KingMorgan
Deity
Sorry to flip flop, but i've changed my mind on events, i want them off.
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I almost think a game without barbs is a bit unfair though, especially with humans who know how to abuse it, because expansion gets way too easy - this just makes imbalances in land more powerful. Huts are ok with me only because they work out right at this difficulty - I wouldn't be ok with huts if we were at a lower diff and they popped too much free stuff. But the mechanic of awarding scouts vs. warriors, plus the simple fact that at deity you have to be wary of barbs in popping a hut, makes them ok. No one is going to get to pop something amazing early on in this game, with 18 people around after all - you can't "save" huts (or if we have some New World I'm ok with that).
The problem with barbs on is that on diety they won't be pulling any punches. There will inevitably be a few or more civs without copper, facing diety barbarians and such capable human players without having the benefit of choosing our own civ would make for a very very difficult game.
Seeing how I have a paper deadline on Friday night, just a tiiiiiny bit of longer delay would sit quite well with me. Or perhaps you could have the game up tonight, but set the timer to 72 hours for the first turn? That way I might play earlier if I get the chance.I can aim to have it sometime tomorrow evening if that's not too soon for anyone..
Why the strong assertive tone?Why the heck would we have high sea level? with 18 players we would definatly want low sealevel...
I would prefer not too big empires anyway as I find that mostly adds to micromanagment, more than to enjoyment of the game.
Indeed, but it requires some more work from you to become bigger...
Done.Seeing how I have a paper deadline on Friday night, just a tiiiiiny bit of longer delay would sit quite well with me.
Yes exactly. Lakes (even on high water) already has a lot less water than a typical continents map, and anything lower than this makes the coastal dimension more or less irrelevant. It would also penalize civs which have any syngeries with water (org. for cheap lighthouses, agg. for cheap drydocks, financial for commerce bonus, ind. for cheap water based wonders etc) which doesn't do anything for game balance...I like the strategic considerations that come with high sealevel on a Lakes map, which I believe were Munro's reasoning as well.