pbem Super Civ

ruff_hi

Live 4ever! Or die trying
Joined
Oct 24, 2005
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an Aussie in Boston
I am going to create a mod and then start a pbem game. I am looking for 5 or 6 interested players.

Initial thoughts re the mod ...
  • Each leader has all possible traits
  • Each civ has all of the first column of techs
  • Each civ has access to the 'best' UUs and UBs
  • No ICBMs because I am starting to hate those
  • Possible removal of select espionage missions

Players ...
- Ruff
- Michkov
- Luthor_Saxburg (?)
- ricketyclik
 
I'd be interested.

Why not limit the amount of UUs of a kind you can build, like missionaries and execs in vanilla?
 
  • Each leader has all possible traits
  • Each civ has all of the first column of techs
  • Each civ has access to the 'best' UUs and UBs
  • No ICBMs because I am starting to hate those
  • Possible removal of select espionage missions

I might be interested. I like some of your ideas but it depends on the details of this (and other) options.

Here are some thoughts:
- Instead of banning ICBM's why not making them more expensive and/or limit the number you can build (like Michov' suggestion for the UU's)
- One very interesting idea (can't remember the MOD) was to have the cost of building a unit to depend on the number of units already in the map
- Why not include other spying options ()
- Include 2 kind of maps: world maps and National Maps (good old Civ III...)
- Being able to 'steal' limited cultural tiles (like in MOD Earth 2012)


I guess I am suggesting too complex ideas... I will shut up now. :rolleyes:
 
I'm in a game at the moment where I can getting completely squashed by ICBMs. This is actually making me thing about this unit v all of the other Civ units ... I'll have more on that later.

I was planning on leaving in tactical nukes.

Some EP missions will be maintained.

I was going to ask someone at RB to build us a suitable map. I am thinking inland sea as the starting point.
 
If all civs are to have every civs UU, then we need to review the UUs and decide which ones we'll keep in this mod.

All of this information comes from the unit info page at CFC, please let me know if any of it is wrong.

First off, the easy replacements (there is only one option) ...

Fast Worker / 3 v 2 movement
Quechua / +100% vs. Archery Units
Ballista Elephant / Targets Mounted units first in combat outside cities
Cho-Ko-Nu / 2 first strikes (instead of 1), Causes collateral damage
Conquistador / Immune to first strikes, +50% vs. Melee Units
Cossack / +50% vs. Mounted Units
Carrack / Cargo Space: 2 (of anything), Can explore rival territory w/o triggering war
East Indiaman / Can explore rival territory w/o declaring war, Cargo space: 4
Hwacha / +50% vs. Melee Units
Landsknecht / +100% vs. Mounted and Melee Units
Navy SEAL / 1-2 First Strikes, Starts with March promotion
Panzer / +50% vs. armored units, Starts with Blitz
Redcoat / +25% vs. Mounted Units & Gunpowder Units

Now the ones were we have options ... feel free to argue against my indications.

Archer 3/1/25 (str/move/hammers), 1 first strike, +50% city defense, +25% hills defense
Bowman +50% vs. Melee Units
Skirmisher 4/1/25, 1-2 First Strikes [keep]

Axeman 5/1/35, +50% vs. Melee Units
Dog Soldier 4/1/35, resourceless, +100% vs. Melee Units
Phalanx +100% defense vs. Chariot [keep]
Vulture 6/1/35, +25% vs. Melee Units

Spearman 4/1/35, +100% vs. mounted units
Holkan, Immune to first strikes
Impi 4/2/35, Starts with Mobility [keep]

Swordsman 6/1/40, +10% City Attack
Gallic Warrior, Starts with Guerilla I [keep]
Jaguar 5/1/35, resourceless, Starts with Woodsman I [keep]
Praetorian 8/1/45, no city attack bonus [keep]

I can see uses for each of these UU swordsman.

Chariot 4/2/30, +100% attack vs. Axeman
War Chariot 5/2/30 [keep]
Immortal, +50% vs. Archery Units

Maceman 8/1/70, +50% vs. Melee Units
Berserker, +10% city attack, Starts with Amphibious [keep]
Samurai 8/1/70, 2 First Strikes [keep]

Horse Archer 6/2/50
Keshik, 1 first strike, Ignores terrain movement costs [keep]
Numidian Cavalry 5/2/50, +50% vs. Melee Units

Knight 10/2/90,
Camel Archer, resourceless(?), Can withdraw from combat (15% chance)
Cataphract 12/2/90 [keep]

Musket 9/1/80
Janissary, +25% vs. Archery, Melee, and Mounted Units [keep]
Musketeer 9/2/80 [keep]
Oromo Warrior, 1 first strike, Immune to first strikes, Starts with Drill I and II [keep]
 
I would like to join.
 
I haven't thought about this game for ages. It obviously needs a mod ... so that will take some time to knock together - I can start on that this weekend.

I'll also ask at RB about a map maker.

I haven't gone through the UBs yet - does an interested player want to start that list and propose which ones to keep?
 
America Mall Supermarket
Arabian Madrassa Library
  • +2 Culture
  • Can turn 2 Citizens into Priests
Aztec Sacrificial Altar Courthouse
  • -30 Production cost (on normal speed games)
  • Halves anger duration from sacrificing population
Holy Roman Empire Rathaus Courthouse
  • -75% Maintenance instead of -50%
Sumerian Ziggurat Courthouse
What to do with courthouses? Getting all of them would be kind of stupid, as you'd be able to stack these until maint is almost zero. I vote for Sac Altar, it's the most fun.

Babylonian Garden Colosseum
Byzantine Hippodrome Theatre
  • Cannot turn citizens into artists, unlike in the regular Theatre
  • Happiness from Horses instead of Dye
  • +1 Happiness
  • +1 Happiness per 5% culture rate, instead of per 10%
Carthaginian Cothon Harbor
  • +20 production cost (on normal speed games)
  • +1 trade route
Celts Dun Walls
Chinese Pavilion Theatre
  • +25% culture bonus for the city it's built in
Egyptian Obelisk Monument
  • Can turn 2 Citizens into Priests
Ethiopian Stele Monument
Native America Totem Pole Monument
  • +3 experience to new Archery units
What happens with monuments if Stonehenge is built? :crazyeye: I vote to keep one, maybe totem pole.

England Stock Exchange Bank
French Salon Observatory
German Assembly Plant Factory
  • Can turn 4 Citizens into Engineers, rather than 2
  • Double construction speed with Coal
Greece Odeon Colosseum
  • +3 Culture
  • +1 Happiness
  • Can turn two Citizens into Artists
  • +1 Happiness from Hit Singles
Incan Terrace Granary
India Mausoleum Jail
  • +2 Happiness
Japanese Shale Plant Coal Plant
  • Doesn't require Coal to build
  • Provides +10% production
Korean Seowon University
  • +35% Science rather than +25%
Malinese Mint Forge
Mayan Ball Court Colosseum
  • +2 Happiness
Mongolian Ger Stable
  • +2 experience to new Mounted units
Dutch Dike Levee
  • Can be built by coastal cities as well as cities on rivers
  • +1 Production to water tiles
Ottoman Hammam Aqueduct

Persian Apothecary Grocer
  • +2 Health
Portuguese Feitoria Customs House
  • +1 Commerce on water tiles
Roman Forum Market
  • +25% Great Person points
Russian Research Institute Laboratory
  • +2 Free Scientist specialists
Spanish Citadel Castle
  • +5 experience points to Siege Units
Viking Trading Post Lighthouse
  • Free Navigation I promotion to sea units built in the city
Zulu Ikhanda Barracks
  • +10 Production cost (on normal speed games)
  • -20% Maintenance
 
Where are our UB clashes?

- courthouse ... happy with sac alter
- theater - chinese version?
- monument - easy ... Nth American version
- Aqueduct - not so easy ... happiness over food ... I could go either way

How about we stick with the default barracks ... so we don't run into the situation of having no maintenance.
 
Where are our UB clashes?

- courthouse ... happy with sac alter
- theater - chinese version?
- monument - easy ... Nth American version
- Aqueduct - not so easy ... happiness over food ... I could go either way

How about we stick with the default barracks ... so we don't run into the situation of having no maintenance.

Hm, how about each individual player gets to choose which UB or UU they want if they are conflicting? Also Ikhanda plus Rathaus is "only" -95% maintenance, so you still pay a teeny tiny bit. :lol:
 
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