with all player-controlled civs. AI civs would also compete for Wonders, religions and first-to bonuses (like Music), which is why I mentioned adding AIs.
1. Sequential turns, with 'Random Seed' turned on- Although this makes the game slower, it removes the need for turn order rules/controversies
2. Shorter is better - Interest dwindles as the game drags on, so we should try to have a game that ends in a year or less, however that can be done. Maybe smaller maps, Pangea, closer starts, faster speed, shorter turns, who knows. Tech trading speeds up the game, but tech alliances seems to kill interest so its a catch 22.
4. Resource (especially ) rich starts - This was a slam dunk and should be kept for sure, because poor starts kills interest right off the bat
Yes I played a pitboss once with this mod, and it was interesting to play without scores or graphs or demographics available.The no score mod might help because you can't see as much about what's going on with the other teams.
Couldnt the mapmaker count these out manually? That would be a pain though. Also, I guess with a utility it would be much faster and more accurateI'd really like a utility the compares the potential of the start positions, in terms of and resources within a radius (15 or 20 tiles perhaps) of each settler position. The map maker could use that to ensure strategic balance while maintaining tactical (MM) diversity.
I think some of that happens anyway right? So in a way, its already like that.I'd be worried that just two teams would feel like a 1v1 between the strongest players on each team, with the other members of the team just along for the ride.
Turning off Espionage will do the same thing.
Turning off Espionage will do the same thing.
I'd really like a utility the compares the potential of the start positions, in terms of and resources within a radius (15 or 20 tiles perhaps) of each settler position. The map maker could use that to ensure strategic balance while maintaining tactical (MM) diversity.