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EitB XXXVIII Setup and Tech Thread

No Unique Features: OFF

some unique features are good on contested places (not the gargoyle one) but we need to trust de map builder that they wont ruin the game.

Stasis no ban
Tsunami no ban

Ban Clan: depends (if city giftingis allowed, then ban clan, if city giftings isnt allowed, dont ban clan)
Gifting Cities: depends (if clan is banned, then yes, if clan isnt banned, then no city gilfting)
Difficulty: iam neutral, but its ok

Duplicate Civs: No (although yes will win anyway).

UPDATED STATS
Barbs: No 3v1 Yes: Kredom No: ReallyEvilMuffin, Kragroth, Eclipse Neutral: Qgqqqqq, Auroarcher
Huts: No 4v1 Yes but far away only: Kredom No: ReallyEvilMuffin, Kragroth, Auroacher, Eclipse Neutral: Qgqqqqq
Lairs: No 4v1 Yes but far away only: Kredom No: ReallyEvilMuffin, Kragroth, Auroacher, Eclipse Neutral: Qgqqqqq
Events: Yes per bad coding 6v0
Victory Types: Conquest and Domination Yes 4v2 Conquest, Domination: Kredom,ReallyEvilMuffin, Auroacher, Qgqqqqq Conquest, Domination, Cutural: Kragroth, Eclipse
Map: Inland Sea with Islands Yes 4v0 Yes: Kredom, Kragroth, Eclipse, ReallyEvilMuffin Neutral: AuroArcher, Qgqqqqq,
Speed: Quick 4v1 Quick: Kragroth, Eclipse, Qgqqqqq, Auroarcher Neutral: ReallyEvilMuffin Normal: Kredom,
Difficulty: Immortal: Qgqqqqq, Auroarcher Emperor: Auroarcher Neutral: ReallyEvilMuffin, Kragroth, Eclipse, Kredom
Always War: Yes 6v0 Yes: Everyone
Orthus: No 6v0 No: Everyone
Acheron: No 6v0 No: Everyone
Raging Barbs: No 5v1 Yes: Kredom No: Everyone Else
All Unique Features: No 2v0 Neutral: Kredom, ReallyEvilMuffin, Qgqqqqq, Auroarcher No: Eclipse, Kragroth
Living World: No 6v0 No: Everyone
Tech Trading: No 6v0 No: Everyone
Wildlands: No 4v1 Yes Kredom Neutral: ReallyEvilMuffin No: Kragroth, Eclipse, Qgqqqqq, Auroarcher
Hallowed Ground: No 2v1 Neutral: Kredom, ReallyEvilMuffin, Auroarcher Yes: Qgqqqqq No: Kragroth, Eclipse
Tsunami: No 3v2 No: Kredom, Kragroth, Eclipse Neutral: ReallyEvilMuffin Yes: Auroarcher, Qgqqqqq
Compact Enforced: No 3v2 No: Kredom, Kragroth, Eclipse Neutral: ReallyEvilMuffin Yes: Auroarcher, Qgqqqqq
Stasis: Yes: Qgqqqqq, Kragroth, Eclipse, Auroarcher Neutral: ReallyEvilMuffin No:Kredom
Duplicate Civs: Yes 4v2 Yes (not in the same team): Kragroth, Eclipse, Auroarcher, ReallyEvilMuffin No: Qgqqqqq, Kredom
Ban Clan: No 4v2 Yes: Qgqqqqq,Kredom No: Everyone Else
Gifting Cities: Yes ( "on the first turn in your teams possession only."): 4v2 Yes ( "on the first turn in your teams possession only."): Qgqqqqq, ReallyEvilMuffin, Kredom, Auroarcher Gifting Cities: Yes ( "on the first turn in your teams possession only for captured cities."): Kragroth, Eclipse
Human Infernals/basium: No: Kredom, ReallyEvilMuffin, Qgqqqqq, Auroarcher Yes: Kragroth, Eclipse
No Unique Features: 2v1 On: Kragroth, Eclipse Off: Kredom
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Tsunami is just op and I don't want to be forced to go OO and modify my city settling locations to avoid water because of it.
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Just a note inland sea doesn't settle team members nearby each other. We might need to modify a team battleground map. Starting together id very important in my view.
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(November 27th, 2014, 10:59)Kragroth Wrote: Just a note inland sea doesn't settle team members nearby each other. We might need to modify a team battleground map. Starting together id very important in my view.

this is why, between other things, we have a human mapmaker
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I'd also probably say based om the nature of inland sea that we likely don't want a world wrap.
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A couple of points;

1. Are you all allowing settlers to settle a city and then transfer ownership to another civ, presumably making civ specific buildings before the transfer?

If so, I absolutely do not want that.

2. I am ok with a couple of unique features but the gargoyle one must be deleted. That defeats the purpose of no barbarians and I've had too many mp games ruined by them.
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(November 27th, 2014, 12:47)Kragroth Wrote: 1. Are you all allowing settlers to settle a city and then transfer ownership to another civ, presumably making civ specific buildings before the transfer?

If so, I absolutely do not want that.

that is why i suggest, no clan, and any1 can do that, and become some kind of settler builder (it might be some kind of team strategie where 1 of the team member takes care of the city building, all the cities will have to be build outside culture)
or no city switching, and you can go clan if u want.
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(November 27th, 2014, 12:47)Kragroth Wrote: A couple of points
1. Are you all allowing settlers to settle a city and then transfer ownership to another civ, presumably making civ specific buildings before the transfer?

No.
You just collated that post - the preference is for only on the first turn, I.e. Before any buildings can be built.

Quote:.

2. I am ok with a couple of unique features but the gargoyle one must be deleted. That defeats the purpose of no barbarians and I've had too many mp games ruined by them.

I kinda think we've already voted on this one, (under all unique) and the result was pretty unanimously for mapmakers choice.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(November 27th, 2014, 10:59)Kragroth Wrote: Just a note inland sea doesn't settle team members nearby each other. We might need to modify a team battleground map. Starting together id very important in my view.

Unless ffh changed this then inland sea does. There is sometimes an issue if it is north v south rather than east vs west though. It creates a really awkward to play map if that is the case.
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Yeah but this allows crazy tactics the game wasn't designed for like switching for Civ specific buildings ( not just warrens), giving cities to philo civs or industrious civs for quicker wonder production. Giving cities to organized civs just for command posts. It adds a whole new level of micromanagement and further increases the divide between having the right civ and the wrong civ.

No way. Unacceptable. Not first turn, not any turn.
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