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New PBEM (EiTB or FfH)

Good Morning all (or afternoon),

I was going to post this thread in a couple of weeks but I decided to be premature as always. The missus is so lucky.

Ahem, I propose a new PBEM if anyone would be interested.

SETTINGS:
Settings preferences:
* EitB 0009
* Quick
* Emperor
* Ancient start (could be advanced or with shade)
* Starting units - default
* Wildlands TO BE DECIDED
* Living World on
* Orthus on
* No Acheron (unless preplaced)
* Normal barbs
* Restricted Picks - TO BE DECIDED
* No Vassals
* No Tech Trading
* No Statis
* NO DIPLO
* Huts on
* Lairs on, but protected with various held units. Epic lairs should have very strong defenders
* Basium: Human take over - off (i.e. user can switch to Basium, but either Basium or original civ will be AI)
* Hyborem: Human take over - on
* Something to make ToM victory a more challenging to reach - e.g. it could require some other expensive tech as a prerequisite or that collecting sufficient amount of mana is challenging requiring conquest or trading with 2 other players

I know there may not be much interest, but it can't hurt to try.

Have a good weekend everyone.
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Intrested depending on the settings.
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Interested in EitB only, but interested!
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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(June 9th, 2013, 07:29)Yell0w Wrote: Interested in EitB only, but interested!

Fine by me, I'm happy with that.

I propose a large (plenty of room) map. Plako, does that suit you?

In terms of restrictions on picks, I'm inclined to say just ban Keelyn, stasis and Clan. Personal preference there though and open to discussion.
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I copied my preferences from other game below. What do you mean by bigger than normal. e.g. with 5 people would 40x40 torusland be big enough?

Settings preferences:
* EitB 0009
* Quick
* Emperor
* Ancient start (could be advanced or with shade)
* Starting units - default
* Wildlands on
* Living World on
* Orthus on
* No Acheron (unless preplaced)
* Normal barbs
* Restricted Leaders from "losers" list
* No Vassals
* No Tech Trading
* No Statis
* AI diplo
* Huts on
* Lairs on, but protected with various held units. Epic lairs should have very strong defenders
* Basium: Human take over - off (i.e. user can switch to Basium, but either Basium or original civ will be AI)
* Hyborem: Human take over - on
* Something to make ToM victory a more challenging to reach - e.g. it could require some other expensive tech as a prerequisite or that collecting sufficient amount of mana is challenging requiring conquest or trading with 2 other players

Concerning map:
I don't like the idea of island based map unless we ban OO. Map maker could try Seven's Torusland that is just minorly fixed to be better suited for EitB/FFH, but should have above average natural balance (not perfect) and is mostly land, but water is still meaningful. It could be waterways and have some mountains that are stacked together to make some natural borders e.g. 8% setting could work.
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Settings
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Gamespeed: Quick

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Difficulty: Monarch/Emperor
[subject to Mapmaker's discretion]

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Start: Ancient (possibly buffed, eg. shade)
Living World: On
Vassals, Tech Trading: Off
Diplomacy: AI (eg. one message per turn, though I'd be fine with off too)
Restricted Leaders: Off
Compact Enforced: On

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Map preferences
Type: Mapmaker's discretion
World Wrap: not Toroidal
Barbs: On
Orthus: Off (don't care that much)
Archeron: Mapmaker's discretion; if On then preplaced
Lairs: On, not near starting positions. Epic lairs guarded.
Huts: Off
Wildlands: Off (I really feel like there are a lot of animals even without that setting turned on)
Unique Features: Mapmaker's discretion. Though I would like at least a few.
Also I've had my fill with "crazy" maps where you plant your capital and discover later you can't use some - important - tiles due
to map shenanigans

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Special Rules
Strength of Will cannot be rushed (Tower of Divination/ Infernal Grimoire)
Keelyn banned
Volanna banned
I'd also like if the Civs start with the starting units they usually start with. [So Elves start with two scouts; Dwarves with two warriors. If there should be some additional starting units I'm fine with that.]

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rbY3110w g mail
Timezone GMT +2
09:00 - 10:00; 20:00 - 0:00

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Lairs are an important setting to me.
If someone plans out a PBEM, gets the starting screen shot, builds a sandbox, does a player analysis and makes a micro plan just to open a lair on turn 2 and lose: have at it! I don't have the time to spent 5 hours on a game and then risk losing it in the first few turns.
Also if lairs are off barbs won't matter that much.

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dedlurkers: I welcome you
even if I stick with my plan you will force me to reevaluate!
And I like discussion and activity in my threads.
Also I learned more in when I had a dedlurker than without one. Experience is helpful, a different perspective is invaluable.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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(June 9th, 2013, 15:15)plako Wrote: * Restricted Leaders from "losers" list
Meaning you can only pick least played?
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Reply

(June 10th, 2013, 08:51)Yell0w Wrote:
(June 9th, 2013, 15:15)plako Wrote: * Restricted Leaders from "losers" list
Meaning you can only pick least played?

I agree with all of Plako's suggestions except pick restrictions, in which case I vote for restricted picks with Keelyn, stasis and Clan banned. Just look at Clans track record in large games with huts on. It's just silly.
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(June 10th, 2013, 08:49)Yell0w Wrote: Special Rules
Strength of Will cannot be rushed (Tower of Divination/ Infernal Grimoire)

Fine by me.
(June 10th, 2013, 08:49)Yell0w Wrote: rbY3110w g mail
Timezone GMT +2
09:00 - 10:00; 20:00 - 0:00

Thanks

GMT
18:30->23:00 for me.


(June 10th, 2013, 08:49)Yell0w Wrote: Lairs are an important setting to me.
If someone plans out a PBEM, gets the starting screen shot, builds a sandbox, does a player analysis and makes a micro plan just to open a lair on turn 2 and lose: have at it! I don't have the time to spent 5 hours on a game and then risk losing it in the first few turns.
Also if lairs are off barbs won't matter that much.

Agreed. Would you be happy with Plako's suggestion?
Reply

(June 9th, 2013, 15:15)plako Wrote: * Lairs on, but protected with various held units. Epic lairs should have very strong defenders

(June 10th, 2013, 14:02)Kyan Wrote: Would you be happy with Plako's suggestion?

Well, I think this setting would favor strong military since you won't be able to pop (normal) lairs for quite a while. The first player (eg. Clan) with good units would be able to pop most of the lairs on the map. I'm fine with that, if that is how plako intended it.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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