Game Settings Discussion

Lord Parkin

aka emperor
Joined
Apr 27, 2004
Messages
6,374
Location
New Zealand
Let's get this started sooner rather than later. Please state your preference on the following game options:

- Huts: On/Off
- Events: On/Off
- Vassal States: On/Off
- Barbarians: None, Normal, or Raging
- Tech Trading: Normal, No Tech Trading, No Tech Brokering
- Difficulty Level: Low (Noble/Prince), Medium (Monarch/Emperor), High (Immortal/Deity)

Simply reply to this post by copying the six lines above and editing them to your desired preference. :)
 
These are my thoughts at the moment, although they might change later:

- Huts: On, keep some flavour in the game
- Events: Off, because they caused too much hassle in the last game (you can avoid bad events in multiplayer by logging out of the game and then back in again)
- Vassal States: Off, because they're broken in multiplayer
- Barbarians: Normal
- Tech Trading: Haven't yet decided between Normal and No Tech Trading, depends a bit on whether we have double civs (if we do I'm leaning towards No Tech Trading to balance out research speeds)
- Difficulty Level: Medium (Monarch/Emperor)
 
Off - Keep the random elements out as much as we can and actually allow skill to prevail.
Off - Same reason as above except doubled.
Off - Kill them all!!
Normal - Keep people honest.
Techs - Can someone explain what no tech brokering is for me? (I don't really play multiplayer and have never played without tech trading in single player)
Difficult - Medium
 
Can someone explain what no tech brokering is for me? (I don't really play multiplayer and have never played without tech trading in single player)
Basically it works like this: If you researched a tech, you can trade it to anyone you like. However, the people you trade that tech to can't ever trade it on to anyone else. Likewise, if you obtain a tech from someone else in trade, you can't ever trade that tech to anyone else. So essentially it makes it so that only the people who manually research a tech are able to trade it. It's not really that great for demogames though, because it takes out a lot of the diplomatic element - e.g. you can't plot to backstab a civ by trading their techs on to a third party, and you have no risk of them backstabbing you in this way, which in my opinion makes it a little less fun and exciting. ;)
 
- Huts: On (As LP said for some flavor though I think maybe I lean on this as a crutch too much for popping gold/tech/settler/workers.)
- Events: Off (If people cheat to get out of bad events then whats the point)
- Vassal States: Off (I agree it is broken in MP, I hate it in Single for that matter)
- Barbarians: Raging (The Barbs are going to need all they can get)
- Tech Trading: Normal
- Difficulty Level: Low (Noble/Prince)
 
Let's get this started sooner rather than later. Please state your preference on the following game options:

- Huts: On/Off
- Events: On/Off
- Vassal States: On/Off
- Barbarians: None, Normal, or Raging
- Tech Trading: Normal, No Tech Trading, No Tech Brokering
- Difficulty Level: Low (Noble/Prince), Medium (Monarch/Emperor), High (Immortal/Deity)

Simply reply to this post by copying the six lines above and editing them to your desired preference. :)

My main motivation is to stick to defaults and what I'm used to.

Huts: On - They're not broken enough to turn off. They give a bit of flavour to the initial exploration, and have some (positive I think) impact on balance, such as rewarding starting with hunting.
Events: Off - They are broken enough to turn off. They just do random rubbish without any real justification or positive overall impact. Given that we have to effectively exclude the negative ones anyway the argument for sticking to defaults with these is dead anyway.
Vassal States: On
Barbarians: On
Tech Trading: On
Difficulty Level: Medium
 
- Huts: On - some randomness is good, and makes having a scout worthwhile
- Events: Off - difficult mechanics for a DG, hard to police people who drop connection to avoid event
- Vassal States: On - probably never used but why leave it out?
- Barbarians: Normal - require settlers to be escorted, but don't risk knocking out a team
- Tech Trading: Normal - full diplomatic potential
- Difficulty Level: Low (Noble/Prince), Medium (Monarch/Emperor) Anything not high is fine with me. Primarily driven by a preference for higher happy limits, to be honest I have no idea what other effects difficulty has.
 
- Vassal States: On - probably never used but why leave it out?
Because Vassals are broken between human players. For instance, human players often cannot break free from being a vassal even after the conditions have been satisfied for them to do so.

- Difficulty Level: Low (Noble/Prince), Medium (Monarch/Emperor) Anything not high is fine with me. Primarily driven by a preference for higher happy limits, to be honest I have no idea what other effects difficulty has.
Actually difficulty level no longer affects happiness, since BTS. Here is a (complete, AFAIK) list of things which ARE affected by difficulty level in a multiplayer game:

General:

- Research times (beakers per tech get more on higher levels)
- Hut probabilities (more likely friendly on lower levels, quite likely hostile on higher levels)
- Number of units that do not cost GPT (fewer as the difficulty goes up)
- City maintenance and civic costs (higher on higher difficulty levels)
- Inflation rate (higher on higher difficulty levels, costing you more gold)

Barbarians:

- Win probabilities vs barbs (bonus + free wins on lower levels, no bonus or free wins on higher levels)
- Barb city spawn rates (more barb cities pop up on higher levels)
- Barb unit spawn rates (more barbs on higher levels)
- Barb city garrisons (more troops in barb cities on higher levels)
- Animal attack probabilities (75% on Noble ranging up to 100% for Deity)
- Number of turns before barbarians start appearing (earlier on higher difficulty levels)
- Number of turns before barb cities start appearing (earlier on higher difficulty levels)

That's the complete list for multiplayer (as far as I know). There are also a whole lot of factors that are applied to the AI, but since there are no AI civs in this game, they're not relevant. So the above factors are the only ones which difficulty level affects. As you can see, there are only four main overall changes as you up the difficulty level in an all-human multiplayer game:

1. Stronger barbarians
2. Higher GPT drain due to higher maintenance/civic/inflation/unit costs
3. Huts more hostile
4. Research times longer

That's about it. In a single player game you also have the major factor that the AI get a whole bunch of bonuses (in about 20 different categories!), but they're not relevant here.

Below is the sheet I got this info from, if anyone's interested. The numbers may be slightly outdated since it was released, but the actual categories of things that change should be the same.

Spoiler :
 
Present votes:

Huts: On (6); Off (3)
Events: Off (9)
Vassal States: Off (9)
Barbarians: Normal (7); Off (1); Raging (1)
Tech Trading: Normal (5); Off (2); No Brokering (1)
Difficulty Level: Emperor (4.75); Monarch (1.75); Immortal (1); Prince (0.75); Noble (0.75)

If you voted for more than one category, I split your vote up into however many different things you voted for (e.g. 0.5 vote for a split over 2 options). There was only one unclear vote, and that was champinoman's vote on Tech Trading.

So far it looks like we're leaning quite strongly towards:

Huts: On
Events: Off
Vassal States: Off
Barbarians: Normal
Tech Trading: Normal
Difficulty Level: Emperor
 
Huts: Off
Events: Off
Vassal States: Off
Barbarians: Normal
Tech Trading: Normal
Difficulty Level: Emperor


Although maybe we should play with tech trading off, diety difficulty on a torroidal map, and as either HRE, Darius or Gilgamesh

:joke:
 
Huts: Off (what if we pop angry warriors and an opponet pops a tech?)
Events: Off
Vassal States: Off
Barbarians: Normal (to add some spice, but not much)
Tech Trading: Normal (sure, let's use them until we can eliminate them)*
Difficulty Level: Monarch

*The war is the ultimate phase of the Diplomacy!
 
Huts: On

Events: Off

Vassals: Off

Barbarians: Off

Tech Trading: Off - It's too easy to prop up a failing allied Civ if you can give them techs. If our neighbor is falling apart I want to be able to kill them without them recieving all sorts of backup from another civ. Sending troops should be enough of an opportunity for anyone to help their allies.

Difficulty: Immortal with the potential for tech trading AND two Civs to be on we want high tech costs so that research times aren't crazy.
 
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