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RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:10
26-01-2008 20:35 | www
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General Games Settings Discussion Thread Support Apolyton


Please post your thoughts on which settings we should us look at when deciding the settings for this game.

Once we know what areas of the game we want to examine in more detail we could start a thread for each issue to discuss in more detail.

RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:10
26-01-2008 20:45 | www
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To get the ball rolling :

I'd like a shuffle map, or a custom made map designed by a non-playing member of the community willing to do it. If a custom made map, I'd like it to be designed without any form of team/player input other than :

Difficulty Level
Team Civilization
Map size
Game speed
Starting era
Game Options
Victory Conditions
Multiplayer Options

i.e. The process of making the actual geography of the map is left entirely to the map maker. Teams choose their civilization without knowing the map geography and must base their decision on their preferred style of play, not what fits the map type best......

CanuckSoldier
Civilization III Democracy GameInterSite Democracy Game: Apolyton TeamPolyCast TeamCivilization IV: Multiplayer
Prince
Wainwright AB
Nov 2002
time: 15:10
26-01-2008 22:48 | www
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Just one question right now, how many civs are we planning on using, all 18? and therefore 18 teams? Just wondering as it is quit possible that the competitive MP community could probably organize more than one team/civ.

CS

Dale
Civilization IV CreatorsCivilization IV: MultiplayerThe Courts of Candle'BreCivilization IV PBEMPolyCast TeamC4BtSDG Rabbits of CaerbannogSpore
Civilization: Colonization Forum Moderator
Melbourne
Dec 2000
time: 08:10
26-01-2008 22:57 | www
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I'm not fused the settings. I'll play whatever.

Fleme
Civilization IV: MultiplayerBtS Tri-LeagueC4BtSDG Team Banana
Prince
Vaasa, Finland
Nov 2005
time: 22:10
26-01-2008 23:01
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Increase Your PM Length


As for difficulty level, I think Monarch would be suitable? I don't know the general concensus but I'd think either that or Prince.

Map Size depending on the number of teams; If there are 18 teams as suggested by CanuckSoldier, Huge would be a good size. If less, then Large.

I don't care about map type. I personally play RandomScriptMap with every setting except Archipelago so I'm happy to play anything. The start locations should differ from each other to some extent but not so that someone would get a clear advantage from the get-go based on their location alone.

I like Marathon as the game speed so my vote goes there. Either that or Epic.

Ancient start

No tech Brokering
Raging Barbarians
City Flipping After Conquest
Choose Religions
Random events are on
Goody huts are on

All victory conditions except time. It's unlikely for anyone to get a diplo win but atleast you could tinker around with the AP and later on the UN, which would be nice.

My initial thoughts.

RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:10
27-01-2008 00:41 | www
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quote:
Originally posted by CanuckSoldier
Just one question right now, how many civs are we planning on using, all 18? and therefore 18 teams? Just wondering as it is quit possible that the competitive MP community could probably organize more than one team/civ.

CS


There is no plan as of yet CS, we are making it as we post.......

The only concerns shown (via PM) have been that it would be better to have fewer stronger teams with a good stock of active posters and potential turn players, rather than more weaker teams who decay into one man teams after the first couple of millennia......

Krill

PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering StormC4DG The Mercenary TeamC4WDG The GooniesC4BtSDG TemplarsC4BtSDG ImperioC4BtSDG Rabbits of Caerbannog
C4BtSDG Team BananaC4BtSDG Realms BeyondC3CDG Ankh-Morpork
Deity
of Spam
Dec 2003
time: 22:10
27-01-2008 02:36
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My suggeston is that we play pangaea, so that we we get diplo moving asap. Early warfare is a possibility, sure, but as teh entire game was balanced for that possibiity, early warfare is a good idea...

Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
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De Hel van Enschede
Nov 1999
time: 23:10
27-01-2008 08:08 | www
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My only concern is the number of teams -- as pointed out let's make sure we have fewer but stronger teams. The Warlords DG has 8 Poly teams (excluding teams from other sites and the staff team), which I think has clearly proven to be too much: almost all of those are one-person teams now.

For this DG so far 6 people signed up as team leaders and I'm pretty sure the Spanish guys plan on joining us as well, that's 7 teams already. Too much, we should restrict it to at most 5 teams IMO (plus teams from other communities, if enough people sign up for them I have no problem with having multiple teams from the Ladder/MP community).

Keygen
Call to Power PBEMCivilization IV: MultiplayerCTP2 Source Code ProjectCall To Power SuperLeaguePolyCast TeamCivilization IV PBEMBtS Tri-LeagueC4WDG Delian League
ACS Staff Member / Hosted Site Admin
Jan 2000
time: 00:10
27-01-2008 10:57 | www
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Avatar Enlargement: We've got the solution


I'll agree with RobWorham and Locutus on this.

Keep the number of teams as low as possible.

I would suggest giving the opportunity to people, preferably (candidate) team leaders, to present their team concepts within a time frame, and then people vote for the ones they find better. Having agreed from the beginning on the total number of participating teams, the ones that will receive the less votes will be disregarded.

Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
Co-Owner/ Administrator
De Hel van Enschede
Nov 1999
time: 23:10
27-01-2008 14:38 | www
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Been thinking about this for a bit, I like Keygen's thought. I think we should strife to have at least 10 people on each team, but of course you can't really enforce this because if people are forced into teams they don't like they'll just drop out, so some teams will inevitably be larger than others. To compensate for that we should IMO allow 1 team for every roughly 15 people that sign up for this DG by a certain deadline (let's say March 1st?) So for example if 50 people sign up we should have 4 teams, if 100 people sign up we can have 7 teams.

I propose that in the time between now and the team deadline the team leaders should post their team concepts (should be in a new thread so that these threads can also serve as team sign-up threads). Around the time the deadline passes we'll start voting on these: any team concept that gets at least 15 votes is accepted and will get a private forum so the team can get themselves organised. If needed we'll hold further run-off polls for the other team concepts where the least popular ones are eliminated until the team limit is reached. If we end up with very lopsided teams this way we might have to see if we can move some people from the strongest teams to the weakest ones, but that's something we can worry about when the time comes (at least we'll have the team structure set up then).

Thoughts?

AAHZ
PolyCast Team
Emperor
Nibbler back for the Holidays!
Feb 2000
time: 17:10
27-01-2008 14:44
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i disagree with having 15+ people on a team, only 4 teams, nothing would get decided or accomplished without tremendous hassle. Plus i like more teams.

The problem with the Warlords DG was that is was Warlords then BTS came out, think a patch or two, then the holidays hit, not the teams themselves.

regardless, i will abide by whatever rules that are decided, its your decision Wouter.

Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
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De Hel van Enschede
Nov 1999
time: 23:10
27-01-2008 14:48 | www
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No, it's not my decision, actually. It's up to the community to decide what the rules will be -- I'm posting here merely as an interested player, not as a Poly admin who intends to lay down the law.

Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
Co-Owner/ Administrator
De Hel van Enschede
Nov 1999
time: 23:10
27-01-2008 15:05 | www
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quote:
Originally posted by AAHZ
i disagree with having 15+ people on a team, only 4 teams, nothing would get decided or accomplished without tremendous hassle. Plus i like more teams.


The problem is that many people are always inactive and teams will inevitably whittle down over time. You might have 20 people at the start, but even the largest C4W DG teams had no more than 4 or 5 active players by the time BtS came out (and several teams were already down to a single player) -- BtS had little to do with that. Plus, that's the whole point of a team DG, the earliest DGs had dozens of players on each team.

I like many teams too, but we just don't have the community to support that. The only way I can see us really having a lot of teams is if we get CFC involved (which would be fine by me, but probably means a fair bit of hassle to set up -- would pretty much make this an Intersite DG).

Krill

PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering StormC4DG The Mercenary TeamC4WDG The GooniesC4BtSDG TemplarsC4BtSDG ImperioC4BtSDG Rabbits of Caerbannog
C4BtSDG Team BananaC4BtSDG Realms BeyondC3CDG Ankh-Morpork
Deity
of Spam
Dec 2003
time: 22:10
27-01-2008 18:02
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The problem with Earlier DGs were tahat they were PBEM, so it was roughly 1 turn per week, and the lack of stuff to do lead to inactivity. If we have a turn time of 48 hours (which I think is about right) then there is no reason to be inactive because enw stuff is always happening.

RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:10
27-01-2008 18:12 | www
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quote:
Originally posted by Krill
The problem with Earlier DGs were tahat they were PBEM, so it was roughly 1 turn per week, and the lack of stuff to do lead to inactivity. If we have a turn time of 48 hours (which I think is about right) then there is no reason to be inactive because enw stuff is always happening.




And the biggest problem with the Warlords DG is that it is 11 teams on a huge map. Far too much real estate for each team, not enough pressure, not enough dynamics.

That being said, Southern Cross are enjoying that game hugely!!!

Krill

PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering StormC4DG The Mercenary TeamC4WDG The GooniesC4BtSDG TemplarsC4BtSDG ImperioC4BtSDG Rabbits of Caerbannog
C4BtSDG Team BananaC4BtSDG Realms BeyondC3CDG Ankh-Morpork
Deity
of Spam
Dec 2003
time: 22:10
27-01-2008 18:25
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Yeah, which is why I suggest Pangaea, get the diplo moving soon so things are interesting early on (and if anything like C3CDG warfare happens. War's always fun )

AdamTG02
Alpha Centauri Democracy GameACDG Planet University of TechnologyACDG The Cybernetic ConsciousnessACDG3 Data AngelsC4WDG Delian LeagueC4BtSDG Rabbits of Caerbannog
Prince
Williamsburg, Virginia
Aug 2002
time: 17:10
27-01-2008 18:47
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quote:
Originally posted by AAHZ The problem with the Warlords DG was that is was Warlords then BTS came out, think a patch or two, then the holidays hit, not the teams themselves.


I can back this theory up, in my case at least -- after BtS came out I lost all interest in the Warlords DG (sorry Keygen,)

In any case, back to the main topic of the thread -- game settings. My votes, with justifications, are the following:

Map: Custom-made with the specs as Rob sets out, for the reasons given by him.

Difficulty: Prince (I usually play Noble, but with the more advanced players here Prince shouldn't be too problematic.)

Civilizations: Chosen by the teams, no duplication, but either first-come-first serve or random draw determining any conflicts. (It seems more realistic not to allow duplicates, and also promotes different playstyles, but we ought to have some method of resolving it when two teams want the same Civ.)

Map size: Determined by the number of teams we end up with; if only, say, five teams, for example, a Small map might be best.

Game speed: Marathon (It's what I usually play on, plus it makes things more realistic; i.e. takes fewer decades/centuries for a Classical Age army to reach a faraway city.)

Starting era: Ancient (I don't think there'll be too much disagreement on this; we want to get the full Civ4 experience.)

Game options: Standard except:
Raging barbarians (make things interesting)
City flipping after conquest (ditto; forces you to keep a city close to your opponent's cultural power centers garrisonned)

I'm possibly open to the other two nonstandard options Fleime suggested but would like to hear justifications for them.

Victory conditions: Standard
(We're unlikely to run into a Time victory in the first place, but if we do, it seems fairer to run things with all victory conditions enabled.)

Multiplayer options: Withholding vote for now as I'm inexperienced with multiplayer.

So those are my thoughts, at least. Anyone else want to share theirs?

Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
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De Hel van Enschede
Nov 1999
time: 23:10
27-01-2008 19:02 | www
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quote:
Originally posted by Krill
The problem with Earlier DGs were tahat they were PBEM, so it was roughly 1 turn per week, and the lack of stuff to do lead to inactivity. If we have a turn time of 48 hours (which I think is about right) then there is no reason to be inactive because enw stuff is always happening.


C4W DG was Pitboss game with a 48h turn time as well, yet it died faster than any previous DG. Clearly that alone doesn't remedy the problem.

RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:10
27-01-2008 19:05 | www
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quote:
Originally posted by Fleme

Ancient start Is there any other way??

No tech Brokering Adds a twist to tech swapping while still allowing it. Also will be new territory for a DG

Raging Barbarians Keeps teams on their toes from the word go.

City Flipping After Conquest Slows down blitzkrieg tactics

Choose Religions - Not bothered

Random events are on Adds a twist, with the patch the killer events should have been eradicated, so nothing too major to worry about

Goody huts are on Promotes early exploring, contact and diplomacy

All victory conditions except time. It's unlikely for anyone to get a diplo win but atleast you could tinker around with the AP and later on the UN, which would be nice. Might as well enable them all.....

Keygen
Call to Power PBEMCivilization IV: MultiplayerCTP2 Source Code ProjectCall To Power SuperLeaguePolyCast TeamCivilization IV PBEMBtS Tri-LeagueC4WDG Delian League
ACS Staff Member / Hosted Site Admin
Jan 2000
time: 00:10
27-01-2008 19:06 | www
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