Ahhh, *leans back on swivel chair, cracks fingers*, my first CFTS.
Now these comments concern a game that I designed last Autumn, which was started last winter and then delayed until late July due to a bug. I could not play the revised version since this past month has been very busy for me. I did play the original save (up until enountering the bug).
The aim was to create a game where people would spin off colonies. At the time, BTS was very new and it would be the ideal way to explore the feature. I see from reports that people learnt quite a few things about colonies, even a year on from the expansion's release.
To encourage people to split off colonies, a simple scoring system was devised whereby you would gain a point for every AI that voted for you in a Diplomatic Victory election.
Diplomatic victory has always been a nice goal for a variant game since it could be gained either by forceful or peaceful means. I imagined this game could take similar directions: Civs could be wiped out and replaced by colonies, they could be capitulated, or they could be befriended. I was slighly worried about the possibility for milking (wiping everyone but 1 civ out and creating 16 colonies) but milking is possible in any scoring system really. If anyone was to wipe out every other AI then good luck to them (especially seeing some of the AI's starts!).
The original, winter 2007 save was very quirky, with a region of jungle at the south of the starting island with many gems but no food (this was a naturally rolled map). When rolling a new save, nothing that weird came up. I rolled about 6 starts until I came up with one I liked. I switched around the player's start (which had a too small starting island) with Saladin's start (which was decent, but only the 5th best start IMO). Apart from that there were no map edits. So the player started here:
![[Image: ep15startvk2.jpg]](http://img297.imageshack.us/img297/368/ep15startvk2.jpg)
Meanwhile, the Dutch had an amazing starting position:
![[Image: dutchstartbt8.jpg]](http://img360.imageshack.us/img360/1183/dutchstartbt8.jpg)
This map had everything I wanted. The Dutch (very strong science-wise, very weak militaristically) were close enough for the human to attack, and had the potential to rival a UN victory with a SS launch if not kept in check. The Romans had a high-production start, Spain was on a lake etc. The AIs (England, Spain, Netherlands, France, Ottomans, Rome, Arabs) were chosen for thematic reasons - all had a history of creating colonies or vassals. A large map with 1 less AI than normal could be quite daunting, but archipelago doesn't have as much land as usual so thought it would be OK.
Please leave your feedback regarding things you liked and things you would have changed.
Now these comments concern a game that I designed last Autumn, which was started last winter and then delayed until late July due to a bug. I could not play the revised version since this past month has been very busy for me. I did play the original save (up until enountering the bug).
The aim was to create a game where people would spin off colonies. At the time, BTS was very new and it would be the ideal way to explore the feature. I see from reports that people learnt quite a few things about colonies, even a year on from the expansion's release.
To encourage people to split off colonies, a simple scoring system was devised whereby you would gain a point for every AI that voted for you in a Diplomatic Victory election.
Diplomatic victory has always been a nice goal for a variant game since it could be gained either by forceful or peaceful means. I imagined this game could take similar directions: Civs could be wiped out and replaced by colonies, they could be capitulated, or they could be befriended. I was slighly worried about the possibility for milking (wiping everyone but 1 civ out and creating 16 colonies) but milking is possible in any scoring system really. If anyone was to wipe out every other AI then good luck to them (especially seeing some of the AI's starts!).
The original, winter 2007 save was very quirky, with a region of jungle at the south of the starting island with many gems but no food (this was a naturally rolled map). When rolling a new save, nothing that weird came up. I rolled about 6 starts until I came up with one I liked. I switched around the player's start (which had a too small starting island) with Saladin's start (which was decent, but only the 5th best start IMO). Apart from that there were no map edits. So the player started here:
![[Image: ep15startvk2.jpg]](http://img297.imageshack.us/img297/368/ep15startvk2.jpg)
Meanwhile, the Dutch had an amazing starting position:
![[Image: dutchstartbt8.jpg]](http://img360.imageshack.us/img360/1183/dutchstartbt8.jpg)
This map had everything I wanted. The Dutch (very strong science-wise, very weak militaristically) were close enough for the human to attack, and had the potential to rival a UN victory with a SS launch if not kept in check. The Romans had a high-production start, Spain was on a lake etc. The AIs (England, Spain, Netherlands, France, Ottomans, Rome, Arabs) were chosen for thematic reasons - all had a history of creating colonies or vassals. A large map with 1 less AI than normal could be quite daunting, but archipelago doesn't have as much land as usual so thought it would be OK.
Please leave your feedback regarding things you liked and things you would have changed.