Don't step on my Island!

CH, Sumeria is picked already. (by babybluepants)

I'll add Huayna Capac of Dutch to the pool ( I considered nerfing the dutch by going with Toku)
 
CH, Sumeria is picked already. (by babybluepants)

I'll add Huayna Capac of Dutch to the pool ( I considered nerfing the dutch by going with Toku)

I missed that since the OP is not up to date. A bit of a hint there.

So instead I will HRE with Frederic.
 
Sorry, I missed your post Elkad:
Vassal states off please?
If no one disagrees, vassal are off.

I'd like some naval changes too.. Transports take coal or oil, destroyers require rifling (plus combustion), battleships take artillery+industrialism. But then we'd be on NoScoreV3 or something..
Euh, maybe next game ... unless you take care of the mod ;)

I missed that since the OP is not up to date. A bit of a hint there.
I updated the list ;)


BTW, I proposed a huge map, but we still are only 12 players. Should we restrain the map to large or should we wait for other players to join? What do you think guys?
 
I would prefer to start tomorrow as planned instead of waiting for new players. It doesn't matter to me if the map size is large or huge with 12 players.
 
I feel there are too many huge pitboss games around compared to smaller sizes, and I don't fancy waiting for more players, so large and starting right away for me please. :)
 
I'd like some naval changes too.. Transports take coal or oil, destroyers require rifling (plus combustion), battleships take artillery+industrialism. But then we'd be on NoScoreV3 or something..


Euh, maybe next game ... unless you take care of the mod ;)

Easy enough, its just units.
Using NoScoreV2 as the base.

Changes made.
Ironclad. Movement increased to 3.
Transport. Added coal to resource list (now Coal or Oil or Uranium)
Destroyer. Added tech requirement Rifling.
Battleship. Added tech requirement Artillery.

Feel free to discuss/argue about these changes.. My feeling is that the jump from frigates to destroyers is too steep, especially on a water map. Requiring Rifling at least slows that down (in the meantime your transports will do just fine vs wooden navies)

I'll change the name to V3 when we are ready to go (avoids confusion in case people want to test this..)
 
Easy enough, its just units.
Using NoScoreV2 as the base.

Changes made.
Ironclad. Movement increased to 3.
Transport. Added coal to resource list (now Coal or Oil or Uranium)
Destroyer. Added tech requirement Rifling.
Battleship. Added tech requirement Artillery.

Feel free to discuss/argue about these changes.. My feeling is that the jump from frigates to destroyers is too steep, especially on a water map. Requiring Rifling at least slows that down (in the meantime your transports will do just fine vs wooden navies)

I'll change the name to V3 when we are ready to go (avoids confusion in case people want to test this..)

My preference would be to play with the original NoscoreV2 but that is mainly so I could play my turns in Tribal Warfare and this game without having to change mods. The changes proposed seem fine so I will endure the extra daily mod load if we go with NoscoreV3.
 
Ironclad. Movement increased to 3.
Transport. Added coal to resource list (now Coal or Oil or Uranium)
Destroyer. Added tech requirement Rifling.
Battleship. Added tech requirement Artillery.

Feel free to discuss/argue about these changes.. My feeling is that the jump from frigates to destroyers is too steep, especially on a water map. Requiring Rifling at least slows that down (in the meantime your transports will do just fine vs wooden navies)

I'll change the name to V3 when we are ready to go (avoids confusion in case people want to test this..)
Woww :goodjob: Sorry to underestimate your abilities Elkad :blush:

Then I add my suggestion:
Ironclad : not limited to coasts (even with a 3 movement range I am not sure they are interesting). Can this be done?


BTW, if I didn't miss a post, KingMorgan still has to pick his leader and civ. Then, let's start with a large map and (TBC) NoScoreV3 mod!
 
Ironclad : not limited to cultural borders (even with a 3 movement range I am not sure they are interesting). Can this be done?

I believe ironclads are allowed to leave their cultural borders, they just cannot enter ocean tiles. I'd prefer it if ironclads were not given the ability to enter ocean tiles, especially when combined with a movement increase to 3.
 
Then I add my suggestion:
Ironclad : not limited to coasts (even with a 3 movement range I am not sure they are interesting). Can this be done?

Ideally for something like that to work, you'd get ironclads at steel+steam, and with astro you'd gain the ability to venture into the ocean. Just went and looked at workboats to see how they do it, easy enough change

That reminds me. All the other boats should require astro as well. What good is a motor if you get lost in the big blue ocean all the time? Or I could put the same limit on them? You can build a destroyer or transport, but it can't leave the coast until you have Astro? Battleships and subs and carriers have an astro pre-req, so no need to change them.
 
NoScore 2.2

Ironclad. Movement increased to 3. Limited to coast until discovery of Astronomy

Transport. Coal added to resource list (Coal OR Oil OR Uranium). Limited to coast until discovery of Astronomy

Destroyer. Now requires Rifling (Combustion+Rifling). Limited to coast until discovery of Astronomy.

Battleship. Now requires Artillery (Industrialism+Artillery) (you need astro to get to Indust anyway, so no need to add it)

Incidentally, I didn't test this one..

Should the Ironclad go back to 2 movement if it's oceangoing?
 
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