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Old 30-09-2009, 20:35   #121
Beam
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Originally Posted by Stapel View Post
Well, why not? Or possibly all play with the same treats?
I really like the way we did it the previous MP games. The mapmaker picks the Civs and Leaders and the dice allocates those to players. And iirc the leaders that won those MP games are not among the favorites for SP games. I'd prefer to use the current procedure. And keep things KISS.
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Old 30-09-2009, 20:52   #122
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I really like the way we did it the previous MP games. ...
Exactly the thing. All the games have been finished successfully, there is no need to changes the functional system.
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Old 01-10-2009, 13:40   #123
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But the hammers needed to build 20 galleons full of units is probably enough for a very sizeable land war as well. If someone is investing that much production to a single strategy, isn't it kind of normal that they would accomplish their goal? It doesn't seem to be worse than an opponent building a large cavalry army when you share a long land border with him.

Anyway, I'm mostly playing devil's advocate here; I'm fine with either option.
Dunno, but I've seen it used very successfully in past games when it hasn't been banned.

Not that they all have to be full anyway. Use empty ones as a shield for those with units.
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Old 01-10-2009, 14:19   #124
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Originally Posted by Beam View Post
I really like the way we did it the previous MP games. The mapmaker picks the Civs and Leaders and the dice allocates those to players. And iirc the leaders that won those MP games are not among the favorites for SP games. I'd prefer to use the current procedure. And keep things KISS.
Well, at first letting it random didnt make sense to me. Once we're talking about a game that can last for a long long time, and i'm actually used to play random civs only on fast vapt vupt MPs...

But as it seems, if you think it make things easy, let it be.
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Old 01-10-2009, 16:25   #125
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An alternative picking system to be considered is a system that has worked well both in pitboss games and in online multiplayer.

It is called unrestricted reverse pick with financial leaders banned.

It works like this.

The map maker or an admin list the players in a random order from 1 to 16.

Player 1 picks a leader first, player 2 second etc. Player 16 picks a leader last but picks a civ first and the order in picking is reversed...so player 15 picks a civ second etc.

That guarandees that we will have 16 different leaders (with no financial ones) and civs in the game and that the players who get to pick leaders last get to pick civs first, so it balances the pick process.
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Old 02-10-2009, 10:06   #126
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I don't really care, I just want things to get underway asap.

The waiting is the worst part.
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Old 02-10-2009, 15:02   #127
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I don't really care, I just want things to get underway asap.

The waiting is the worst part.
I'm doing this tonight

I'm sorry it's taking so long, but my PC takes about 5 minutes to generate a huge map and 2 others to load it in world builder afterwards.

Chances are that city razing and barbs will be off.
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Old 03-10-2009, 04:48   #128
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I'm doing this tonight

I'm sorry it's taking so long, but my PC takes about 5 minutes to generate a huge map and 2 others to load it in world builder afterwards.

Chances are that city razing and barbs will be off.
Sweet.
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Old 03-10-2009, 04:50   #129
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Still working on it...

Finding the right script is not easy for 15 and I don't want to give you guys a simple pangea map.
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Old 03-10-2009, 13:08   #130
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Try this script...you might like it and it could work well for this many players

http://league.civplayers.com/getFile.php?id=66

If you decide to use it, toroidal wrap I would suggest...
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