stiiknafuulia
King
- Joined
- Apr 9, 2016
- Messages
- 603
EDIT (09.11.): We'll play on 12th November (Saturday). We have 8 players so far, but if you want to join, it is still possible (we'll divide into multiple games if necessary, so there is no real upper limit).
EDIT: Here is the countdown clock until game start (5:20 PM / 17:20 GMT (London time))! NOTE: The game's been moved up by three hours and 20 minutes!
EDIT2 (12.11.): A NEW RULE has been added to the rule-sheet (rule #13); please read it, as it is highly relevant when it comes to warfare!
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Hello and welcome to the planning / sign-up thread for our second 'official' Immersioneers game!

This time, the settings will be a bit different, as we learned a few important things from our previous game.
First of all, here is the required stuff for every NEW player who's not yet part of the group:
1. General Description (only apply to join the group if you agree with it)
2. Steam group (You need to join it in order to play, so please do it! Send a friend/join request to Vesir85 (me) or Stroganov to join. Also, if you want to host games, you'll have to have every player on your friend list, so be sure to invite them all well in advance.)
And here are two links for EVERYONE who'll participate in this game, old and new:
1. Rulesheet v.0.2. (I will update it as we go along, then lock it in for this game come weekend. NOTE: There are already some significant changes, so please review the rules, everyone!)
2. Every member's Steam/CFC names (It's best for everyone to befriend everyone in the group, as that way games can be quickly arranged. You can also add a custom nick to players on Steam; if you plan on hosting any games here at CFC, I highly suggest that you do this for every player!)
[While I did my best, there are still some Steam / CFC nicks that I haven't been able to link together. As there are more CFC nicks, it seems that some of the players who've expressed interest in joining haven't joined the Steam group after all. If you're on either of the following lists, or both, please state your Steam nick asap, so that I can note down your CFC name / invite you to the Steam group!
* Njamos ( [no CFC name, apparently ] )
* R. Daneel Olivaw (???)
* luckybutjinxed (???)
* ??? (@Denvar)
* ??? (@inthesomeday)
* ??? (@RebelScum88)
* ??? (@Skysword455)
* ??? (@Metecury)
* Kralin (@Giorgio Rossi (Kralin) ) (Iirc, I sent you an invite to the Steam group, but you haven't joined it. If you still want to join, please make a post in this thread and I'll re-invite you.)]
On to the settings for our new game:
SCHEDULE: 12th of this month (Saturday). (A countdown clock is now running, showing the exact time until the start of the game!).) NOTE: 13th is Father's Day, so take that into account when deciding whether to join up or not!
As you join the game, please state the following:
(0. 'I'm a new player' (if you are one))
1. Steam nick (if you're a new player or you're not on the list that I linked above)
2. Preferred Civ (no Aztecs, Scythia, Sumeria or Germany allowed; duplicates discouraged) (Note: If we adopt the new scoring system (read further), Germany may be allowed)
3. Your opinion on the custom victory score system (again, read the spoiler at the very end of this post)
Roster:
1. stiiknafuulia (Vesir85): Russia (I can switch if someone else wants it)
2. MaximusPlatypus (MaximusPlatypus): Arabia
3. TeraHammer (2meterErik): England
4. Chrizzly Bear (Chrizzly Bear): Brazil
5. Uppercut83 (Uppercut): Greece (Gorgo)
6. Zabuza (Zabuza): Japan
7. krasny (Krasny):Any Civ will do
8. DonMarty (DonMarty): Egypt / France
Here are the proposed game settings:
Lastly, here is something a bit more controversial -- a proposition for a new form of scoring, so we won't have to choose between playing on the blazing-quick Online speed or saving/reloading the game. Both of these options come with severe problems attached; with a custom form of scoring, however, we can continue to play on Quick and simply end the game whenever we feel like it (or at some pre-agreed time). I think such a score-system would add to the immersion a bit as well, as even if you're not jotting them down on paper, every new city you found and every wonder you build will add to the score, making them feel more like genuine accomplishments.
Feel free to disagree, point out weaknesses / improvements, etc; now is the time to brainstorm, well in advance of the game!
EDIT: Here is the countdown clock until game start (5:20 PM / 17:20 GMT (London time))! NOTE: The game's been moved up by three hours and 20 minutes!
EDIT2 (12.11.): A NEW RULE has been added to the rule-sheet (rule #13); please read it, as it is highly relevant when it comes to warfare!
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Hello and welcome to the planning / sign-up thread for our second 'official' Immersioneers game!


This time, the settings will be a bit different, as we learned a few important things from our previous game.
First of all, here is the required stuff for every NEW player who's not yet part of the group:
1. General Description (only apply to join the group if you agree with it)
2. Steam group (You need to join it in order to play, so please do it! Send a friend/join request to Vesir85 (me) or Stroganov to join. Also, if you want to host games, you'll have to have every player on your friend list, so be sure to invite them all well in advance.)
And here are two links for EVERYONE who'll participate in this game, old and new:
1. Rulesheet v.0.2. (I will update it as we go along, then lock it in for this game come weekend. NOTE: There are already some significant changes, so please review the rules, everyone!)
2. Every member's Steam/CFC names (It's best for everyone to befriend everyone in the group, as that way games can be quickly arranged. You can also add a custom nick to players on Steam; if you plan on hosting any games here at CFC, I highly suggest that you do this for every player!)
[While I did my best, there are still some Steam / CFC nicks that I haven't been able to link together. As there are more CFC nicks, it seems that some of the players who've expressed interest in joining haven't joined the Steam group after all. If you're on either of the following lists, or both, please state your Steam nick asap, so that I can note down your CFC name / invite you to the Steam group!
* Njamos ( [no CFC name, apparently ] )
* R. Daneel Olivaw (???)
* luckybutjinxed (???)
* ??? (@Denvar)
* ??? (@inthesomeday)
* ??? (@RebelScum88)
* ??? (@Skysword455)
* ??? (@Metecury)
* Kralin (@Giorgio Rossi (Kralin) ) (Iirc, I sent you an invite to the Steam group, but you haven't joined it. If you still want to join, please make a post in this thread and I'll re-invite you.)]
On to the settings for our new game:
SCHEDULE: 12th of this month (Saturday). (A countdown clock is now running, showing the exact time until the start of the game!).) NOTE: 13th is Father's Day, so take that into account when deciding whether to join up or not!
As you join the game, please state the following:
(0. 'I'm a new player' (if you are one))
1. Steam nick (if you're a new player or you're not on the list that I linked above)
2. Preferred Civ (no Aztecs, Scythia, Sumeria or Germany allowed; duplicates discouraged) (Note: If we adopt the new scoring system (read further), Germany may be allowed)
3. Your opinion on the custom victory score system (again, read the spoiler at the very end of this post)
Roster:
1. stiiknafuulia (Vesir85): Russia (I can switch if someone else wants it)
2. MaximusPlatypus (MaximusPlatypus): Arabia
3. TeraHammer (2meterErik): England
4. Chrizzly Bear (Chrizzly Bear): Brazil
5. Uppercut83 (Uppercut): Greece (Gorgo)
6. Zabuza (Zabuza): Japan
7. krasny (Krasny):Any Civ will do
8. DonMarty (DonMarty): Egypt / France
Here are the proposed game settings:
Spoiler :
- Number of players: to be decided (we'll let everyone sign up at first, and then figure out how many games we need; it's much clearer that way)
- Turn Timer: Standard (300 seconds) (5 minutes seemed to work well for our last game; in practice most turns will be much shorter)
- Turn Mode: Dynamic Turns (i.e., sequential war turns. I'm still not sure how exactly this works, but we'll never find out unless we bite the bullet (pun intended!) and try it with a larger group
)
- Start Era: Ancient
- Game Speed: Quick (if enough people want Online, I'll agree to it, but I'd prefer to use Quick. See also the spoiler at the end of this post about the new proposed custom scoring, as it's highly relevant)
- Map: Pangaea (water is a mere nuisance in this game, lonely 'wonder-whore Civs' are unbalanced, and besides, we could use the added conflict as well!)
- Map Size: Standard (Small is simply too small. Hopefully this is a good balance between natural expansion and eventual conflict as the space runs out)
- World Age: New (more mountains can only be a good thing)
- Sea Level: Standard
- Resources: Abundant (I figure, why not? Presumably everyone will have a better chance of getting some goodies with this setting)
- Start Positions: Balanced
- No Barbarians (lest they wreck some poor soul's cities!
Feel free to disagree, but I think we're better off without them as a distraction, allowing us to focus on the *human* threats
)
- No Tribal Villages (they add randomness and luck to the game -- things we can surely do without in a multi-player strategy game)
Lastly, here is something a bit more controversial -- a proposition for a new form of scoring, so we won't have to choose between playing on the blazing-quick Online speed or saving/reloading the game. Both of these options come with severe problems attached; with a custom form of scoring, however, we can continue to play on Quick and simply end the game whenever we feel like it (or at some pre-agreed time). I think such a score-system would add to the immersion a bit as well, as even if you're not jotting them down on paper, every new city you found and every wonder you build will add to the score, making them feel more like genuine accomplishments.
Feel free to disagree, point out weaknesses / improvements, etc; now is the time to brainstorm, well in advance of the game!

Spoiler :
EDIT (11.11.): I decided that the system I describe below is too elaborate for our purposes. This is just a casual group and the game is not really about determining the 'winner', but having a good time, after all. So, we'll go with a more relaxed version of my proposed score system: At the end of the game, we'll vote for the winner from among the top 3 players, according to the in-game score. You may not abstain from voting, nor may you vote for yourself (duh). The winner will simply be the player with the most votes. This system is much less cumbersome and leads to an almost identical outcome (i.e. the most powerful player will be the likely winner). As an added bonus, being diplomatic will help with the win as well, as if there are two powerful options for voting, the one who's behaved the best is likely to get the most votes. 
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You may disregard what I've written below; only read it for curiosity's sake (if you haven't already):
Concept: A custom form of victory, based on points gathered until the end of the game:
Similarly, gold or faith seem hard to account for. It could be argued that you should spend your gold to progress in the other categories (buy Settlers or military units, etc), and that Faith is almost irrelevant even with the default rules, as a religious victory is practically impossible in a multiplayer game (you can simply go to war and kill the missionaries).
As production is the main engine driving settlement and conquest, it seems a bit unfair to reward it as a separate metric. Otoh, in order to 'buff' science and culture with regards to the score system, we could award points for the city and/or Civ with the highest science or culture output. Thus, even if you're not the current leader in the number of discovered civics or techs, you could gather some points for having recently taken the lead. I'd support rewarding the cities with the highest science and culture output, as it seems interesting to hunt for a good city site for specifically this purpose. Perhaps even to take it from your neighbor, if it so happens that they snatched it from under your nose.
As to the amount of points, maybe 3 points would be alright? That way it's not overwhelming, but not insignificant either.
If we do agree to adopt this system, we could continue to play on Quick speed, as the actual victory conditions would cease to matter (in case one were achieved, the one who did it could still be declared the victor, regardless of points, simply because it would be a phenomenal feat to do it in ~7 hours). As I *hate* online speed, naturally I'm in favor of this choice.
One thing to keep in mind is that while the system may seem like it's too complex, too much of a burden, etc, in practice you'd simply keep playing exactly as you've done so far (as number of cities, population, techs, etc are important for the regular victory conditions as well), and the only 'hassle' would come at the very end of the game, when we'd stop and count the points. Think of it as enabling a 'Mastery Victory', in addition to the regular victory conditions (I believe that someone made a mod for Civ V that worked a bit similarly). While we could (and should) adjust the numbers and improve the balance of the different ways of point calculation, in the end this is simply a way to 'end' the game whenever it's convenient. While we *could* still do it, there would no longer be a need to save the game and continue it later, or to play on a speed that will leave your head spinning and your units obsolete before you can say 'Xerxes'.

//////////////////////////////////////////////////////////////////////////////////////////////////////
You may disregard what I've written below; only read it for curiosity's sake (if you haven't already):
Concept: A custom form of victory, based on points gathered until the end of the game:
- You're awarded 1 point for each city that you've founded and hold at the end of the game
- You're awarded 1 point for each 10 population in a city (so a size 10 city will count as 2 points, under rules #1 and #2; size 20 is 3 points, etc)
- You're awarded 2 points for each conquered city (re-conquests do not count) (so a conquered size 10-19 city is 3 points, just to make it clear how the rules work together)
- You're awarded 1 point for each Wonder that you've built (captured wonders do not count)
- You're awarded 1 point for every 4 techs or civics that you're discovered (everything added together and the final number rounded down) (this makes science a bit more significant than civics, but it's easier to just count the total number. I discovered about 80 techs + civics in our first game, so for that amount, I'd have received ~20 points, which seems like a balanced amount compared to the points from number of cities and wonders)
- The player with the most points at the end of the game will be declared 'winner' (In the event of a tie, both players are declared winner.
)
Similarly, gold or faith seem hard to account for. It could be argued that you should spend your gold to progress in the other categories (buy Settlers or military units, etc), and that Faith is almost irrelevant even with the default rules, as a religious victory is practically impossible in a multiplayer game (you can simply go to war and kill the missionaries).
As production is the main engine driving settlement and conquest, it seems a bit unfair to reward it as a separate metric. Otoh, in order to 'buff' science and culture with regards to the score system, we could award points for the city and/or Civ with the highest science or culture output. Thus, even if you're not the current leader in the number of discovered civics or techs, you could gather some points for having recently taken the lead. I'd support rewarding the cities with the highest science and culture output, as it seems interesting to hunt for a good city site for specifically this purpose. Perhaps even to take it from your neighbor, if it so happens that they snatched it from under your nose.

If we do agree to adopt this system, we could continue to play on Quick speed, as the actual victory conditions would cease to matter (in case one were achieved, the one who did it could still be declared the victor, regardless of points, simply because it would be a phenomenal feat to do it in ~7 hours). As I *hate* online speed, naturally I'm in favor of this choice.
One thing to keep in mind is that while the system may seem like it's too complex, too much of a burden, etc, in practice you'd simply keep playing exactly as you've done so far (as number of cities, population, techs, etc are important for the regular victory conditions as well), and the only 'hassle' would come at the very end of the game, when we'd stop and count the points. Think of it as enabling a 'Mastery Victory', in addition to the regular victory conditions (I believe that someone made a mod for Civ V that worked a bit similarly). While we could (and should) adjust the numbers and improve the balance of the different ways of point calculation, in the end this is simply a way to 'end' the game whenever it's convenient. While we *could* still do it, there would no longer be a need to save the game and continue it later, or to play on a speed that will leave your head spinning and your units obsolete before you can say 'Xerxes'.


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