Buce03 Planning thread.

lurker's comment: In CommandoBob's Modern warfare special, we had a 20 city limit, which removed another potential exploit that the AI can't use, the combat settler. I'd like to see a city limit in this game, maybe 25-30 with a bigger map.
 
In CommandoBobs German modern warfare game, we had a limit to cities we could build (20, I believe). That removed another exploit that the AI can't use, the combat settler. I'd like to see a similar concept here.

Interesting thought. I'd be on board with a "no combat settlers" rule.
 
I'm not too picky about the tribe. I do like the Iroquois, but I'm really easy.

The no combat settler rule seems appropriate as well.

It looks like we have the variant rules down. If we can get a tribe consensus, we should be ready to roll some starts.
 
I like the French. For the map, I prefer standard or large, continents, not too dry, not too rocky.
 
lurker's comment:
A couple of other things you may want to think about (I just saw this, so maybe you guys have rejected these as levelers)
1) Can't touch the lux slider. I don't believe the AI ever does.
2) No deleting old units except when forced to - if you build warriors for MP in despotism, you are stuck with them in republic.
3) Must get clear an era before researching a tech in the next.
4) Any landing force after frigates must have 3 times as many escorts as transports.
5) No blocking landing sites with workers.
 
lurker comment

lurker's comment:
A couple of other things you may want to think about (I just saw this, so maybe you guys have rejected these as levelers)
1) Can't touch the lux slider. I don't believe the AI ever does.
2) No deleting old units except when forced to - if you build warriors for MP in despotism, you are stuck with them in republic.
3) Must get clear an era before researching a tech in the next.
4) Any landing force after frigates must have 3 times as many escorts as transports.
5) No blocking landing sites with workers.

Other than point 5 these seem overly restrictive.

The AI is quite happy to research techs in a new era before clearing the last, they are often late to literature and industrial techs often preceed printing press in their prioities.
 
lurker's comment:
A couple of other things you may want to think about (I just saw this, so maybe you guys have rejected these as levelers)
1) Can't touch the lux slider. I don't believe the AI ever does.
2) No deleting old units except when forced to - if you build warriors for MP in despotism, you are stuck with them in republic.
3) Must get clear an era before researching a tech in the next.
4) Any landing force after frigates must have 3 times as many escorts as transports.
5) No blocking landing sites with workers.

Those are interesting thoughts, AT; if we were trying to play a 'purist' game (something I'd like to do sometime) they would be highly relevant, along with others like inappropriate worker tasks (ie irrigating grassland in Despotism). However, what we are trying to do is to remove the major crutches in an attempt to keep the end-game interesting and competitive, and I don't think any of the things mentioned fall into that category.

Incidentally, wasn't #5 patched out? I'm fairly certain it's possible to capture workers amphibiously now.... although, thinking about it, the AI probably doesn't do it, so I see no problem with adding that rule.

It's nice to see so much lurker involvement in this thread, and I hope you'll all continue to offer your support once the game starts.

@team: I'll roll some starts and open a new thread, today.
 
lurker's comment:
Just an aside, what are you guys thoughts on an alliance with one civ against another in order to weaken them, is this seem as a crutch or not?
 
lurker's comment:
Just an aside, what are you guys thoughts on an alliance with one civ against another in order to weaken them, is this seem as a crutch or not?

Absolutely not. IMO, that would fall under the heading of 'good strategy' - even the AI generals can see that!
 
Incidentally, wasn't #5 patched out? I'm fairly certain it's possible to capture workers amphibiously now.... although, thinking about it, the AI probably doesn't do it, so I see no problem with adding that rule.

IIRC, it was patched out. I'm pretty sure I remember seeing workers captured from sea in a previous game.
 
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