CommandoBob
AbstractArt
Actually, I think that is what we are trying to do. Broadly speaking, we're looking to create an SGOTM that doesn't require much to get it up and going. Nothing fancy; just a basic game with a twist.I'm not sure what you guys are cooking up here. If only a few people are interested in your particular ideas it may be better to just run a simple SG.
We'll try to keep this one simple as some of us (I hope) work on scenarios for future SGOTMs.If it's a game you want me to build for a multi-team SGOTM, then you'll need to make it very simple and straightforward for me. I am a "bear of very little brain".
And you shouldn't be, either.If it requires that I spend my life policing all the team saves manually in order to enforce your constraints, such as detecting that someone has killed a civ when they shouldn't, then I am not enthusiastic.
Since the idea (so far) is to have the most AIs alive at the Domination limit, having an in-house rule not to eliminate an AI is a bit much, in addition to being a time-killer to administer.
If a team feels the need to eliminate an AI, let them. No penalty, as in a normal game. Except that the team will not know if that was a good decision until the end.
No fiddling with the game rules.If it needs a lot of fiddling with game rules, then it will be outside my abilities to create it alone. However, if the rules you want can be built into a scenario, then I guess someone could create a scenario file that I could use to create a map to meet your requirements.
As far as game parameters:
An unknown number of AI (that is, you know, but we don't)
Archipelago, 60% water
Standard map size
Difficulty: Demi-God
Full 540 turns
AIs do not respawn
Team plays as Portugal (EXP and SEA) (?)
Domination Victory, but the others turned on also.
Winner: The most AIs alive at Domination. AIs count first, Domination serves as tie-breaker. So, Team A has 15 AIs alive at 500 AD when they dominate; Team B has 20 alive at 600 AD when they dominate. Team B gets the victory.