World Map Settings

Chieftess

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Since we'll be playing with Vanilla Civ3, it's time to decide the world maps. Here's the history of the demogames.

DG1 - Monarch, Large, 70% "continents", wet, warm, 3 billion, sendentary(?) barbs.
DG2 - Emperor, Huge, 60% pangaea, normal, temp, 4 billion, roaming barbs.
DG3 - Monarch, Large, 60% continents, (normal, temp?), 3 billion, sedentary barbs.
DG4 - Monarch, Large, 60% continents, normal, arid, 4 billion, roaming (or raging?) barbs.


I think that a 70% continent is ideal for a demogame. Maybe we could try a huge map, monarch game.
 
Large Continents, any percentage
 
DG1 - Monarch, Large, 80% continents, wet, cold, 3 billion, roaming barbs.

If we get continents, we have the early, simple goal of conquering our whole continent.
 
Diety anyone?

Even DG2, which was an Emperor Game, was pretty much decided by the time we had Knights. Let's give ourselves the ultimate challenge, and put our minds together to offset the greatest challenge that Vanilla has to offer. :ninja:

If a DP makes a bad move or the people vote for something silly, all the better! Let's bring the suspense back to the game. If word gets out that we are making the DemoGame a real challenge, we may garner more interest. :)

Other than that one detail, I don't really care how the other options fall.
 
Why the fascination with the big maps - how about we try a smaller map? We'll have smaller provinces, giving the Governors and people fewer areas to divide attention. The game difficulty goes up slightly due to the compression of space. People with less powerful machines will be able to run the game effectively, thus enabling them to serve as DP.

After all, inclusion of everyone is supposed to be a good thing, right?

-- Ravensfire
 
Deity, huge, 60% pangaea, normal, temp, 4 billion, raging barbs.
 
Not Deity. No huge map.
Reason: Deity doesn't allow many (if any) mistakes or misunderstandings. We have a big chance to loose. Although it will lengthen the time in which the game is actually nice, the deception of a loss might be too much. In my opinion the game is also, if not more, about forming a community besides trying to play a Civ3 game. Losing will have a chance to create unwanted (extra) friction in the DG.
Huge: At some point in the game it is clear we have won. Was there really anyone doubting our victory when we had conqueres our continent in DG4 ? If that point is reached the game just tends to drag on and on. This effect is increased on Huge maps; more (too much) to do with hardly any entertaining value.

The best and most interesting parts of a game are the build-up phase, early foreign affairs and expansion phase. After that it is mainly auto-pilot. If we can extend or harden those phases; the game will be more interesting.

Random idea: small (not Tiny) map with as many AI's as possible (16 I believe in the editor). Hardly a possibility to expand and many opponents to deal with. We'll be in the exiting phase longer thus more enjoyment.
 
Why the push to increase the difficulty level? The higher the difficulty level the less realism we can try to inject into the game. At emperor level it makes sense to not do your own research. That pretty much makes the science job moot. Let's stay at monarch or even lower. And yes, let's stay away from great big maps. We don't have enough governors as it is.

Why don't we try an easy difficulty on a medium sized map and give ourselves some fun restraints. Like, no taking AI cities, no razing AI cities, or whatever.
 
At deity, you'd need players who know what they're doing, not players who make mistakes like neglecting a settler factory, or misjudging worker builds, poor city placement (i.e., a spot that isn't going to get us 15spt in the ancient era). Monarch makes it inclusive enough. Enough of a challenge, but easy enough for new players to learn the ropes of the game. Emperor is a stretch, but you have to remember that the game goes MUCH faster at higher levels. On deity, a game might only last 200-250 turns. (20-25 turnchats, which might be 3-4 terms -- provided that we didn't stop for every little detail).
 
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