Maybe something like giving them a game-long NAP and putting them near-ish each other so they can be assured a safe border? Not sure how that works with whatever setup Commodore has planned, but it's an idea.
Variant PBEM: 3CC
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not to be a nay sayer but i don't know how to balance a game like this that isn't incredibly gimmicky--especially since we dont' know the map details. I think it's either let everyone in or make two games.
*shrug* up to Zero and AT, I'm fine with it if they are. Might do something on the order of foresting their furs or wetting their rice (sounds a bit salacious), but if I can have my newbie game against Seven they can play in the deep end to start with too.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I have no problem being chum.
Honestly, I think this game will be a little easier for new players. The biggest advantage micromanagers have is in expansion, because getting city #2 out 3 turns faster can mean city #5 out 6 turns faster. But there's only 3 cities. so, you get city 1 out 3 turns more and city 2 out 6 turns more and you get 9 turns more production. Which is great, but not dominating. Course, I may be completely wrong.
Just to confirm, all of the players here are able to play their turn at the same time every day? Turn a day pace for the entire game.
scooter Wrote:"City razing only" rule solves everything. I'm not sure it completely does. Isn't it the case that if you capture a city you have majority culture in (say from a culture bomb) you don't have the option to raze? Krill Wrote:How can you capture such a city? The person who captured it the first time has to raze it? Culture border fight? Not entirely plausible in general, but imagine somebody gets a city razed, settles a new one near a border, then it gets overwhelmed with enemy culture. |