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Old 28-09-2009, 17:46   #81
Matrix
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Well, I think no city razing is a reason to play without barbarians. But I have to say I'm on Stapel's side in this matter. Besides that, we can all just agree not to use that tactic.
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Old 28-09-2009, 17:53   #82
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I think, with the Civ4 maintenance and corruption system, it would be kind of stupid to build such a useless city. It hurts you enough (and if it it at least a little useful, then I don't see any problem).

Civ is a game where the expansion phase is crucial and if you don't secure the good spots for yourself, then it is your fault if an opponent can hurt your settling plans.

I'd be fine with barbarians off.
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Old 28-09-2009, 19:15   #83
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Quote:
Originally Posted by Matrix View Post
Everyone will need to install the BUFFY-mod. I wouldn't mind, though. For the rest I agree with all akots said.

@Plattfuss: in what way are wonders affected by excluding a diplo victory? And would changing the rules imply playing with a mod?
e.g. no Apostolic Palace and its extra hammers
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Old 28-09-2009, 20:36   #84
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Originally Posted by barbu1977 View Post
Map maker reporting.

- With Indiansmoke, we are now 15, 16 will be maximum number for the map I have in mind.

- I think Espionage is good. And will remain on. If you don't like it, don't use it but others may take advantage of it.

- City razing is off, mainly to prevent late game coastal city razing without real chance for retaliation.

- We will not use BUFFY. The KISS principle applies here (keep it simple, stupid)

- 2 settlers does speed up things alot.
Many thanks for making the map Barbu. Please PM me when you're finished so I can give you the e-mail address where to send it to.

Updated the first post with the current gang and will also update with the current settings. With respect to BUFFY: it won't be installed on the hosting server here. From what I've read here and on that other side it is buggy and I am certainly not waiting for the OOS shit on my internet connection.
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Old 28-09-2009, 21:31   #85
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Afaik there are 4 game setting options left for discussion and deciding:
- Is there a worker in the starting stack. Imo yes, because it is a timesaver in the opening turns.
- Barbarians on or off, mainly because of the poor settling they do. No problem for me with barbs on but no prob if they are off. We played with barbs on in the previous game and afaik no issues.
- Diplo disabled in game or out of game. Since it is very easy to make a very clear and verifyable out of game rule I strongly suggest to go that way as Plattfuss proposes.
- Diff level. Noble. Iirc we played all previous Pitboss this level.
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Old 28-09-2009, 22:38   #86
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Diplo disabled means ... no stuff trading (goods, units, open borders....)??
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Old 28-09-2009, 22:46   #87
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Diplo disabled means ... no stuff trading (goods, units, open borders....)??
I think Beam was talking about Diplo as a victory condition.
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Old 28-09-2009, 23:11   #88
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Quote:
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I think Beam was talking about Diplo as a victory condition.
Indeed.
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Old 28-09-2009, 23:59   #89
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Well, that would be perfect, I think: the Diplo victory is checked, so the Apostolic Palace and United Nations are fully functional, but we simply decide not to propose a diplomatic victory.
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Old 29-09-2009, 00:08   #90
Lt. Killer M
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I garee with Beam that there should be a worker at start. Early development can so massively depend on how fast you can get one built that not having workers may seriously unbalance the game right from the start, and also there is the enormous time saving thingy.
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