Sounds good to me, plako.
Also, thank you for the voting summary (and thank you to Krill for the previous one).
Also, thank you for the voting summary (and thank you to Krill for the previous one).
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
2v2v2v2 team pitboss anyone?
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Sounds good to me, plako.
Also, thank you for the voting summary (and thank you to Krill for the previous one).
Finalized votes for us, for the record:
[quote='SevenSpirits' pid='345738' dateline='1361578849'] GENERAL SETTINGS Always War Handicap level Deity Game Speed Normal Banned Wonders (MoM, CR, SoL) Banned War Elephants, Spies, and Nukes Barbarians On MAP INSTRUCTIONS Approx. Map Type Lakesish (with request for at least some PB6-ish islands) Circumnavigation available Yes Map wrap Cylinder Natural land Mirrored Capitals only If not mirrored, Fair (okay, fairish...nobody's expecting a unicorn here Plako ![]() TEAM GAME ABUSE PREVENTION CENTER City gifting First turn only Can accept trades when one partner has ended turn and the other one hasn't: No. Can trade GPT (gold per turn) Yes Can strike (not if it's avoidable with partner's help) (With a side vote of "I need an adult!") LEADER/CIV ASSIGNMENT Some sort of snake pick i.e. no leader/civ can exist more than once in the game (Yes) See starts before pick (Yes) Allow a team to have 2 copies of a trait (NO) Tie snake pick order to reverse turn order (Dunnae care) Snake pick order (4321123443211234) Bans (India, Inca, Willem) PITBOSS STUFF Allow reload requests for bad mistakes? tie Time limit? No New random seed on reload, right? Yes I think "no barbs" is winning, in that case scout starts are fine. Obviously, with barbs, um, warriors please.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
On a side note, regarding timer....if we do decide to have a time limit, can we at least make sure that there is no time limit (or at least a multi-day one) for the first turn (or two)? It could possibly take a couple days for teams to decide whether to settle in place, or move their settler somewhere else for the first city. It is kind of an important decision that may need to be discussed.
AW
Difficulty: Tie Quick Wonders: discussed later WE/spies/nukes banned barbs off Lakes No Circumnvigation Cylindrical Natural land Not mirrored, fair land First turn city gifting Trades and strikes are a straight tie, probably because I don't think every team fully understands the consequences. Snakepick see starts prior to picking duplicate traits: tie (discussed later) snake pick in reverse play order pick order 2*(43211234) ban Pacal, Inca, India, Willem Reloads: Seven needs to comment on what he means here, either tie or no reloads. 24 hours per team random seed matters?
Uh, I'd be careful with combining no duplicate traits with a snakepick. I can see that going very wrong very quickly.
One thing to float: Map should probably be set to Huge. This buffs tech costs while making distance maintence a little less punitive.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (February 25th, 2013, 13:41)Krill Wrote: Uh, I'd be careful with combining no duplicate traits with a snakepick. I can see that going very wrong very quickly. No duplicates is only talking within a team. So we're banning a team from having multiple FINs or something. I don't see how this can go wrong in a game where only 8 leaders will be selected - seems fine to me. (February 25th, 2013, 13:42)Commodore Wrote: One thing to float: Map should probably be set to Huge. This buffs tech costs while making distance maintence a little less punitive. Correction, huge makes distance maintenance MORE punitive. For the record when I voted for immortal /deity I was assuming the map "size" would be typical for 8 players so either standard or large.
Basically, the team that picks first can end up being able to pick from a pool of around 5 leaders by the time they get their second pick, if you consider PRO (and other traits about as effective as PRO on these settings) as unpickable. Other than FIN, is there really any trait that it really matters if it gets duplicated? And remember that 2 of the FIN leaders are banned anyway.
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