Quote:
Originally Posted by quantum_mechani
Just to be clear, the difference between changing the HoF and changing events from common to rare is orders of magnitude. In fact, in terms of being able to screw up a particular pretender build it is probably more important than all the other settings combined. I do not overreact when I talk about it utterly ruining my nation last game. If I had been playing solo and not been able to drain cash from my teammates, it would have been more obvious just how crippling it was.
Anyway, no hard feelings about it, it would be a nice gesture if you'd at least let the vets handle the settings next game if we win though.
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Yes, I'm aware of the difference.
But enough of this whining and complaining. Ye gods, are you vets or what? Accept your lot and make the most of it.
I've given you first nation choice.
I've given you control of the seas and the only water nation.
I've given you veto power over membership in both teams.
I've given you a 10 turn NAP to expand unmolested.
I've given you a longer playing game with easy research which gives you an advantage based on your overall experience and knowledge of the magic system in the mid and late game.
With regard to letting the vets decide the settings, as I said let us see how the game plays out. Feel free to make suggestions, any sticky disagreements can be worked out democratically via a vote if it comes down to it. In the unlikely event the vets lose, I may give extra weight to your suggestions.
Understand, I have a vision for this series of games. I created the games to make that vision a reality and to suit those who share similiar ideas and playing habits, so there are certain things I will not compromise on.