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Old 06-05-2011, 16:10   #41
socralynnek
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From time to time, players are simultaneously logged in...(as long as we allowed it, which we so far always have)
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Old 06-05-2011, 17:30   #42
BCLG100
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ok so what do you guys want me to make? taking in to mind the other questions i asked on page 3
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Old 06-05-2011, 20:02   #43
Lt. Killer M
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I'm fine with the suggested start speed-up in any form
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Old 06-05-2011, 21:23   #44
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Quote:
Originally Posted by BCLG100 View Post
Ok, so I can probably get around to making this as i've sobered up a bit!

I see that you've got a few of the settings checked but wouldn't mind checking some more.

How many people are playing?
Has there been a patch that i've missed?
Do i have some lee-way to leave some easter eggs/traps?
are you sure you only want 1 settler and warrior or do you want a few starting bonuses? if so what? perhaps another worker, settler and warrior/scout if applicable.
Hope you had a good one!

7 people are playing

I don't know, we're playing 3.19 with the Buffy mod and see if it works with Pitboss

Total freedom - the theme is Old Ghosts, referring to the Oldies in the game

start with settler, warrior, scout.. you might throw in 1 worker, but then some civs with the right starting techs that give worker actions are at an edge. Civs are randomly divided. Starting position will have a handfull (4-5) of bonus resources.

what else?

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Old 06-05-2011, 23:10   #45
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Do you still want a small map with 7 people playing? it'll get quite crowded and what about water levels? do you want any?
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Old 07-05-2011, 01:39   #46
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Easter eggs, I want easter eggs! And I like cheese!

(BTW, small map only if it is purely land based)
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Old 07-05-2011, 04:30   #47
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there will be loads of cheese for everyone, rest assured..

(map size was flexible, so if you think bigger is better than do so)
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Old 09-05-2011, 08:47   #48
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Re:Starting bonuses

Because of what Plux already said: Second worker is a little unbalanced as some start with meaningful worker techs right away, some not. That's why I'd prefer a second Settler just in case.

Other possibility: Advanced start with x points (then not too many), so everyone can decide for himself.

Otherwise: Everyone starting with 1 scout + 1 warrior would be ok (although that eclines the exploration bonus of civs starting with a scout already)
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Old 09-05-2011, 15:41   #49
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If we want to make the start faster, just put quick timer for the first 20-30 turns - something like 10 or 12 hours, as it is mostly clicking EndOfTurn in those first turns and builds and actions can be queed up.
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Old 09-05-2011, 17:06   #50
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If we want to make the start faster, just put quick timer for the first 20-30 turns - something like 10 or 12 hours, as it is mostly clicking EndOfTurn in those first turns and builds and actions can be queed up.
that's not a good option, seeing that some players have families and responsibilities. A missed turn that is MORE than click End can have a severe effect that early in the game.
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