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				May 1st, 2007, 12:22 AM
			
			
			
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 Shrapnel Fanatic |  | 
					Join Date: Oct 2003 Location: Vacaville, CA, USA 
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				 Re: 60 Player MegaGame Discussion Thread 
 All players will have to have a copy of the mod before they can pull down their first file. 
 I was going to merge the mods also but I was waiting for it to include all 80 slots. Should work for the standard 60 nations though. (well except for Tir na N'og which should be in the game by the time you start)
 
				__________________-- DISCLAIMER:
 This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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				May 1st, 2007, 02:19 AM
			
			
			
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 Major |  | 
					Join Date: Aug 2004 Location: Salt Lake City 
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				 Re: 60 Player MegaGame Discussion Thread 
 Holy crap. I'd like to be part of this just to say that I was. In any case, I'm guessing there'll be a market for replacements. I'd definitely suggest waiting for the patch, what with some nasty bugs in the current version. |  
	
		
	
	
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				May 1st, 2007, 06:58 AM
			
			
			
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 Sergeant |  | 
					Join Date: Aug 2006 
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				 Re: 60 Player MegaGame Discussion Thread 
 I would like to play too. It would be great experience. |  
	
		
	
	
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				May 1st, 2007, 07:21 AM
			
			
			
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 Second Lieutenant |  | 
					Join Date: Mar 2005 Location: west of DC 
						Posts: 587
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				 Re: 60 Player MegaGame Discussion Thread 
 This game both fascinates and scares me.
 I would suggest some kind of managed nation assignment.  It would be a pain to have to read through five pages of forum posts to figure out which nations were taken and which weren't (if you were one of the later sign-ups).  And you know people will make honest mistakes and double-claim nations.  But if you go first-come, first-serve, I would suggest you open it up on a weekend, so people who can't check the forums while at work have a chance at not being last.
 
 If there is someone out there with too much time on their hands, they could go through all the games currently active on this forum and count up how many different active players we have.  I wonder how close that number is to 60.
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				May 1st, 2007, 07:29 AM
			
			
			
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 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
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				 Re: 60 Player MegaGame Discussion Thread 
 There're over 60, I reckon. Hard to know though. Also hard to know what proportion would be up for such a huge game. I'd be scared, although I might be tempted when the time comes. |  
	
		
	
	
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				May 1st, 2007, 11:14 AM
			
			
			
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 First Lieutenant |  | 
					Join Date: Jan 2004 Location: Berlin, Germany 
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				 Re: 60 Player MegaGame Discussion Thread 
 I would never play this game with Arcane Nexus in the spell list. In my experience you get around ~200 astral gems in a normal full game. So count 500-600 in a big one like this. You would have enough gems to recast it for 999 in the turn after you cast it. 
 I can second micah, the global shouldn't be in effect in the turn cast (from manual) but up to date it works in same turn.
 
 Utterdark on the other side isn't a real problem. 90% of the nations are affected and so nobody from them got a real advantage.
 The 10% which got some advantages from utterdark will be in trouble very soon. Remember there are dozen of nation which can spend for a dispel.
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				May 1st, 2007, 12:25 PM
			
			
			
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 Major General |  | 
					Join Date: Feb 2005 Location: Lake of Hali, Aldebaran, OH 
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				 Re: 60 Player MegaGame Discussion Thread 
  I agree that game-balance is less important than getting this game working at all. On the other hand, it's going to be a looooong game and it'd be nice if people felt it was reasonably fair.
 How's about this.
 
 Everyone makes six choices in descending order. Players are randomly assigned their first choice until everyone is either assigned (unlikely) or everyone's first-choice is taken.
 Then, players are randomly assigned second-choice positions until all the second-choice positions are taken, and so forth.
 Finally, players will be assigned to remaining positions at random.
 
 If you get your first choice, you get nothing.
 If you're forced to take your second choice, you get an extra scout with richness 4 random magic items.
 If you're forced to take your third choice, you ALSO get +50% of your starting army and an extra commander.
 If you're forced to take your fourth choice, you get 50,000 people in your capital. Yes, LA Ermor still gets this (you can pillage them for precious money to build forts/temples and soulless, it's actually good.)
 If you're forced to take your fifth choice, double your starting army (instead of +50%) and the extra commander also gets richness 4 random magic items, in addition to the scout and population.
 If you're stuck with sixth choice or a random nation, also start with a loremaster with a ring of water breathing and your capital has 60,000 people in it.
 
 I'd be willing to administer all this if-need-be - it would only require customization of the map file.
 
				__________________If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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