RR17 - Rage against the machines

Lurker calling in. This should be interesting :D
 
Simplest way to avoid early rush is 'can't declare war for n turns' (50-100).
 
^^^this...the pig has spoken
 
Pig's idea is perfect. Fits KISS to a tee. It gets my vote.
 
if we go to pig idea, we have to consider speed of game.
Starting with Industrial era mean we start at 50% of max turns:
marathon : 750/1500
epic 375/750
normal 250/500

so if we had 50 turns to normal speed, only 200 turns are left.

or, we could remove time victory also :)
 
50 turns of peace should be plenty. This is not the slow going we'd have with an ancient start.
 
Ok, I'm back ( had a party yesterday because one of my friends was accepted to study Primatology in the University of Barcelona ( maybe he will meet nocho there ;) ) ). I'm ok with the 50 turns no war limit. Now we only have to ensure that the AI understands that.

astre suggested to go unrestricted leaders and choose a random one . I'm ok with that too, by if someone does not want I'm ok to stick to the normal lot and pick it up randomly or not :D

I would also like another player :D We have 9 persons in the roster and I'm not in the mood to divide a player in half to make things even :p
 
According to wiki , there is more than a million and a half primates there, between the ones in the zoo and humans ;)

Wait...they keep the two humans in the zoo in Barcelona :mischief::D
 
I'm ok with random leader for US. I can't think of any leader that is synergistic with the American civ other than military traits. I do like Organized trait late game (Factories/Corps). Charismatic would be a nice flexible military trait. Who is that? Nappy?

Again, I say we make it clear on a fixed victory condition, even if military (Dom or Conquest) Really interesting would be a Domination/Highest Score combination.
 
tried an industrial era start to see how things are going and to check the turn minimum.
I took marathon to be sure.

OMG the start is so slow...
The tech cost billions and we have nothing to produce science.
It took me +100 turns (marathons speed:sleep::sleep:) to get 2 techs...
at this point i could rush with infantry and win...

we have to be very carefeull about the limits in turns.
If we really want to attack with mobile artillery (and we want:)), i'm afraid the only way to do it is to wait mobile artillery before declare :mischief:

btw the best trait for industrial start is Imperialistic because settler cost billions:eek:
 
Why are you testing marathon? Yeah, teching is relatively slow on late era starts regardless of speed, but marathon is brutal.

Yep, I mentioned earlier a couple of times that IMP is a good late trait for that reason. However, you do start with 3 cities and with military goals in mind 3 cities are probably enough. The rest you will capture. However, it is nice in case you need to grab a resource that is out of the way. That's why I think JC is such a good late era leader.

So if we go random/USA, I like Nappy or JC of America. IMP might even be better than Char since you can just settle all the GGs we are likely to get for boosted promos and the settler bonus is more than marginal in the later eras.
 
FIN is pretty weak on Industrial starts
 
I tested marathon because i wanted a game with marathon, that's all :)
I'm not testing the RR, just the industrial start ^^

and the second tech was reached after 150 turns not 100. (I ended the game turn 250, but the map was mostly water with few islands and IA was bad at handeling that)


but if you count that marathon is twice faster that epic and 3 time that normal, that mean that the 2 techs will be founded after 75 turns in epic and 50 in normal. (I may be wrong, but that's the way i understood it)

That's the only thing i wanted to figure out.

for leader:
we will build settler. I mean at least 3-5 just for strategic reasons.
We will be very happy if they are half costed. To give you an idea, their cost is similar to oxford university :o
other interting traits are Philosophical (earlier GP mean faster start), agressive, organize (it is always good) and expensive (mostly for the +2 health bonus - a major concern when we strat building factories building)

but choosing the traits would make the game too easy, i prefer randomness now.
 
I prefer random leaders as well (or give the AI Imp leaders and give us traits with less advantages). Otherwise I'm afraid that Mobile Artillery won't see much use.
 
Well, one trait combo that was a must have on our Industrial MP games was Imp/Phi. That's Suleiman if I remember correctly. Phi for lightbulbing and the Artist bombs of course. We always played Suleiman of India. Imp + Fast Workers and you expand in no time. Remember to save your Settler chops and chop into wealth or research so the city grows while you are accumulating hammers. Switch to the Settler only if you can then finish it in 1 turn. And nobody needs Infantry. 150 Cavs do the job. You can reach the point easily where all your cities are churning out 1 Cav per turn. Have fun guys!
 
Ok, sorry for the delay ( hectic last days ), but I've already decided on the game rules. I'll go for the Normal speed and 50 turns of peace, as well as Random of America as leader. Will try to start the game today and give the teams out, but no promises on that ...
 
Ok, updated the OP with the save and starting pics

There is still a issue, though. We have 9 players and 9/2 is not a integer. SO, I have to go for one of the below options:

a) One teams gets 5 members and the other 4

b) the host does not play ( :( :( :( :cry: )

c) The host plays for both teams ( :/ )

To be honest I do not like b) and c) so much, but I also don't like the idea of having more players in one side than in the other ...
 
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