Sgotm18

AWs partly remove the ability to deeply run test games which is kinda removing a grind point as well.

It might nerf an AI who spends all game building units instead of infratructure. Where the player would use the fact the Ai is rubbish at war to survive.
 
All religions, wonders and corps prebuilt in an inaccessible city. (=no contact with that civ for anyone!)

No religions would spice up diplo for sure. Happiness would be tough too.

Objective: Win any peaceful VC :D (= culture, space or score)

Other restriction ideas for the same objective:
- no happy resources on the whole map, hereditary rule banned. (This could be very tough!)
- maximum 6 cities can be owned by the player - pretty standard game
- some crazy maptype
->> all tiles are strategic resources on grassland
->> no strat resources until astro, they are placed on 1-tile islands in secluded places
->> Deity, 3 continents connected on 1 tile, the place where our settler starts. One continent is unhappy, one is unhealthy, one is unstartegic. They only have the corresponding resources, so no strat resources for the unstartegic, etc. Could be the same but with 4 islands, our island (which has no resources BTW) have galley acces to each, but they don't have access to each other (some well placed mountains are needed of course). The AIs could get extra good starting positions to balance the restrictions.
 
Seems that my teammates have eaten something wrong :)

I think the way to go can be:
Immortal. Space. No tech trading. Pre-built Oracle. No huts.
with some spicy variation. Not sure about the pre built Oracle, in case by barbs. so they can found a religion :D
 
1. The OCC-Deity SG Gyathaar made was nerfed by having so many AIs in cramped quarters. Although AIs started with 2 settlers, most settled 3 cities total, some 4, iirc. It played like Monarch at best. Gyathaar knew exactly what he was doing (as always).

2. WastinTime's warning about the culture exploit notwithstanding, I think an interesting scenario would be to win by having the most culture per turn ratio when you achieve the victory condition of your choice. Gyathaar did something similar with wonders/turn. Culture per turn gives the mapmaker all sorts of interesting variables to play with (industrial, creative, financial traits?; AIs close, far, etc.) and it's questionable what would be the best approach. Cultural approach? Reach the domination limit asap? Build wonders and culture?

Not knowing the map, the players would have to guess what the best solution might be...forcing them to use all sorts of standard strategies.

Maybe disallow corporations to avoid milking.

.
 
1. The OCC-Deity SG Gyathaar made was nerfed by having so many AIs in cramped quarters. Although AIs started with 2 settlers, most settled 3 cities total, some 4, iirc. It played like Monarch at best. Gyathaar knew exactly what he was doing (as always).
Yes, it was an half-deity game. IIRC there were all the possible Civs crowded in 2 not-too-big continents. But mine was a just a list of the past games.
 
->> Deity, 3 continents connected on 1 tile, the place where our settler starts. One continent is unhappy, one is unhealthy, one is unstartegic. They only have the corresponding resources, so no strat resources for the unstartegic, etc. Could be the same but with 4 islands, our island (which has no resources BTW) have galley acces to each, but they don't have access to each other (some well placed mountains are needed of course). The AIs could get extra good starting positions to balance the restrictions.

A variation on this: give teams a choice between two or three different starts. It would be like the game where you could build on stone or marble, but instead of giving every team both resources, make the teams choose which map they will receive before they get their save to download.
 
Upon further reflection, I would be leery of getting too complicated with technical frameworks unless you're helped by someone who knows the code at a really deep level. Even when Gyathaar, who does know the code as far as I know, joined us with the barbs in SG5, he made a game-fatal, divide-by-zero error in the mod that klarius happened to find while pretesting the mod in a test save and was also somehow or another able to locate the error. Tricky business.
 
The Mali Challenge:

Team must have more than 10,000 gold. Earliest cultural Victory date with the required gold determines laurels.

Mansa Musa of China, Great Plains random map, Immortal, unrestricted leaders, random personalities, espionage disabled, no vassals, no random events/goody huts, all the AI have uranium under their capitals. :lol:


****The gods are kind to their favored son Mansa!****
Team starts with archery, gets a pre-settled capital with a castle, a settled Great Merchant, one Great Engineer to use however they wish, a scout, and 1 ICMB from the future (Worth 40,000 soldiers for power rating protection at the start)
 
How about an All Toku Conquest on a Doughnut?

Spoiler :
:banana:
 
Upon further reflection, I would be leery of getting too complicated with technical frameworks unless you're helped by someone who knows the code at a really deep level. Even when Gyathaar, who does know the code as far as I know, joined us with the barbs in SG5, he made a game-fatal, divide-by-zero error in the mod that klarius happened to find while pretesting the mod in a test save and was also somehow or another able to locate the error. Tricky business.

No new mod for SGOTM18, that I can promise you.
Spoiler :
But if one of you code-divers wishes to co-pilot on SGOTM 19, we can work something out. And if you make us a whole new mod, you better have something RADICAL to justify it. :scan:
 
Perhaps we should leave SGOTM 20 or 21 for the mod. I would move to create a SGOTM discussion committee to discuss such matters. naturally we will need to appoint team members to this commitee. I suggest 1-2 code drivers, a few select members from a selection of teams and perhaps a few experienced deity players to ensure game balance. Maybe a few members could be voted for. Naturally I would do all I can to help on the said board. of course this board would need a natural leader. ;)

If the board works well we could even have mods arranged for 22/23. :mischief:
 
Maybe a Space game (with all victory conditions enabled) with teams ranked by highest score at victory and with either Sid's Sushi prohibited or the game played on a non-seafood map?

I like the suggestions for no tech trading, no espionage, and no vassals settings (one or all of them).
 
a little out of topic, but since people is speaking of mods...

What about a new BUFFY with all the nice changes in the BUG/BULL happened after BUFFY was released?

I already asked to the HoF Staff and it seemed a work in progress... 2 years ago. Slow progresses perhaps?

I think that if the GotM people can put some pressure we can have BUFFY 3.19.4 in time for next SG.
 
Maybe a Space game (with all victory conditions enabled) with teams ranked by highest score at victory and with either Sid's Sushi prohibited or the game played on a non-seafood map?

I like the suggestions for no tech trading, no espionage, and no vassals settings (one or all of them).
Highest score can be a difficult thing to determine... when can you stop (launch the SS in this case)?

Sushi forbidden makes things easier if you don't have a GM. The rule is the same for all the competitors, so no need to restrict it.

No tech trading is OK, no vassals too, i'd like too no espionage, but it's bugged. No slavery maybe? Easy to verify by the Staff.
 
[...]

...any plans in the foreseeable future to release BUFFY with the latest BUG features?

There aren't that many changes overall but some of them are pretty nifty and I'd love to get them when using BUFFY.
[...]

[...]
Merge latest BULL+BUG into BUFFY ;)
[...]

a little out of topic, but since people is speaking of mods...

What about a new BUFFY with all the nice changes in the BUG/BULL happened after BUFFY was released?

I already asked to the HoF Staff and it seemed a work in progress... 2 years ago. Slow progresses perhaps?

I think that if the GotM people can put some pressure we can have BUFFY 3.19.4 in time for next SG.

I've been doing the same but never got an official response. Is it complicated and too much effort for the extra stuff it brings? (serious question, I don't actually know)
 
I've made multiple requests in the past for an update to BUFFY. Here is a response from ruff_hi over 2 years ago to my inquiry:

buffy_derp

I'd wager to guess it is not going to happen unless the HOF team can work something out with the BUG team, and they actually have the time for it. Apparently, there has been no time in the last 2 to 3 years or so.
 
Perhaps it's also a question of demand? Civ 4 is nearly 8 years old? How many people would seriously use a new bug/bull? What will the new bug really bring to the game that the old version did not?? More importantly how long would it take someone to rewrite or update it so we could have a one off SGOTM?

Civ 5 will probably do the usual 2 expansions before being replaced with Civ VI. (Civ III/IV had 2 expansions.) I am guessing they will learn from CiV.

For SGOTM alone I don't see a new bug/bull happening. Someone has to make these things happen and who would go all out of the way to do it just for SGOTM and or BOTM? Hmmmmm. Who created the last Bug/Bull software??
 
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