I'm still in.
New Civ4 Pitboss (38?)
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Confirmed:
1) dtay 2) superdeath (1st time player) 3) Mr. Cairo 5) B4ndit 6) Rusten 7) Donovan Zoi 9) Old Harry + Fintourist 10) GermanJoey 11) Dreylin 12) OT4E 13) Dark Savant 14) 2metraninja 15) Mackoti 16) The Black Sword 17) AdrienIer 18) Pindicator 19) WilliamLP 20) Commodore 21) naufrager (1st time player) 22) plako 23) elkad 24) spacetyrantxenu 25) Boldly Going Nowhere Out: 8) Chumchu Needs team mate: 4) ghostpants (1st time player) Great, if we assume that ghostpants finds a teammate we have 24 players. Which seems like a good number...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
It looks like 2 leaders/1 civ/3 re-rolls is the pic method of choice. Is the list public or do we only get to see our own choice? (i prefer public as we have an idea of what might still be available on re-roll.)
The schedule is: - a lurker rolls us our initial combos - 23rd - krill rolls a map and gives out starting screenshots - Approximately one week of map checking (lurkers) and combo-trading (players) ensues - 30th - game goes live - 31st - the world holds a party to celebrate with fireworks at midnight Krill - have you got time for the new version of the mod and to roll the map? If not we'll be fine with v2.8.x, but I know you like a challenge... We need a subforum!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
If the mod is just the village and town change, ikhanda nerf and that one other change its a 30 minute job.
The map I need directions for, ideally asap. (December 15th, 2017, 06:49)Old Harry Wrote: We need a subforum! http://www.realmsbeyond.net/forums/forum...hp?fid=295 Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon (December 15th, 2017, 06:49)Old Harry Wrote: It looks like 2 leaders/1 civ/3 re-rolls is the pic method of choice. Is the list public or do we only get to see our own choice? (i prefer public as we have an idea of what might still be available on re-roll.) I think if you make it public you will kill the main idea of rerolling.
I can team up with Ghostpants no problem. That is a reasonable time commitment and I would enjoy being in a team.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
Nothing better to do of a Friday night than collect some map comments below. TLDR is:
- 24 players - No piggy-in-the-middles - Do something about early tech costs (not sure what) - Dreylin and Chumchu want a smaller map than normal (80-100 land tiles each) dtay wants normal size (160ish) and I like his reasoning, I guess that makes it mapmakers decision? - Difficulty Monarch (Or maybe prince for early tech costs?) - Size Huge - Barbs On - Villages Off - Speed Normal - Events Off - Commodore favours cylinder (although I didn't spot him mention it), I'd prefer toroid, dtay & Ghostpants says up to the mapmaker (so long as the continents don't cross the map edge.) I think that means aesthetically pleasing toroid wins? - Mitigate global warming somehow... (Forests on mountains?) Anyone think different? Krill - do you need to know anything else? (October 21st, 2017, 10:12)dtay Wrote: Map: Normal bound of lushness, preferably cylindrical (have a bit of commodore in me), at about the level of map-balance as PB27, maybe a bit less. (October 25th, 2017, 04:25)chumchu Wrote: The rules for the game sounds fine. I have one map suggestion, make the map smaller per player than usual (80-100 land tiles) as we are so many. The idea is to get a bit of player elimination to speed things up and to avoid an unwieldy endgame where every contender has 50+ cities. (October 25th, 2017, 05:12)Old Harry Wrote: I'm happy with a fairly balanced map, I'd like to have a go at mirrored starts as I haven't played a game like that, but I doubt that'll be a popular option. (Essentially I'd like a toroid.) (October 25th, 2017, 11:38)Dreylin Wrote: Also second the chumchu's suggestion for smaller starting areas to reduce late-game empire management. We could also "vassalise" defeated players - they become dedlurkers for the empire that contributed most to their downfall - to help on that front and with holidays, etc. (October 25th, 2017, 14:55)GermanJoey Wrote: An idea I had awhile ago that might help with this, based on something that I once saw used in a Civfanatics team succession game contest, but never actually tried using: strategically pre-placed roads and/or railroads on the water to "virtually shorten" the naval distance between far-away points. Thematically, you could think of it like the Gulf Stream or some such. For example, a long railroad in the deep ocean could help "connect" two far-away continents after Astro. Or a few sections of short (2-3 roads) around a coastal area could allow more civs to interact around the same territory. Or a few isolated coastal roads would help allow you to give backfill island access to a civ that doesn't have a lot of accessible coast. etc. (October 25th, 2017, 22:23)dtay Wrote: In terms of guidance - Here is my take on the map and what I intended as the initial post. I intend none of this as gospel if a bunch of people object and obviously have no inherent authority here, but do tend to think these things go more smoothly if someone just asserts guidance and then others talk about it: (October 25th, 2017, 23:13)Ghostpants Wrote: Toroidal but aesthetically pleasing sounds like a good compromise between balance and, well, aesthetics if commodore is ok with it. (October 26th, 2017, 00:53)GermanJoey Wrote:(October 25th, 2017, 23:36)pindicator Wrote: i guess you could always make generous use of mountain ranges if you need to make a cylinder where everyone has similar backlines. (October 28th, 2017, 13:52)GermanJoey Wrote: I mean, we don't need to make the starting techs so cheap that they're PB27 level, right? We just need to lower their Huge-map cost somewhat so that if we get random civs, or a 20 person snakepick, then somoene won't get up screwed over by their starting spot. (and also the ancient era doesn't last for 100 turns). Note this also has the benefit of putting a lot less pressure on the mapmakers to make sure that the requested non-mirrored starts are fair for all players. (October 28th, 2017, 20:58)superdeath Wrote: i personally as a newer player would like to have as few of islands/sea warfare potential going into the map as possible.. (December 10th, 2017, 15:04)Boldly Going Nowhere Wrote: I'm fine with the recently proposed options for selecting civ/leader. I like the idea of releasing your not utilized civ or leader back to the general selection pool.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Like 27? That on a cylinder.
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. |