New game participation and settings

Indiansmoke

Deity
Joined
Dec 12, 2006
Messages
4,124
Location
Athens, Greece
So far Raskolnikov, icefire and LordParkin have expressed interest in a new game, anyone else who would like to play?

We also need to come up with settings to propose for the game.

Possible settings

Map: grid beta http://league.civplayers.com/getFile.php?id=66
Map size large, medium sea level, 3 spike
Players: 5vs5
Game Speed: Quick
Difficulty: Emperor
Civs: pick with restricted leaders, no duplicate civs/leaders per team.
Win conditions: all but cultural
Pitboss timer: 24hours simultanious turns (banned double moves)
Other settings: always war, no huts, no barbs, no random events

What do you think?
 
Pitboss timer: 24hours simultanious turns (banned double moves)

Won't that be difficult to implement? In battles with many civs from each side, it could be difficult to synchro every players in 24 hours? Simultanious does sound appealing for a faster game :)

edit: rest looks good.
 
Won't that be difficult to implement? In battles with many civs from each side, it could be difficult to synchro every players in 24 hours? Simultanious does sound appealing for a faster game :)

edit: rest looks good.


It should be OK as long as both sides show sportsmanship. In any case the timer can be changed at any point, so start with 24 hours and if needed change to 48 or something.

I think simultanious will speed up the game alot at least for the first 50-80 turns or so since the map will be big and you will not have many early battles...basically at the beggining it will be developement race since both map size, no city elimination and difficulty lead to build up first fight later..
 
Hi all - this is icefire34 still, just switching to a different account using my normal online name.

A few thoughts about settings:

- How does player placement work on the grid map; would the teams be placed in some order or is it all random locations? If it's random, it seems like there is a chance for an unbalanced game where one team has isolated players and the other does not.

- slight preference for unrestricted leaders and picking like last time, but no big deal either way

- slight preference for not-simultaneous turns to avoid any confusion about double moves once the fighting starts. Would be nice to get through the starting turns faster though; would it speed things up enough if everyone checked in more frequently in the beginning and was careful to hit "end turn" when done with a turn?
 
Possible settings
Pitboss timer: 24hours simultanious turns (banned double moves)
What do you think?
This competition is combat only, so "the banned" is not compatible with sense, the difficulty is the sequence of players in the teams. What I 've seen about your posted strategy: a make this and b make that. You need an understanding about the sequence of players, in city combat the siege weapons are first at best, if there are more than one attacker the city raider of the first comes before the siege of the second or would you organize it better. I hope I make my idea/statement clear, my english isn't good enough.

Personally, I want to lurk only, I liked it.
 
@ Cerecel...the placement should be north to south so it should be OK.
The picking like last time is a good idea.

@ hush..yes I understand your point, but to get through the game quicker simul turns are essensial. There is an option to up the timer to 48 hours later on and have each team own 24 hours (so no log in from other team during the first 24 hours for example).
 
It's a bit sad the other one died, I was quite enjoying following it but mostly looking forward to the real action starting. Will we get to see how this is going as well? I won't offer to participate myself as I have no multiplayer experience but I'd enjoy watching it.

Also, just out of curiosity, why is culture victory disabled in the suggested settings? I was under the impression culture victory was totally worthless in multiplayer anyway, so why bother disabling it? Or is it actually a viable victory condition in team games?
 
It's a bit sad the other one died, I was quite enjoying following it but mostly looking forward to the real action starting. Will we get to see how this is going as well? I won't offer to participate myself as I have no multiplayer experience but I'd enjoy watching it.

Also, just out of curiosity, why is culture victory disabled in the suggested settings? I was under the impression culture victory was totally worthless in multiplayer anyway, so why bother disabling it? Or is it actually a viable victory condition in team games?

It is a shame yes, just as the action was getting started...

Cultural victory is easy on teamers as you need 3 cities in the team.
 
I'd play if there's spot, otherwise put me on the sub list again.

As for the settings, I'm just not familiar enough with MP to know what's most effective, so I'll leave that discussion to the experts. ;) As long as it is fairly even, that's all that counts, and the last map and setting seemed to achieve this.

On 24 hour, it may be a stretch at times, but would make play faster and hence more interesting. As long as a team is organised, there shouldn't be too many missed turns.
 
Back
Top Bottom