September 27, 2003, 09:08
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#1
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Deity
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Who is interested in building a Medieval Mod PBEM when Conquests comes out?
I would like to play something that doesn't go into the Industrial Age, sorta slows down and stays concentrated with Knights, Musketeers and what not.
Anyone else interested?
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September 28, 2003, 06:15
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#2
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Emperor
Local Time: 10:21
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Yes.
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October 8, 2003, 01:23
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#3
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Emperor
Local Time: 18:21
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Location: Gangneung, South Korea
Posts: 5,406
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Yes. I've been looking for a game that starts and stops in one era.
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Formerly known as Masuro.
The sun never sets on a PBEM game.
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October 8, 2003, 01:36
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#4
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Civ4: Colonization Content Editor
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I'm interested.
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October 8, 2003, 02:31
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#5
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Emperor
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Will Conquests be released for all countries at the same time? I wonder if an English version will be released in Korea before the Korean version does. I can play a Korean version but it won't work with the North American version of Civ3 I have now.
I guess I'll have to order from Chips and Bits but the international delivery cost is a killer.
__________________
Formerly known as Masuro.
The sun never sets on a PBEM game.
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October 8, 2003, 02:53
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#6
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Civ4: Colonization Content Editor
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The optional Printing Press branch should be cut. Top techs should be Banking, Navigation (with Privateers assigned to it), Astronomy, Gun Powder. This provides level 2 economy (Unis/Banks/Caths) and 4-attack/defense units. Should make up fun games. The game should be stretched continuously. Length over all should be ~300 turns. We need carefully to balance out unit and building costs, so that in no time it would be good to build wealth.
Just my opinion.
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October 8, 2003, 02:56
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#7
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Civ4: Colonization Content Editor
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Ah, and one more note: We should think about not letting pikemen upgrade to musketmen. It should be an option to continue to build pikes after the gun powder discovery.
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October 8, 2003, 06:20
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#8
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Emperor
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No military tradition. Cannon should be available but more expensive.
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October 8, 2003, 06:22
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#9
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Deity
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Yeah, I can see Musketmen as stand alone.
Something you can't upgrade to.
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October 8, 2003, 06:35
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#10
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Civ4: Colonization Content Editor
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Conquests is going to have an advanced catapult (trebuchet), so I don't see the need for a cannon. It would be imbalancing, since it is aimed to fight riflemen and cavalries.
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October 8, 2003, 06:48
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#11
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Deity
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The first cannons were used at the same time as the Musketeers.
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October 8, 2003, 07:36
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#12
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Emperor
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This is looking like attack 4 units against defence 4 units. Being in a town or a fortification will be important for the defender. I was thinking of catapults and trebuchets as the normal bombardment weapons with a few expensive cannon available for siege use for those prepared to pay for them.
Perhaps the availability of saltpeter should be reduced. That would maintain the importance of some of the older units in the later stages of the game.
__________________
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October 8, 2003, 08:42
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#13
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Deity
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I would also like to see a Hidden Unit path with say Auxiliaries (use Num Merc flic) upgrading to {something medieval} upgrading to something pre Industrial as a foot path.
And Nomads (Horsemen) upgrading to Crusaders upgrading to Cossacks as a mounted path.
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October 8, 2003, 09:12
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#14
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Civ4: Colonization Content Editor
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Ugh! Do you really want to use move-3, attack-6 units like Cossacks? In this case you should include Riflemen as well, but this wouldn't be a game with medievel touch anymore. This would somewhat decrease my interest for this game...
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October 8, 2003, 09:43
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#15
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Deity
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Yeah they are somewhat closer to Industrial Ages than Medieval.
I guess you could top off the Mounted path with Crusaders.
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October 8, 2003, 09:53
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#16
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Emperor
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Any thoughts about which civs to include as playable?
It might be worth restricting the choice to those civs with medieval UU's or changing some of the UU's around to ensure all the civs that are playable have a UU in the timeframe of the game.
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October 8, 2003, 09:57
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#17
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Civ4: Colonization Content Editor
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I think main combat units should be knights, medinfs, longbowmen, pikemen, trebuchets. Significantly later in the tech tree musketmen and cannons should be added. Both expensive, standalone units. I think cost should be 60 in both cases (musketmen are already costly enough). This should conclude the unit path.
There should be one ancient and one medieval hidden unit. Both should be mobile, and we should choose them as soon as conquests is out.
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October 21, 2003, 21:53
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#18
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Emperor
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Have you all pre-ordered Conquests? Will you start this game as soon as Conquests comes out?
__________________
Formerly known as Masuro.
The sun never sets on a PBEM game.
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October 21, 2003, 22:14
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#19
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King
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I'm afraid when Conquests comes out I will be adding many more PBEM games to the list. Not sure about this one yet will have to think about it.
Anatolia,
Would it be cheaper if I bought it and shipped it to you? Not sure on customs and shipping costs to Korea.
Edit: Looked into it a little. Here is the prohibited list:
Counterfeit postage stamps.
Documents, books, printed papers, engravings or other articles contrary to public security.
Firearms, sabres, and swords for military use.
Firing caps and loaded metal cartridges for portable firearms.
Machines and paper for making cigarettes.
Salt.
Textile fabrics.
Weights and measures.
Might Civ3 be considered "other articles contrary to public security"?
It certainly isn't the most dreaded of all possible imports: Salt!
According to the USPS shipping would be $9 in an envelope and take 4-6 days.
Last edited by SirOsis; October 21, 2003 at 22:28.
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October 22, 2003, 00:47
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#20
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Emperor
Local Time: 18:21
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Join Date: Nov 2000
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Computer games are no problem but Chips and Bits will charge me almost USD$40 to ship it to me. I wouldn't have to pay customs on a single game. Could you send it to me? That's a very kind offer. How could I send you the money? International money order? Do you want more wines in the Islands game for this?
Why is salt prohibited???? And I guess this list explains why no one is rolling their own here.
__________________
Formerly known as Masuro.
The sun never sets on a PBEM game.
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October 22, 2003, 09:38
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#21
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Deity
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I'm kinda leaning towards discussion on a hybrid of the Age of Discovery and the Middle Ages scenarios. This should allow a wide variety of units and gameplay options.
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October 22, 2003, 11:22
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#22
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King
Local Time: 10:21
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Is the tech tree going to be modified for this scenario? Since I've never modded I'm not sure how easy this is. If we are going to just play in these specific times it would be great to adjust the tech tree to allow for different play types.
I am more interested in hybrid Discovery/MA PBEM as well.
Anatolia, I'll email you.
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October 22, 2003, 12:30
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#23
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Deity
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Should all Gunpowder units (ie Gunpowder ships, Musketmen, Cannons...) be new build units. That is none of the other units upgrade to them/
They do represent a new an unproven technology.
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October 22, 2003, 13:32
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#24
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King
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I don't think that is necessary since troops should be able to be trained at a barracks with new technology.
Increasing the upgrade cost might be an option to prevent massive upgrades once the tech is researched.
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October 22, 2003, 14:09
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#25
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Civ4: Colonization Content Editor
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Quote:
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Originally posted by GhengisFarb
Should all Gunpowder units (ie Gunpowder ships, Musketmen, Cannons...) be new build units. That is none of the other units upgrade to them/
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Yes, it would give the player an alternative to continue to build the older, but cheaper unit for not so critical areas without having the hassle of pillaging/roading resources.
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October 22, 2003, 20:03
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#26
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King
Local Time: 10:21
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The more I think about it the more I like the idea of them being new units unless there is a way to allow building of obsolete units if desired. Is this possible with the editor?
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October 22, 2003, 20:26
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#27
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Deity
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I don't think so.
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October 24, 2003, 08:45
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#28
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Emperor
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I am in favour of stopping ship units at the age of sail - nothing with an engine allowed so that would take us to galleons and frigates/Man o War. Make privateers slightly cheaper than frigates and assign them to navigation.
I would also go with Sir Ralph's suggestion of stopping the tech tree at printing press, ie no democracy. Despotism, Monarchy, Republic and Feudalism should be enough forms of government to choose from.
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Never give an AI an even break.
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October 24, 2003, 14:30
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#29
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Deity
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Quote:
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Originally posted by CerberusIV
I am in favour of stopping ship units at the age of sail - nothing with an engine allowed so that would take us to galleons and frigates/Man o War. Make privateers slightly cheaper than frigates and assign them to navigation.
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I usually play up to Industrialization and make Ironclads have a move of 2 but beef their attack and defense stats a bit. Basically they are used a slow floating fortresses.
Quote:
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Originally posted by CerberusIV I would also go with Sir Ralph's suggestion of stopping the tech tree at printing press, ie no democracy. Despotism, Monarchy, Republic and Feudalism should be enough forms of government to choose from.
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That's sounds fine with me.
So there is going to be no railroads or factories?
I also like the idea of taking the Army and Hurry Build ability from Great Leaders and instead making them a powerful military unit that upgrades once or twice to keep pace with the other units.
Sorta like Leaders were in Civ2.
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October 24, 2003, 17:54
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#30
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Emperor
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If we are concentrating on medieval units and techs I would favour keeping railroads out as they make a substantial change to the game and to military tactics.
Not having factories means it is a bit harder to build units so avoiding losses is more important and obtaining a tactical advantage crucial.
Allowing leaders a combat role instead of rushing or building armies sounds interesting.
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