You also agreed on the following additional changes to RtR_4.1.1.7
Tech trading moved back to Alphabet from Paper
Map trading moved back to Paper from Writing
All techs tradable
Peace treaties restored to being able to be instantly requested after war declaration. (This is actually the game option "No immediate Peace Treaties") I also changed the treaty length back to 10 turns instead of the 5 turns.
Settings-
Difficulty: Monarch
Speed: Normal
Era: Ancient
Turn speed: 36 hours/turn
Game Options
Tech Trading = ON
Tech brokering = OFF
No Vassal States = ON
No Tribal Villages = ON
No City Trading = ON ( BUG version showing city count in Scoreboard)
No immediate Peace Treaties = OFF
Unrestricted leaders = ON
Map trading ON
Special rules
Double moves: Don't be a jerk aka normal RB double move rules. If in doubt or a newb, ask the lurkers.
No Spys
Dedlurkers-
Irismono- For Gavagai
thestick- For GeneralKilCavalry
Old Harry- For Superdeath
Casual dedlurkers-
Rusten- For Raskolnikov
Tech costs for trading:
These should be right:
ANCIENT
Base cost:
Adjusted cost:
FISHING
45
46
HUNTING
45
46
MYSTICISM
45
46
MINING
45
46
PRIESTHOOD
60
65
THE WHEEL
45
46
AGRICULTURE
45
46
ARCHERY
40
40
MEDITATION
100
122
POTTERY
80
93
MASONRY
80
93
POLYTHEISM
100
122
SAILING
100
122
ANIMAL HUSBANDRY
100
122
MONOTHEISM
120
152
WRITING
120
152
BRONZE WORKING
120
152
CLASSICAL
Base cost:
adjusted cost:
LITERATURE
200
278
IRON WORKING
200
278
MATHEMATICS
250
361
HORSEBACK RIDING
250
361
MONARCHY
300
447
DRAMA
300
447
AESTHETICS
300
447
ALPHABET
250
361
CODE OF LAWS
350
535
CALENDAR
350
535
CONSTRUCTION
350
535
CURRENCY
400
624
COMPASS
400
624
METAL CASTING
300
447
MEDIEVAL
Base cost:
adjusted cost:
THEOLOGY
500
808
MUSIC
600
996
PAPER
600
996
OPTICS
600
996
FEUDALISM
700
1,188
BANKING
700
1,188
MACHINERY
700
1,188
CIVIL SERVICE
800
1,384
PHILOSOPHY
800
1,384
GUILDS
1,000
1,785
ENGINEERING
1,000
1,785
DIVINE RIGHT
1,200
2,195
RENAISSANCE
Base cost:
adjusted cost:
GUNPOWDER
1,200
2,195
LIBERALISM
1,400
2,614
ECONOMICS
1,400
2,614
CORPORATION
1,600
3,040
PRINTING PRESS
1,600
3,040
NATIONALISM
1,800
3,471
EDUCATION
1,800
3,471
CHEMISTRY
1,800
3,471
REPLACEABLE PARTS
1,800
3,471
MILITARY TRADITION
2,000
3,908
CONSTITUTION
2,000
3,908
ASTRONOMY
2,000
3,908
MILITARY SCIENCE
2,000
3,908
FASCISM
1,800
3,471
SCIENTIFIC METHOD
2,400
4,797
RIFLING
2,400
4,797
DEMOCRACY
2,100
4,129
INDUSTRIAL
Base cost:
adjusted cost:
UTOPIA
2,100
4,129
STEEL
2,800
5,702
STEAM POWER
3,200
6,621
MASS MEDIA
3,600
7,552
BIOLOGY
3,600
7,552
COMBUSTION
3,600
7,552
PHYSICS
4,000
8,494
ARTILLERY
4,000
8,494
REFRIGERATION
4,000
8,494
MEDICINE
4,500
9,685
ELECTRICITY
4,500
9,685
RAILROAD
4,500
9,685
FLIGHT
5,000
10,889
ADVANCED FLIGHT
5,000
10,889
ASSEMBLY LINE
5,000
10,889
ROCKETRY
5,000
10,889
ECOLOGY
5,500
12,106
FISSION
5,500
12,106
RADIO
6,000
13,334
SATELLITES
6,000
13,334
INDUSTRIALISM
6,500
14,573
MODERN
Base cost:
adjusted cost:
SUPERCONDUCTORS
6,500
14,573
COMPUTERS
6,500
14,573
PLASTICS
7,000
15,820
GENETICS
7,000
15,820
LASER
7,000
15,820
COMPOSITES
7,500
17,076
FIBER OPTICS
7,500
17,076
STEALTH
8,000
18,341
FUSION
8,000
18,341
ROBOTICS
8,000
18,341
FUTURE TECH
10,000
23,471
Base: 500
T100 +1000
T130 +2000
T160 +3000
T190 +4000
T220 +5000
T250 +6000
Every 30 turns after that: +6000
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Actually, I think I'd prefer to not play on a team. I'd be happy to have a deadlurker (Magic Science volunteered earlier) or two, but I actually think that being on a team will only increase the time-load of the game, since I'd have to be communicating not only with the other players/teams, but also my own teammates about everything. I also prefer to be in complete control of my own destiny when gaming, even if I have no-one to blame but myself if/when it all goes pear-shaped.
I promise that if I start the game I'll finish it (serious emergencies/life-changing events notwithstanding).
Tech trading is a no-go, but full diplo can work. We did it on this about 3 years back? Write-ups were elsewhere, though, so nothing to read. It's very time-consuming, but quite fun. I would suggest quick speed and no more than 5 civs.
I'm still interested in playing a full diplomacy civ 6 game, if anyone is interested in that? I personally couldn't care less about the extra time consumption tbh, though I will say that I dislike so it'd have to be people who can let games be games.
(August 28th, 2018, 04:09)Bacchus Wrote: Tech trading is a no-go, but full diplo can work. We did it on this about 3 years back? Write-ups were elsewhere, though, so nothing to read. It's very time-consuming, but quite fun. I would suggest quick speed and no more than 5 civs.
i dont mind having tech trading off.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Necroing this due to wanting to see if any interest in a diplo game? Solo or team, can discuss settings except Diplo is full on.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.