February 1st, 2017, 15:24
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What about the barbarians themselves? I assume they would get AI combat bonus?
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
February 1st, 2017, 16:51
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Joined: Oct 2010
I joined; seems to work pretty similarly to Giant Multiplayer Robot we use for Civ5 PBEMs
February 1st, 2017, 16:52
Posts: 5,468
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Joined: Oct 2010
Sulla suggested barbs off, although I'm not 100% sure if there's an option to turn them off in Civ6
February 1st, 2017, 16:58
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Joined: Nov 2016
If we can turn barbs off and go with that option, how the difficulty modifies them won't have an effect on this game, but it would be good to know that for future games. It should be easy to test it in a single player game to see if the barbs get a combat bonus (like the AI) at higher difficulties.
February 1st, 2017, 19:37
(This post was last modified: February 1st, 2017, 19:37 by Sullla.)
Posts: 6,660
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Barbs and huts can both be turned off; my last game was played with the barbarians off and it worked just fine.
With regards to leaders, Civ6 has an option to allow duplicate copies of the same leader. I rolled a test game with six Catherines, and aside from some strange-looking flags, everything worked normally. My suggestion would be to let each player have a free pick of their desired leader and allow duplicate leaders. Based on what happens, the community can adjust for future games. We already know that the first game will be a learning experience.
As far as map scripts go, there are two of them that are designed for Multiplayer. "4-Leaf Clover" and "6-Armed Snowflake" both create mirrored starts around a central hub designed for 4 players and 6 players respectively. Either option would likely be vastly better from a balancing standpoint than a normal randomly rolled map. Of course, neither map setup would work for a game with 5 players, so I don't know how that fits with our current situation.
February 1st, 2017, 20:29
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Maybe we can simply get the sixth player by the time I come back from holiday?
(January 31st, 2017, 06:09)unaghy Wrote: I would be interested to join, bu I´m currently sick, so maybe next time. However I´ll be around in case you need backup player
unaghy, care to join keeping in mind we aren't starting until next weekend (the 12th)?
February 1st, 2017, 23:35
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I am more a fan of unbalanced, random maps, but I bow to the general experience here.
February 2nd, 2017, 03:45
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If we don't find a 6th then we should definitely go with a standard map. Else I rather play this games for fun and have no problem with unbalanced starts so whatever you want.
February 2nd, 2017, 12:49
Posts: 4,443
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Joined: Nov 2009
I think we should try and do a balanced map, analyzing how the starts are played will be fun.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
February 2nd, 2017, 14:57
Posts: 88
Threads: 5
Joined: Dec 2016
(February 1st, 2017, 20:29)yuris125 Wrote: Maybe we can simply get the sixth player by the time I come back from holiday?
(January 31st, 2017, 06:09)unaghy Wrote: I would be interested to join, bu I´m currently sick, so maybe next time. However I´ll be around in case you need backup player
unaghy, care to join keeping in mind we aren't starting until next weekend (the 12th)?
Sorry guys, seems I´ll be on sick leave one more week, which means I´ll need to catch up once I´m back at work.
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