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Post by whiplash on Aug 19, 2005 15:50:24 GMT -5
This is taking way tooooooooooooooo long.
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Post by Avogadro on Aug 19, 2005 16:28:48 GMT -5
got save in email played right away turn 2 sent to Whip
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Post by whiplash on Aug 19, 2005 20:08:03 GMT -5
To Snarf.
Maybe we should have had a mulligan rule.
If this is a Panagea map, I have 100% certainty to lose. If it's not Panagea, my certainty rate to come in last drops to 85%.
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Post by Snarf on Aug 19, 2005 23:54:31 GMT -5
On to Heroic
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Post by Avogadro on Aug 20, 2005 8:42:18 GMT -5
Mulligan fine wiht me if all agree but..your land would have to be pretty bad..
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Post by whiplash on Aug 20, 2005 10:53:25 GMT -5
It's not the land quality, it's the locations. I don't mind playing it out; but in this format meeting of your 2 civ's is the most important thing. As soon as that happens you tech trade and pile up the points and gain advantage by being ahead in tech.
In all likelihood, the winner will be the guy having the 2 civ's near each other.
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Post by Avogadro on Aug 20, 2005 12:58:04 GMT -5
but the vps will come sonner or later no? Say I meet my civ turn 30 and trade and you meet turn 85 and trade we still get to exchange the same vps. It is not like an old tech gains value as it ages. But if others want to stop I will. I think I will enjoy this one but if its not meant to be then...Let me know
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Post by Heroic on Aug 20, 2005 13:16:00 GMT -5
That assumes that up to turn 85, you have been able to have both civs research different tech lines. If you are duplicating tech because you have not met and cannot advance ages, then the point is valid. My general understanding of this scenario is that a civ can easily be out of the ancient within 35 turns, which means much sooner than that you would need contact. I am willing to play either way.
If I am not mistaken, there is a way in the scenarios if you use the editor to do it, so that two civs can start with contact with eachother. I will look at this and post back.
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Post by Heroic on Aug 20, 2005 13:25:48 GMT -5
Ok, the short answer is Yes and no. It is possible to create a scenario so that all civs start with embassies with all civs. That would ensure that every civ has contact with every other civ. If we want to do it that way, we could, and I could easily set it up.
But if we are going to redo it that way, do we need to repick civs? Because it will definitely nerf the some civs (especially exp and seafaring), which some of us (or at least myself, though possibly others) picked, partially for the ability to get contact with our ally civ sooner had I been faced with the exact dilemma described.
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Post by Avogadro on Aug 20, 2005 19:55:32 GMT -5
3600bc to Whip and yes Im willing to restart with the proposed setting of embassies. I wish to have fun and if Whip got screwed in land then..it wont be fun I guess. Let us knwo Whip. We (Heroic and I) have no probelems with restarting. ps-if we do can we add HArewood and make a bigger map?
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Post by Heroic on Aug 20, 2005 21:37:56 GMT -5
I'm game for however we want to do it.
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Post by Avogadro on Aug 21, 2005 7:03:40 GMT -5
So we wait for Snarf and Whip to let us know and yeah it does kinda mess up the picks as now science civs will have big advantage.
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Post by Heroic on Aug 21, 2005 8:02:57 GMT -5
I wish there were a way to do 10 players in pbem. I have yet to find a tool for civ that will do that. So if we are to have 5 players we probably won't get 2 civs each. If you ever do find such a civ mod or whatever it is called, please let me know.
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Post by Snarf on Aug 21, 2005 15:02:35 GMT -5
Up to the rest of you what we do. My civs are either on opposite sides of the map or next to each other depending on what the land does. If we restart and add Hare the best thing to do would be to add AI's for 3 players or just go with 5 civs which would remove tech trading pretty much except with the AI. We could add 3 more real players as well but the chances of getting an 8 person PBEM running smoothly and quickly are slim.
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Post by whiplash on Aug 21, 2005 19:51:56 GMT -5
------> Snarf
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