So I know it's been done half a decade ago, but I was recently reminded of a fun variant SG that Sullla/Darrell/Zaviz/Compromise played back in the day:No Tile Improvements
Would some 3-4 others be up for a Succession Game reprising the variant? I'm thinking:
Noble Difficulty
Like before, Standard, Ice Age/wide, Epic speed, vassals off, events on, etc, etc...
Saladin of Arabia (less rush ability, but nice resource-less mainline unit).
Someone willing to roll a few maps to weed out stinkers might be nice, but heck, we can try it blind too.
Sign ups:
Commodore
Shoot the Moon
Bigger
Brick
*if normal, kjn
If only you and me and dead people know hex, then only deaf people know hex.
I'd love to play, but I don't think I have the time.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I've never played in an SG before and haven't played single player in absolutely ages (by which I mean I have entirely lost the feel for what AIs will do and how to exploit them) but if that's not too big of a deal I'd be interested.
(January 30th, 2013, 13:15)Shoot the Moon Wrote: I've never played in an SG before and haven't played single player in absolutely ages (by which I mean I have entirely lost the feel for what AIs will do and how to exploit them) but if that's not too big of a deal I'd be interested.
That's fine, Shoot, darned if I can remember half the tricks to use against the AIs either. Welcome aboard.
And Queeg, I'll roll a test game to let you know exactly what the settings should be. Some critical things: Capital with coast or river access. Um. Not being next door to Monty and Shaka, each on top of copper? Some of the more SG-experienced (Sullla, T-Hawk?) might want to weigh in.
If only you and me and dead people know hex, then only deaf people know hex.
(January 30th, 2013, 16:38)Bigger Wrote: this might be too easy on noble, despite the variant.
I'll sign up though. I actually still play a fair bit of SP.
epic speed = each turn player players 50 turns or so?
Yeh, I'm not so sure it'll be all that easy...this is a major crippling restriction. The old RB SG went for something like 30-20-10-10...10 for turns, keeps everyone involved and the SG moving at a good solid clip.
If only you and me and dead people know hex, then only deaf people know hex.
(January 30th, 2013, 16:38)Bigger Wrote: this might be too easy on noble, despite the variant.
I'll sign up though. I actually still play a fair bit of SP.
epic speed = each turn player players 50 turns or so?
Yeh, I'm not so sure it'll be all that easy...this is a major crippling restriction. The old RB SG went for something like 30-20-10-10...10 for turns, keeps everyone involved and the SG moving at a good solid clip.
yeah you're probably right, most of our settling decisions will be mandated by rivers and coasts, and settling on resources.
seems like 30-20-10-10 was for normal speed, shouldnt we play more for epic?
Please don't go. The drones need you. They look up to you.