04-07-2004, 12:20 | #51 |
anarchist butcher
Join Date: Mar 2003
Location: United States of Whatever.
Posts: 4,677
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I would recommend ignoring the "punishment levels". Any deliberate breaking of any rules we agree should mean expulsion. Any accidental breaking of the rules will (in all likelihood) be forgiven. This goes for any rules in any game I play here, it's about trust.
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04-07-2004, 13:04 | #52 |
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Join Date: Jan 2004
Location: Seattle, WA
Posts: 3,946
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Thanks Beam, I'll read it when I don't have one billion things to do at the same time. akots, what I meant by "one week" was now : the game setting up. Of course once the game has started, we'll try to move a lot faster. I think we should have everything ready by the middle of the week, this should be a decent deadline. But then I need people's help (those who hardly post here). That way, Aggie may have a whole weekend for the map (if he can), and we could start the game during the following week (Monday, July 12).
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Sent from my Debian |
04-07-2004, 13:14 | #53 |
Join Date: Mar 2003
Location: Netherlands.
Posts: 3,108
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My choices, in prefered order of course:
1) Dutch 2) Inca 3) Arabs
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05-07-2004, 10:08 | #54 |
Join Date: Jan 2004
Location: France.
Posts: 445
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Sorry for the delay, i was out for business this week end.
i've nearly nothing to add to all that's being said, unless, the more we discuss modification, the longer it will take to launch this game. i agree on : ivory at a distance reachable for everyone (so either everyone has 1 near start point but that reduce trade potential, either you put it on small isle, which could lead to interesting choices for sea exploration), keeping Vikings (which add a certain political flavor with such a dangerous adversary) Instead of adding a 3rd traits, the map should be adjust (with different kind of bonus) for people who choose to not take SeaFaring Civ. So we don't have to discuss about what 3rd trait, or what Civ to replace ... as it is a complex subject I believe that only 2-3 here should decided as I think there is only good, honest and rather experienced players i go for : 1/ Celts 2/ Greece 3/ French
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WW 2 in the pacific - Spoiler Micro-site on http://arghis.free.fr/cdz-witp/ |
05-07-2004, 10:44 | #55 |
Emperor
Join Date: Mar 2003
Location: HAWK!.
Posts: 4,365
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hm, I am gone for the weekend and suddenly things move - I shoudl try this at work
my civ choices: give me any civ not already taken! I can#t be bothered to think about civ choice atm!
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One more turn..... just one more turn... one MORE! |
05-07-2004, 11:33 | #56 |
Join Date: Mar 2003
Location: Netherlands.
Posts: 3,108
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About adjusting starts for non-seafaring civs, that seems rather unfair to me, since these civs do keep their 2nd trait bonus as an advantage over seafaring civilizations, and would also put a great burden on the mapmaker who would have to decide what kind of bonus would balance the lack of the seafaring trait for a non-seafaring civ, which I think is almost impossible to predict beforehand.
As far as I understood, the only reason why expansionistic may be traded for seafaring in this game is because most people feel that this trait would be useful to them in this game, and since there aren't enough civs to choose from with seafaring for all 8 players, this rule has been added to avoid conflicts when choosing civs. Choosing a non-seafaring civs just means one will not benefit from the advantages this trait gives, but from one of the other 6 possible traits. Whether that means it is mandatory or not to choose a seafaring civ is up to players themselves, I'd say. But again, that's just my opinion of course.
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05-07-2004, 12:17 | #57 |
Join Date: Jan 2004
Location: France.
Posts: 445
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Well in my idea, considering on an archipelago map the advantage of being sea-faring, the bonus for non seafaring civ choice could have been something like food (i.e. cattle - to compensate for easy harbor) or commercial (i.e. tobacco - to compensate for easy money) bonus ressources for instance.
Nothing extraordinary in fact. It can also be the opposite, a malus for the seafaring civ, like having a desert/jungle just beside your capital (that's why they choose to go at sea, to find better lands). N.b. : also i don't want to be the only one not being seafaring
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WW 2 in the pacific - Spoiler Micro-site on http://arghis.free.fr/cdz-witp/ |
05-07-2004, 12:20 | #58 |
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Join Date: Mar 2003
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Arghis, with your choice you ARE the only one not being seafaring
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05-07-2004, 12:56 | #59 |
Join Date: Jan 2004
Location: France.
Posts: 445
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hmmm, ok; so if i understand wel, the country list is :
Scandinavia - Mil. Carthage - Ind. Netherlands - Agri. Byzantines - Sci. England - Com. Spain - Rel. Portugal - Exp. And if we replace Exp. by seaf., it adds : - Russia - Sci - America - Ind. - Zulus - Mil. - Arabs - Rel. - Mongolia - Mil. - Incans - Agri. - Hittites - Comm. - Portugal - Seaf./Seaf. (unless you keep Exp. in this case :-) ok so considering it would be stupid to be the only non-seaf. with a bunch of experimenterd players like you, here's my choices : 1/ Scandinavia 2/ Carthage 3/ Arabs
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WW 2 in the pacific - Spoiler Micro-site on http://arghis.free.fr/cdz-witp/ |
05-07-2004, 13:43 | #60 | |
c00l b33r
Join Date: Nov 2003
Location: Beat 'm up Scotty!. Lives in the Lands that are Nether.
Posts: 5,094
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Arghis, updated your choices.
Is this a typo or did the Aliens kidnap one of us? Quote:
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