Mumpulus
King
Introduction
After months of work on GR18, and my general work load diminishing a bit, I do think I can fit in another game.
I would like a genuine sequel to Mump3 - AWDG Standard Pangaea, by upping the difficulty level.
Proposed settings
Patch: 1.22 C3C
Level: Deity
Map Size: Standard
Map Type: Pangaea (60% or 70% water, my preference being the former)
Climate, Temperature, Age: all Random
Civilization: I'd go for the Germans
Rivals: all Random
Barbarians: Random
AI Aggression: Normal
Options all set to default values
Variant: Always War (No initial trading) - First seemingly reasonable start we get or each player plays a start, whichever comes first
Discussion
Settings above are open to discussion. I'll give my view on some of the settings I propose above.
In my opinion, both Mump3 and GR18 proved that AW is winnable even when expansion is halted/hampered for a while. Especially once you get cav armies and rails shortly after that, a human player can cope with a lot. The main threat for AW on higher difficulty levels is tech speed and the chance of a UN or spaceship defeat. With cav armies and careful monitoring of the situation, that can be reduced to the chance of a histographic defeat. On a standard sized map, that shouldn't be an issue either.
But you do need a little luck in some department. Either you need a great start, or great combat luck, or great leader luck, or a great geography, or AI wars, etc. In Mump3, there were lots of AI wars. That compensated for a missed GL. I believe that different factors can even each other out in most cases, once you get past the first 50 or 100 turns. It's just during those early turns that you need some more reassurance. This is why I propose the Germans: they may have a useless UU if things go fast, but they have killer traits and early unit availability. We can hang on with cheap walls and barracks and spears and archers while going for IW first. I've survived some very bleak starts this way.
The reason I would go for 60% water is I would like a longer game, where we could maybe get to our UU after all. It will probably diminish our chances for a good geography (choke points etc.), but I think with good play, we can handle that.
Roster
A team of five or six as usual would be nice. I'll state the obvious just to make sure people understand what they're getting in to: this will be hard.
- Mumpulus
- Own
- Elephantium
- Greebley
- glenmetz
We have room for one more player.
After months of work on GR18, and my general work load diminishing a bit, I do think I can fit in another game.
I would like a genuine sequel to Mump3 - AWDG Standard Pangaea, by upping the difficulty level.
Proposed settings
Patch: 1.22 C3C
Level: Deity
Map Size: Standard
Map Type: Pangaea (60% or 70% water, my preference being the former)
Climate, Temperature, Age: all Random
Civilization: I'd go for the Germans
Rivals: all Random
Barbarians: Random
AI Aggression: Normal
Options all set to default values
Variant: Always War (No initial trading) - First seemingly reasonable start we get or each player plays a start, whichever comes first
Discussion
Settings above are open to discussion. I'll give my view on some of the settings I propose above.
In my opinion, both Mump3 and GR18 proved that AW is winnable even when expansion is halted/hampered for a while. Especially once you get cav armies and rails shortly after that, a human player can cope with a lot. The main threat for AW on higher difficulty levels is tech speed and the chance of a UN or spaceship defeat. With cav armies and careful monitoring of the situation, that can be reduced to the chance of a histographic defeat. On a standard sized map, that shouldn't be an issue either.
But you do need a little luck in some department. Either you need a great start, or great combat luck, or great leader luck, or a great geography, or AI wars, etc. In Mump3, there were lots of AI wars. That compensated for a missed GL. I believe that different factors can even each other out in most cases, once you get past the first 50 or 100 turns. It's just during those early turns that you need some more reassurance. This is why I propose the Germans: they may have a useless UU if things go fast, but they have killer traits and early unit availability. We can hang on with cheap walls and barracks and spears and archers while going for IW first. I've survived some very bleak starts this way.
The reason I would go for 60% water is I would like a longer game, where we could maybe get to our UU after all. It will probably diminish our chances for a good geography (choke points etc.), but I think with good play, we can handle that.
Roster
A team of five or six as usual would be nice. I'll state the obvious just to make sure people understand what they're getting in to: this will be hard.
- Mumpulus
- Own
- Elephantium
- Greebley
- glenmetz
We have room for one more player.