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Civ 6 PBEM: Green-ish game - measuring interest

Does anyone want to play a relatively low pressure, bit more buildery than stabby Civ 6 PBEM? Using all the DLC (excluding Julius Caesar, screw 2K).

Looking for a turn per day pace after the opening (PBEM23 managed to average 42 turns over 2 weeks, for three truns per day average).

I'm open to discuss settings but thinking keeping disaster settings around normal (if we want to go totally random and max everything for a more PvE style game then that could be fun with the game having a bit more space).

Tentative Sign ups:
  • Krill
  • greenline
  • TheArchduke
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I'd be happy to join another game.

Buildery setup is fine. My intention with pbem 23 was to have a builder friendly setup to an extent, my test singleplayer games with the map settings seemed to have more room. But I'm not an expert with the Civ 6 map generator.

But I also think Yongle and Tokugawa should be banned if we are doing a builder setup.
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There are a lot of ways to play a more PvE style game. It's not really possible to play with no form of PvP element even in an enforced Always Peace game. I think an important point is that attacking everyone is actually counter productive to most VC (neutralizing other players OTOH is sometimes legit) so with the right set up it can alleviate some pressure.

One example is to add a number of Immortal level AI, one AI per two or three players, with a house rule of must declare on contact. Treat the AI like raging barbs etc. Turn on Barb clans to open up later game city state spawns. Rack up the disaster mode and turn on Apocalpse: if everyone can lose, then this helps counter balance some elements of pvp "To the death" attitude. There are options for something other than "5 players beat each other up with rocks until 4 players give up".
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I've never played with barb clans or apocalypse modes on before. What do those change?
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Asking me is a bad idea.

https://civilization.fandom.com/wiki/Apocalypse_(Civ6)

https://civilization.fandom.com/wiki/Bar...ans_(Civ6)
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Basically.

Barb clans enable barbs to become CS. The hiring of units and other stuff is niche at best.

Apocalypse is wild and could be a lot of fun. But it is RNG and swingey.

With the right relaxed crew I am in. So I would join.
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Well if we have no map maker then we're stuck with a random map. How much worse could Apocalypse mode really make it?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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All I know about apocalypse mode is that you can get 40 cog lumbermills by setting your own forests on fire repeatedly.
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We could do a random map with 3 players to test the Apocalypse mode. Shall we go the full monty and enable heroes and secret socities as well and break the game?:D

I think Apocalypse is enough for the first try, or is it?
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I'd stick with apocalypse
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