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New EitB PBEM

Yes, seems right
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Thanks RefSteel, all looks good to me. I updated map-making guidelines, game settings and play windows to my first post to find them more easily. I assume that by now there are no open points about settings and such. Play windows can still be adjusted, if someone's personal schedule has changed since previous game. Players, please inform if changes are needed.
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Question on accelerated start: as I understand it, the optional starting techs are based on each civ's original starting tech. What about the two civs (Clan of Embers, Doviello) who start with no techs?
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The rule we've been using is that all players start with the four normal starting techs (Agriculture, Ancient Chants, Crafting, and Exploration) and then your civ may choose one tech which would have been enabled by its normal, unboosted starting techs alone. Thus, no one can choose Education since it requires both of Agriculture and Ancient Chants, and civs with no normal starting tech get only the four starting techs, with no additional free tech choice.

Another note, just to be sure everyone is aware, since it feels to me like it relates to Samhain: With lairs on, there is potential for some barbarian units (poison goblins, skeletons, and 2-move lizardmen!) to threaten your cities very early! I am making sure that no one's starting units can reach another player's starting tile without traveling at least 15 tiles to get there (starting tiles might be less than 15 tiles apart as the griffon flies, but if so, they'll be inaccessible by that short a route in the early game) and that barb units won't be able to do so before say turn 10, but that's still a lot of potential danger near the start of the game. You might see no attacks at all or you have to defend against a flood of skeletons, poison goblins, and fast-moving lizardmen - in the nature of barbs, it'll just be the luck of the draw. If any part of this is not what you're hoping for, please let me know! For instance, I can easily change or remove specific types of lairs or all lairs altogether if desired.
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A nit I've been meaning to pick for a long time: Ethne the White would get double production on Monuments if she could build them, but gets no discount on Reliquaries, the Elohim unique monument replacement. Reliquaries are already cheaper than monuments, but this still feels like a bit of a nerf.

Edit: and thanks, Ref, for clarifying the rules on techs.

Edit 2: I already stated my preference for no lairs, but no fish rose to the bait. If someone's game is ruined by a super-early spawn, I guess we've been warned.
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Thanks Ref, looks good to me as well.
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(December 28th, 2024, 16:34)RefSteel Wrote: The rule we've been using is that all players start with the four normal starting techs (Agriculture, Ancient Chants, Crafting, and Exploration) and then your civ may choose one tech which would have been enabled by its normal, unboosted starting techs alone. Thus, no one can choose Education since it requires both of Agriculture and Ancient Chants, and civs with no normal starting tech get only the four starting techs, with no additional free tech choice.

Another note, just to be sure everyone is aware, since it feels to me like it relates to Samhain: With lairs on, there is potential for some barbarian units (poison goblins, skeletons, and 2-move lizardmen!) to threaten your cities very early! I am making sure that no one's starting units can reach another player's starting tile without traveling at least 15 tiles to get there (starting tiles might be less than 15 tiles apart as the griffon flies, but if so, they'll be inaccessible by that short a route in the early game) and that barb units won't be able to do so before say turn 10, but that's still a lot of potential danger near the start of the game. You might see no attacks at all or you have to defend against a flood of skeletons, poison goblins, and fast-moving lizardmen - in the nature of barbs, it'll just be the luck of the draw. If any part of this is not what you're hoping for, please let me know! For instance, I can easily change or remove specific types of lairs or all lairs altogether if desired.

The problem with Samhain (which kicked me in the last game) is that it massively multiplies the number of barb units on the field. You can generally build enough defensive units without slowing your game unduly when it doesn't pop.

On DaveV, I'm perfectly happy to have lairs off but it's not a deal breaker.
Travelling on a mote of dust, suspended in a sunbeam.
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Can someone make this and lurker thread "important", so they stay separated from player threads? Or can I do that myself somehow?
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(December 30th, 2024, 17:30)coldrain Wrote: Can someone make this and lurker thread "important", so they stay separated from player threads? Or can I do that myself somehow?

PM a mod or admin.
Travelling on a mote of dust, suspended in a sunbeam.
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Happy New Year, everybody!

(December 30th, 2024, 17:30)coldrain Wrote: Can someone make this and lurker thread "important", so they stay separated from player threads? Or can I do that myself somehow?

I just asked in the Thread Moving Requests thread; hopefully someone will have a chance soon.

I also posted a possibly-final map to the lurker thread, hoping for feedback; I'd love to hear a bit more from Q, Mig, and any other general lurkers with an opinion, but as far as I know, we're otherwise just waiting for Bing to create a thread before starts and combo options can be posted!
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