1. How are we picking civs/leaders?
Are we allowing duplicates or not? Are we choosing privately or snake-picking?
I seem to be in the minority here but whatever. I am not in favor of restricting other civs or leaders. If people want 5 os gabellas so what I say.
2. How (if any) should gifting cities be sorted?
As Krag notes, units can't be gifted, but cities can, and have some interesting interactions in a team game. Personally I'm in favor of "on the first turn in your teams possession only."
If you don't want gifted cities then you should mod it out. This is unenforceable.
3. Should any civs be banned?
I've been reading up on the pitboss lately, and I'm thinking the clan probably should be. Their strength as a team player is really very powerful, as most of their weaknesses disappear with the nature of the game. Maybe if we allow duplicates, but even then, its a bit
boring if each team has a clan - they've been done in a teamer, IMO.
I don't see why the clan is boring: they're one of my favorites. And please do tell why they are so unbalanced for teams? Pray tell exactly why? And tell me why a barbarian Sheiam or barbarian Doviello won't have similar benefits.
No, I don't like restricting people's choices. THAT takes away the fun imo.
4. How do we want the map to be?
Obviously we won't be too specific, but some general pointers are probably needed before Bob can start work - mirrored or non-mirrored? How close/big do we want the map (roughly)? Do we want something drawn, or just a touched-up rolled script? How big a role should naval be? How natural/flavorful do we want it? How close are players to each other? How many landmasses are there, and how cohesive are they? And so on.
I want a pangea mirror like map or just pangea. I see no need for navy. Except as another attack avenue
5. Barbarians/lairs/huts?
No barbarians
Seriously barbarians are an xp store. Smart players plant their units in strategic locations and don't explore parts of the map purposefully to get more barbs to kill. It's an abusive mechanic with abusive results. Eventually the barbarian fighters get so much xp they learn to topple cities. At least with No barbarians you actually have to kill units an opponent made and not an infinite number of randomly generated ones.
If you are barbarian instead early on you settle with impunity to boost your economy and then set your reaearch low when you find goblin forts to buy a whole bunch of extra units to topple your enemies' cities
No huts: Huts give technologies which give an already accelerated tech pace even more. Do we really want knowledge of the ether or mysticism or bronzeworking granted for free? Not the other team at least. This unbalanced mechanic can have serious effects for MP and especially team games. Free Gold is also unbalancing, letting civs keep unsustainable growth longer without the sacrifice. Free settlers the same.
No lairs: Seriously. Take all the above and add free religious units to found religions early. Even more fun is moving a stack of units near enemy territory and popping lairs multiple times to set a horde of high hp
The worst though is having a nearby lair to your cities and being unable to move about / settle where you would like to. Read my previous game experience:
http://forums.civfanatics.com/showthread.php?t=343735
And you missed one: No events.
We don't need free great prophets or free settlers or extra food mushrooms or clan goblins trashing our land. The game is much more balanced without these. And no, despite the note there is nothing game breaking about leaving it.
And more basically, what are the teams going to be? We've got Eclipse/Kragroth on one, so basically who's timezone fits better with them than with the other two. I don't mind which team I end up on, personally, so unless anyone has a preference (seems unlikely) should we random.org it?
Please random it. People aren't responding. We can change parts of it later.