(October 26th, 2012, 12:38)Bigger Wrote: well there aren't any nukes in the RB mod, and WE's are apparently nerfed to balance, so we don't need to vote on that. Same thing with AP and UN resolutions.
And spies are nerfed with less vision and not having the change civic or change religion missions. The idea with the mod is you don't need to ban those things because they're comparable.
Huts & Events are fine being on in RBMod as well; this being a casual game the unpredictability is fine. (I just wish there was a way that everybody got the same event at the same time...)
Keep in mind Corporations are pretty much removed from the game as well. There's a full list of changes on this post and Krill is talking about making a few tweeks based on PB5 that are detailed at the very end of the thread.
I think Big & Small or Medium & Small is better, but only if we take care of the luxury issue. (Maybe we could tinker with the script a bit and come up with our own custom version?) Fractal you can have islands separated from the mainland until astronomy - with B&S or M&S at least you can have contact pre-astronomy - and not being able to have contact until Astronomy (especially a more expensive Astronomy) is going to be less fun, I think.
Whatever map script + minor editing sounds best to me. I agree that there should be no bans, since the point of RBmod is to remove the need for bans. How are double moves handled?
Fractal tends to put you on two big continents that are Astronomy-distance. So you're really playing with only half the players most of the game which is kind of a bummer.
B&S and M&S pretty consistently put out fun-looking maps. The snaky continent variety of those looks interesting sometimes. The problem is still the luxuries - if they are on one continent, they are not on any others. Every now and then though it produces a few continents that are all just big enough to each have luxuries, though the best tend to be on one continent.
(October 26th, 2012, 13:22)Catwalk Wrote: How are double moves handled?
It's simple: don't double move
The whole idea is that we're not playing to screw over the other person. Everyone in Pitboss 5 was excellent in doing this, letting people respond to moves even when they had the opportunity to double move to gain an advantage. I don't think this game even gets proposed considering how PB7 ended, but PB5 showed that you could still play respectfully with pauses thrown in when needed.
If that's an issue for anybody then they should either find a teammate that will keep them in check or reconsider signing up. I don't mean to be a jerk about it, but I will probably drop out if this degrades into PB7-type squabbling.
I haven't talked to Ad Hoc about this yet, but I would greatly prefer NTT. In addition, we still have room for a third teammate, especially one who is willing to do C&D! Of course, we also welcome all dedlurkers.
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.
(October 26th, 2012, 13:39)scooter Wrote: NTT and CTON AI Diplo are pretty much locked in at this point.
Oh, good, I thought some people still wanted NTB.
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.