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Old March 2, 2003, 12:02   #91
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Hmmm, I have 1.21f, not sure about the others.
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Old March 2, 2003, 12:04   #92
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Oh, I forgot to mention the tech rate in my mail, Alex. Could you please check if it's at 280 for huge?
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Old March 2, 2003, 12:09   #93
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no, I am still at 1.14f and it seems I can't read saved with 1.21 games.
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Old March 2, 2003, 12:57   #94
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I haven't tried 1.21f yet, and didn't bother installing it, since it didn't help much in PBEM games...
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Old March 2, 2003, 14:15   #95
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I dont have 1.21f too and i'm not planning to install it in the near future.
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Old March 2, 2003, 15:08   #96
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I will downgrade then. Make it 1.14.
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Old March 3, 2003, 04:18   #97
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This game has started.

Please be aware that unlike the Pyramids, Sun Tzu, and Hoover, there is no way to make Bach's affect all continents.

Have fun!
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Old March 3, 2003, 05:51   #98
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Old March 3, 2003, 08:20   #99
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Quote:
Originally posted by alexman
This game has started.

Please be aware that unlike the Pyramids, Sun Tzu, and Hoover, there is no way to make Bach's affect all continents.
Yes there is. You simply DESELECT the continental mood effect option in the lower left corner of the editor screen.
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Old March 3, 2003, 08:54   #100
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Err... So should I play the game or wait for the Bach fix?
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Old March 3, 2003, 09:28   #101
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wait for the bach's fix
this time wil allow all to set their versions to 1.14 too

:-D
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Old March 3, 2003, 11:19   #102
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Oops, sorry about that. You learn everything every day... I'll fix it. But since I'm fixing it, I just noticed that you wanted everyone to be able to build all the UUs? Are you guys sure you want that? First of all, all the regular units they replace would be useless (Warrior, Spearman, Swordsman, Chariot, Horseman, Archer, in the ancient age alone). Secondly, because of the upgrade path, you would not actually get all the UUs. For example, if Swordsmen upgrade to Legionaries, which in turn upgrade to Immortals, so you would never be able to build Legionaries or Swordsmen. The same goes for most of the knight UUs. I would have to remove the UUs from the upgrade paths for you to be able to build all of them.

Also, I believe that without corruption, your research rate will be very high after you get a few cities going. So while it will probably be OK in the beginning of the game, by the middle ages you will be getting a new tech every 4 turns for sure, and I cannot even imagine what would happen if you start trading. At least the AI tech-whores but they all research more-or-less the same techs. When humans cooperate in research, it goes much faster.

Let me know, especially about the UUs.
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Old March 3, 2003, 11:27   #103
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Good point about the UUs. I would dare to say, let's exclude UUs at all and trigger the GA in some other way. Not sure about the others. Perhaps we could add "Triggers GA" to all standard medieval units.

As for research: We won't trade techs, that's one of the game conditions. That's why we lowered the tech rate. The original rate for a huge map is designed for 16 tech whoring civs, while we are only 6 not whoring. We could have lowered the rate to the rate of a small map, but that would be too much, because we have no corruption. So (methinks) a fair compromise should be the median between a standard and a large map (thus: 280). Do you doubt this would work? If so, we could increase the value.
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Old March 3, 2003, 11:32   #104
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I did wonder about the UU's. If we are going to allow all UU's I would suggest removing them from the upgrade paths. That way players have a choice between building a normal unit and being able to upgrade it or building a (better) UU but having to scrap and replace it. It is going to give a VERY long build list in the city screens though. Should we make it simple and play with civ-specific abilities off? No starting techs and no UU's.

I assumed no tech trading at all so no cooperation in research. It is a choice between researching hard and being first to a tech or doing minimal research and picking up a tech easily because all the other players have it. The game isn't really going to take off militarily until the industrial age because of the map so quick research in the earlier stages won't matter but we will probably end up with all techs researched and fighting with modern units!
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Old March 3, 2003, 11:56   #105
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I'm inclined to say, let's play with Civ specific abilities off (no UUs, no starting techs), and add "triggers GA" to Horsemen, Knights and Cavalry.
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Old March 3, 2003, 11:57   #106
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Wait, doesn't this remove the traits as well?
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Old March 3, 2003, 12:09   #107
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I don't think any of the units should have Trigger GA. I use units as units not as a one time GA trigger.
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Old March 3, 2003, 12:13   #108
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So shall we have only wonder driven GAs?
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Old March 3, 2003, 12:35   #109
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Unless I hear otherwise, in half an hour I'm sending the save to Eli with no UUs or unit GA triggers, with trait starting techs, and your agreed research rate of 280.
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Old March 3, 2003, 12:41   #110
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We could just have this:

Each player may choose (e.g.) 3 different UU's, that way, players doesn't get dissadvantages because of this (unless they choose to)... ("3" could also be some other number... but I think 3 would be a nice number )
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Old March 3, 2003, 13:37   #111
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I made a couple of changes.

1) Galleys need two movement points to enter ocean tiles, otherwise the player with the GL will have an enormous advantage on this map. For flavor, I added the same limitation to ironclads.

2) The luxuries are not exactly as you specified in another thread, but you don't need to worry because they are balanced. I just now found that second thread, so I am getting all this extra information that I didn't have when I first checked the map. As it is now you now have access to just one luxury on your main island, but will quickly find three more to settle/trade on other nearby islands.

What's the final story with the UUs?

Also, do you really want lethal bombard? I missed that requirement the first time around as well. If so, is it for all bombard units, even ground units?
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Old March 3, 2003, 14:25   #112
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OK, since you're all silent, let's start.
Eli's got the save.

Let me know if there are any problems.
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Old March 3, 2003, 14:47   #113
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We're still missing some emails... I can't find CerberusIV's adress...
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Old March 3, 2003, 15:36   #114
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Old March 3, 2003, 16:04   #115
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Quote:
Also, do you really want lethal bombard? I missed that requirement the first time around as well. If so, is it for all bombard units, even ground units?
Yes

Especially for aircraft and ships. It will make the use of carriers and normal ships much more worthwile.
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Old March 3, 2003, 16:07   #116
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OK the save you have includes those changes.
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Old March 3, 2003, 17:06   #117
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Thank you very much, alexman.

Now, gentlemen, let's start this game. Eli, you should have ormuzd's email, he posted it earlier in this thread. ormuzd has my email, I have ADG's, CerberusIV posted his too. GF?

Eli, you wanted to start a new turntracker thread.

Awaiting the save. Guess we stick with 1.14f for a while.
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Old March 3, 2003, 18:17   #118
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My email is easy -> GhengisFarb(at)yahoo(dot)com
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Old March 25, 2003, 08:41   #119
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Just wanted to say:

From Sunday, until Tuesday (maybe later), I wont be able to play my turn, because I'm moving out...
So it doesn't seem like I'll be needing Alva's help, since it's only for a couple of days... I hope
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