Theater of War

Notes
Elimination is dropped
Team play of some kind is added
Game starts after Calis' Holiday
Middle 2 Islands Regent AIs with "Most Aggressive" attitude selected (this if 2 other players don't join)

So far it is 3, 2player teams
I choose Natuland as an Ally, What say you sir?
 
I guess I'm out anyway, as I will be away for a week beginning the day Calis gets back from his vacation.
But as I said, I can take Germany if we start at the end of that week.
 
I think we can wait on you as well. I would rather fit this together with 8 players and like Lanzelot suggest, 4-2player teams or 2-players teams I feel the majority can vote on this.

What I want out of this is a fighting game, most people winning other games are enjoying these battles, they are happy they achieved the stature to do so in this the area is small and the margin between an outstanding player and a fair player is minimized here. Adding a team element can if you allow it, add the dimension of using your allies strength or weakness, for example one team member builds ships and the other land units(as well as the ships he needs for transporting)

I doubt the tech tree will be a large factor because of the speed players will be eliminated

As host I looked at this map and take these 2 liberties. I will keep the corner mountains in tact and 2 will move all starting positions to the center of the island, (the plains square). Using this 7x7 island you can figure out 4 overlapping cities or a 5th city if you choose so, but the point is that every island is exact and now you can decide to walk where ever you'd like to start. I don't know about you guys but in a game like this each turn you will see who found their city or the 1st turn 2nd or 3rd this option to you will have all other players thinking about how you Decided that. This little decision of founding a city will have a much larger effect than in most other games.

Now player/team placement must be decided, I see that Calis mentioned he thinks the middle would interesting for him ands I completely agree with that and I feel that is absolutely brave. I will take the final unwanted position.

Who will be teams? this does not matter to me, anyone can call this, but this must wait until all players are here, so about 5 weeks or so, I'm in no hurry.

I will update the Island pic in post #2 asap so you can think about how you'll develop your tiny Island.

Thanks for joining!!!
Eclipse

PS. See if you can recruit player #8
 
will move all starting positions to the center of the island, (the plains square).

Actually, I thought with the "de-central" start position the game is more interesting: you would need to make a tough decision on whether it is better to start right away or whether you can afford moving the settler and loosing a turn or two in the beginning...
I guess different players would have tried different strategies here.
 
Actually, I thought with the "de-central" start position the game is more interesting: you would need to make a tough decision on whether it is better to start right away or whether you can afford moving the settler and loosing a turn or two in the beginning...
I guess different players would have tried different strategies here.

I think your right. I did a fast test run on different start locations and was surprised at each of thier outcomes.

update post#1
 
Hi;

I will play with Lanzelot,
and i will take a scientific / industrious civ ... so as we'll play a NO Unique Unit game,
i can take Persian or Ottoman that have the same characteristics.


We have to discuss about one point (that could be a rule), that could really have a major impact on that game : coastal blocking.

Each island have 24 coastal tiles.
So it is possible to block all those tiles to prevent from a landing attack.
24 tilesand probably less with the cities...
It means around 20 tiles.
If you block those 20 tiles before someone has mapmaking (=> galleys, 1rst transport unit), you will be safe until marines....... and i don't think that the way we want to play.... blocking coast, then developp to tech the faster until marines....

But in other way, we can decide about a rule forbiding costal blocking....
But that could be really boring if an ennemy take a foot on a mountain :mad:

So, i propose 2 solutions :

1- play with all unique units, available to all civ (that means that every one would be able to attack with amphibious unit like berserkers)

2- just add an amphibious unit too all civilisation, and make that unit available not too late in the game...
 
I agree to your point, but that would eliminate my advantage of taking the Vikings. ;)

So let's add the berserks as everybodies amphibious unit.

I would switch my choice of civ to Byzantines, if all seafarings civs get a coastal start. Otherwise I have to switch civs again.
 
Hey, No unique units means that no one can build his own units...

Taking the Vikings won't allow you to build Bersekers ;)

With no Unique units, only the civ characteristics are important (seaf, indust etc)
 
Sumeria, then edited to Korea :lol:
Civ choice is something complicated, but very important !!
 
Nah. That would be kind of silly, the first person to get invention and an armada that it not stopped getting a GA.
GA's should only be triggered by wonders.
 
I'll vote for no unique units, including berserkers.
I also propose we could have a rule stating that you have to keep minimum two tiles on each of the four coasts unoccupied. That will prevent effective coastal-blocking and at the same time you could prevent enemies from landing on a mountain.
And of course you should be allowed to protect your workers.
 
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