Posts: 4,694
Threads: 21
Joined: Nov 2009
Hello, Realms.
A lot of new faces here (but I do remember Krill, of course). For Civ 6 games, do you play unmodded, or is there a RB mod for Civ 6 you all are using? I have no idea how well I would do in an MP game, but I've been feeling some interest lately.
Completed: PB 28, PBEM 55, PB 18, PBEM 60, some other stuff, PB 2
Posts: 4,749
Threads: 25
Joined: Sep 2006
After what happened to Woden last game I would not allow mods. But it is not up to me. The only other game-setup rule I would add is you have to accept/reject DoF at once because the other person has no way of rescinding it. DoF blockades and scouts providing navy support are OKAY.
Posts: 2,009
Threads: 19
Joined: Dec 2014
There is no standard RB Civ 6 mod - some people have individually used UI improving ones, and I think thrawn had created one for a game that never saw widespread use. I've been thinking of working on a RB mod for Civ 6 myself, but I'd want to play a game without one first.
Posts: 2,009
Threads: 19
Joined: Dec 2014
(May 4th, 2024, 02:55)civac2 Wrote: I could ask at civforum.de. Thing is people there play both quick speed and at a slower turn rate.
Please do ask! I'm sure we could work something out if there is interest...
Posts: 4,549
Threads: 31
Joined: Nov 2016
(May 3rd, 2024, 20:26)MJW (ya that one) Wrote: I do concede this is more complex and can be talked about. I had in mind a situation where a salty team gives all their cities to someone.
FWIW, the Civ4 meta has evolved into "city trades are OK as long as you aren't abusing it." Personally, I think there's just as much potential abuse in selectively defending when your empire is going down.
Posts: 2,062
Threads: 4
Joined: Aug 2020
Civforum.de rule on this is that all city trades are subject to arbiter approval. On RB the wise council of lurkers could take the role of approving/denying them.
May 5th, 2024, 05:25
(This post was last modified: May 5th, 2024, 12:23 by Krill.)
Posts: 23,373
Threads: 132
Joined: Jun 2009
Good to see you again Whosit
Can I confirm that there are three people interested in a civ 6 pbem? Greenline, Whosit and myself?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 2,009
Threads: 19
Joined: Dec 2014
May 5th, 2024, 12:48
(This post was last modified: May 9th, 2024, 17:21 by MJW (ya that one).)
Posts: 4,749
Threads: 25
Joined: Sep 2006
Update
Civs:
-Hungry
-Scythia
-Babylon
-Basil II
-Maori (for water maps)
-Bull Moose Teddy
Gives too much stuff:
-Venetian Arsenal (expect for land-only maps Edit: You are not allowed to build this on lakes so this exception wouldn't do anything.)
-Religious Settlements Pantheon
-Work Ethic
-Nan Madol (Edit: So OP that only a map with no water would be safe. However, I wouldn't consider that to be standard settings.)
-Pillaging City-State tiles except for farms and fishing boats.
-Resource hiding ban. We would need more complex rules for a team game, but it is obviously intentional here.
Other:
-Tactical DoWs, especially regarding Australia.
-City-gifting must be approved by the wise council of lurkers.
-DoF blockades OKAY
-Scouts providing naval support OKAY
-Not accepting/rejecting DoF at once.
Posts: 4,749
Threads: 25
Joined: Sep 2006
I looked at my old list and the only thing that is missing (excluding the now-irreverent teamer stuff) is Maya. This is due to free builders. They should be okay if that builder increments the builder count which inflates the price of builders. According to the Civ6 builder entry builders received for free do increment.
|