February 21st, 2014, 00:08
Posts: 17,810
Threads: 161
Joined: May 2011
I'm planning on admining, I'll love lurking this. I think I'll actually aim for 30 plus Sullla here with the map, those last few are the hardest to get typically.
February 21st, 2014, 01:00
Posts: 6,457
Threads: 134
Joined: Aug 2004
(February 20th, 2014, 20:56)Azza Wrote: Given that we need a mod to even play with >18 civs as far as I'm aware, I'd much rather play with RBmod than without. It considerably reduces the variance in quality of leaders and civs, even if they're purely selected at random (ideal situation IMO).
I agree with this. Maybe a poll to determine whether an RBmod game or vanilla is most popular so we can settle this?
February 21st, 2014, 01:34
(This post was last modified: February 21st, 2014, 01:34 by Dhalphir.)
Posts: 1,574
Threads: 20
Joined: Aug 2013
RBmod will win by a landslide. 30 civs will be retarded without it. Heading down the route of polling settings for anything in this game is madness, we will never get it started if we do.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
February 21st, 2014, 01:53
Posts: 10,029
Threads: 82
Joined: May 2012
I haven't heard any serious support for vanilla, and I don't see why we'd even consider it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 21st, 2014, 04:39
(This post was last modified: February 21st, 2014, 04:40 by Fintourist.)
Posts: 2,991
Threads: 7
Joined: Apr 2012
Btw, Churchill (PRO/CHA) of America is totally playable in RBmod while not perhaps being the most desirable pick. In a map with no or very few early luxuries but enough food Churchill can actually be very strong as CHA allows you to make most out of your cheap PRO granaries. Assuming balanced starts that can put you decently ahead in cities/pop points (and other stats) compared to your FIN/ORG/AGG/SPI/IND/PHI(/CRE) neighbours.
February 21st, 2014, 06:13
Posts: 7,658
Threads: 31
Joined: Jun 2011
(February 21st, 2014, 04:39)Fintourist Wrote: Btw, Churchill (PRO/CHA) of America is totally playable in RBmod while not perhaps being the most desirable pick. In a map with no or very few early luxuries but enough food Churchill can actually be very strong as CHA allows you to make most out of your cheap PRO granaries. Assuming balanced starts that can put you decently ahead in cities/pop points (and other stats) compared to your FIN/ORG/AGG/SPI/IND/PHI(/CRE) neighbours.
Yeah, it's ok enough in Rb mod, I had Churchill in pb8 after all. I didn't stink it up because of him. But my original comment was in regard to some of the terrible combos you could see in a random bts game.
February 21st, 2014, 08:14
Posts: 5,455
Threads: 18
Joined: Jul 2011
(February 20th, 2014, 23:32)T-hawk Wrote: (February 20th, 2014, 10:58)Boldly Going Nowhere Wrote: Unassigned leader pairings:
IND/PHI -
CRE/CHM -
ORG/PRO -
IIRC, the second was left out on purpose because it's anti-synergistic. Charismatic wants monuments but Creative has no reason to build them. Org/Pro was merely incidentally neglected, but not like anyone was clamoring for it.
The problem with Ind/Phi is when it keeps popping out bulbs and engineers to keep sweeping more wonders, feeding on itself in a way no other trait combo does. It ruins the game for the rivals in a way that replacing one of those traits with Fin wouldn't, even if the power levels might be comparable.
I can see the trait synergy leading to a great economic strategy around bulbs and wonders being highly effective. I wonder though whether it would be sustainable in a competitive MP game. Even at a discount, the wonders require an opportunity cost over expansion. If you focus too much on ALL OF THE WONDERS, not to mention decreasing crop yield for all the GPPs needed for the bulbs (early on the wonders won't produce enough to get you there), you could very well find yourself at a severe land disadvantage before the land grab phase is over. This is also ignoring your jealous and opportunistic neighbors who have built more cities with more military to take all of your shiny toys.
It could still be too powerful but I'd sill like to see it in practice in a MP environment. I think the player would have to balance priorities very carefully to avoid getting taken out before the reinforcement loop could really get going.
February 21st, 2014, 12:55
(This post was last modified: February 21st, 2014, 12:56 by mackoti.)
Posts: 3,978
Threads: 31
Joined: Feb 2010
(February 21st, 2014, 08:14)Boldly Going Nowhere Wrote: (February 20th, 2014, 23:32)T-hawk Wrote: (February 20th, 2014, 10:58)Boldly Going Nowhere Wrote: Unassigned leader pairings:
IND/PHI -
CRE/CHM -
ORG/PRO -
IIRC, the second was left out on purpose because it's anti-synergistic. Charismatic wants monuments but Creative has no reason to build them. Org/Pro was merely incidentally neglected, but not like anyone was clamoring for it.
The problem with Ind/Phi is when it keeps popping out bulbs and engineers to keep sweeping more wonders, feeding on itself in a way no other trait combo does. It ruins the game for the rivals in a way that replacing one of those traits with Fin wouldn't, even if the power levels might be comparable.
I can see the trait synergy leading to a great economic strategy around bulbs and wonders being highly effective. I wonder though whether it would be sustainable in a competitive MP game. Even at a discount, the wonders require an opportunity cost over expansion. If you focus too much on ALL OF THE WONDERS, not to mention decreasing crop yield for all the GPPs needed for the bulbs (early on the wonders won't produce enough to get you there), you could very well find yourself at a severe land disadvantage before the land grab phase is over. This is also ignoring your jealous and opportunistic neighbors who have built more cities with more military to take all of your shiny toys.
It could still be too powerful but I'd sill like to see it in practice in a MP environment. I think the player would have to balance priorities very carefully to avoid getting taken out before the reinforcement loop could really get going. I think all this combination shouls be introduced(i think CHa,cre already is) in rbmod,as i never considered for MP INd/phi stronger then Org/fin or ind/exp for example sure SP is diferent , but here on MP i dont see why not have it, course you can get some deep beline but that will cost you expansion and without land you dead.
February 21st, 2014, 13:00
Posts: 2,991
Threads: 7
Joined: Apr 2012
(February 21st, 2014, 06:13)spacetyrantxenu Wrote: Yeah, it's ok enough in Rb mod, I had Churchill in pb8 after all. I didn't stink it up because of him. But my original comment was in regard to some of the terrible combos you could see in a random bts game.
Aah sorry, I haven't been reading too carefully.
February 21st, 2014, 15:12
(This post was last modified: February 21st, 2014, 15:14 by pindicator.)
Posts: 17,370
Threads: 78
Joined: Nov 2005
(February 21st, 2014, 12:55)mackoti Wrote: I think all this combination shouls be introduced(i think CHa,cre already is) in rbmod,as i never considered for MP INd/phi stronger then Org/fin or ind/exp for example sure SP is diferent , but here on MP i dont see why not have it, course you can get some deep beline but that will cost you expansion and without land you dead.
Totally agree with mackoti!
Suffer Game Sicko
Dodo Tier Player
|