R1-Fast and Dirty

Chamnix: The Zulu humbly request a goody hut on every tile .

Calis: No (or very few goody huts). I really start hating them!

This is going to be a fun team to watch :rotfl:

The EXP tribe should get a couple more huts than the non-EXP ones. Probably give everyone 3-4 and the EXP 6-8.
 
Some teammate Calis turned out to be :gripe: ;).

You shouldn't have to give more huts to the expansionist tribes. If there are going to be huts, roughly equal numbers should be "nearby" each capital. The expansionist tribes just may end up stealing huts that aren't theirs.
 
Some teammate Calis turned out to be :gripe: ;).

You shouldn't have to give more huts to the expansionist tribes. If there are going to be huts, roughly equal numbers should be "nearby" each capital. The expansionist tribes just may end up stealing huts that aren't theirs.

I actually didn't think that far :blush:

I just expressed my basic feelings about hut popping, but especially as this is a small/tiny map, it has to pay respect to the expansionist tribe(s)
 
Relax ladies :D, you won´t have time to enjoy all the benefits from the hut popping exp-capabilities :trouble: :cowboy:
 
Ok, I've started the map build

Rules changes:
Accelerated Production is on (all build costs a halved)
All support levels are doubled (Democracy gets same as Republic)
Each nation gets 20 free units (units above support limit cost 1g each)
Corruption & Waste are off
Golden Ages last 30 turns
Statue of Zeus now small wonder requiring horses
Knights Templar now small wonder requiring iron

Remaining rules questions:
Would you like me to reduce the food eaten by each citizen from 2 to 1 (faster growth)?
Do you want me to reduce the number of citizens used to build a settler from 2 to 1 (faster growth)?
Should I speed up road travel (from 3 to 4)?
Should I allow everyone to be able to build Berserks (prevents coastal blocking)?
Should Barbarians remain Warriors, Horsemen & Galleys?
How about changing SoZ to build an MGL every 20 turns (that removes the luck on getting your first)?

General map questions & comments:
X wrapping is on and Y is off (with polar ice caps)
Do you want wide-open frontiers or choke points?
I’ll probably add a couple of little surprises (nothing to change the game in any way) unless you don’t want any
I’m thinking starting each tribe with 2 settlers, 2 workers & 100g

Still need Rodent's choice for tribe
 
I've been extremely busy at work recently. Please give me time one the weekend to give you my opinion on the mods...
 
You Guys decided all for yourselves without asking me :sad:

I was actually thinking about Reducing Unit Costs Further in Addition to AP , But I will leave it to the Team to Decide

No huts Please. We don't want luck here.

I want more Unit Support (50 Per Civ, 6,10,12 for Towns, Cities,Metros) The Logic Behind this is that with Cheap Production and no Corruption, we will have a Helluva lot of Units to Support and we dont want an Empire Collapsing because of That.

Embassies at start looks Good.

I would Request 2 Spearmen along with the Settlers and Workers

Reducing Citizen Requirement for Food Sounds good, Our Towns will grow Quickly for Instant Carnage. But no need to Make Settlers cost 1 Pop (We dont have much land to settle anyways)

Please, We do not want any Jungle on the Map.

Wide Open Creates Strategic Headaches, So I want that

Do not Speed Road Travel, Do not allow MGLs and SGLs, and allow SoZ (small Wonder) to build a Leader every 20 turns.

I would Like Berserks for each Civ, for added Game Balance

Lastly, I want the Mighty Persians

And to Team 2, I have already Understood what your plan is from the Choice of civs ;)
 
You Guys decided all for yourselves without asking me :sad:

Actually, it looks like our mapmaker made most of our decisions for us ;). Personally, I would probably be happier with fewer changes to the basic rules.

Also, The Tech pace will be slow, Hope you can cope with that

Is there a modification here also? Starting with 2 settlers, having no waste and (practically) no unit costs would seem to have the opposite effect.
 
Think about it. Tiny Map , 4 Civs , Should'nt expect to have more than 3-4 Cities per Civ.

Or we can consider The Team as a Civ, then also It is 6-8 Cities per Team, Not much I say
 
Actually i think bigger map 60-70% pangea but with road travel movement 4 instead of 3 and naval travel increased by 1 also and Magelleans set to Minor Wonder requiring at least 6 harbors built would be interesting...

I don´t agree with the 2 settlers&2 worker start, 1 settler and 1 worker is the classical fun start.

Agree on Beserkers but set them to attack 4 instead of 6 and lower the shield cost and add +1 HP bonus to reflect superior stamina.

I would also like to sugest giving bombard capability to normal galleys to increase game options and allow Curraghs a 1 space transport capability so it wont be completly obsolete.
 
The Map Size is already Decided, No Changing That.

I agree pretty much with barca's Naval Suggestions as well
 
We started with tiny map, no corruption/waste, increased unit support, and cheaper units.

The first 3 I don't think are any issue.

For cheaper units, we are apparently going with accelerated production which affects everything instead of just units. I've never played with accelerated production, but I don't mind trying that either instead of or in addition to cheaper unit prices.

I don't really see a huge need for other modifications - I think the base game is pretty well balanced as it is. The suggested naval modifications seem unnecessary on a tiny pangaea, but I don't mind them.

As far as the research pace, tiny maps have reduced tech costs to compensate for the fact that everyone has fewer cities. I've played against 3 AI on tiny maps, and the tech pace doesn't seem significantly slower than standard games to me. It still seems that by eliminating waste and unit support that you will end up with a faster tech pace than normal, but I don't really care either way. I'm just not sure you are going to end up getting the game you want without making techs more expensive.
 
on a Pangaea, Naval Warfare will be rare, but a Fun part of Gameplay and What Hasdrubal is Suggesting adds another dimension to Gameplay since you have to protect your Coastal Towns very Carefully.

I like Naval Wars, but never got the chance against AI, It will be good to have one against Humans
 
Right now the map is all ocean, so I'll reset to standard rules and generate a new map. These are the changes I plan on making at the moment.

Game Mechanics:
Turning off all victory conditions except Domination & Conquest
Accelerated Production is on (all build costs are halved)
All support levels are 6 times normal (Democracy gets same as Republic)
Each nation gets 50 free units (units above support limit cost 1g each)
Corruption & Waste are off
Reduce food eaten by each citizen from 2 to 1
Locked alliance of Zulu & Rome against Carthage & Persia

Map Parameters:
Wide open frontiers
No jungles, but lots of forests (need places for spices, dyes, rubber, etc)
No natural defensive lines (major rivers, mountain ranges, etc)
If we play without huts we'll need to adjust the Zulu trait as EXP is a very weak trait without huts

Added Units:
All tribes can build Berserks (4-2-1) cost 40sh
All tribes can build Dromon (2-1-3) with (2-1-2) bombard

Starting units:
Each tribe starts with 1 settler, 2 workers, 2 spearmen and an present from me

Couple of dicussion points left:
I'll take a look and see if there's way to easily slow down research though you could all just agree that only AA techs can be researched
I'm thinking of making this a relatively dry world (no marsh, no jungle a few rivers & lakes)
Any thoughts on modifying any other Wonders (Great Wall, Oracle or Great Lighthouse, etc)?
Should the game have barbarians and if yes, should the barbarian units be upgraded?
 
Lower the Dromon attack to 1 for more game balance.

The Great Library should be available with Literature.

Sci Leaders off.

Curraghs should be able to carry one unit.
 
Ok, the map building is under way, but a pair of final questions?

What level of barbarians would you like for the game?

Do you want any victory conditions removed?

I normally remove Wonder VC. Also I was not able to find a way to increase research rates besides changing the shield count on each tech :sick:

I'll be away until Sunday night and will probably finish this Monday night, so last chance for any requests.
 
Sedentary barbs.

Only domination/conquest victory allowed.

Double the shield count for each tech.

Thks in advance.

Carthage should start next to the coast, the others should not.
 
I think HB took Carthage (or did he change his mind to Celts)

Still time to decide as I'm not done with the map yet.

Also any decisions on blocked victory conditions and barbarian level?
 
I dont think we need any barbs, as we have the Celts and the Persians :D

Domination and conquest are the victory conditions, right?

I thought HB changed towards the Celts. Maybe he can reconfirm?
 
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