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  #21  
Old February 22nd, 2006, 06:11 PM
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Default Re: MP Game. CB Mod. Random Nations.

Ok my excitment on Pangea has turned to fear after playing around with them for the last couple hours.

What is richness going to be set to?
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  #22  
Old February 22nd, 2006, 08:12 PM
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Default Re: MP Game. CB Mod. Random Nations.

Normal richness.
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  #23  
Old February 22nd, 2006, 08:28 PM
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Default Re: MP Game. CB Mod. Random Nations.

Quote:
OG_Gleep said:
Ok my excitment on Pangea has turned to fear after playing around with them for the last couple hours.
Check how much sloth you can afford while using centaur warriors.
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  #24  
Old February 22nd, 2006, 09:32 PM
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Default Re: MP Game. CB Mod. Random Nations.

Sloth, death, and Turmoil are out if you plan to use anything other than satyrs with CB mod. Its not so big a deal in Vanilla, but it seems silly to spend all those points for Order, only to come out with a net gain of 3% per lvl. Both Production/Sloth and Growth/Death have a 4% impact on income while Order/Turmoil has a 7%.
Heat/Cold has almost as big of an impact as Order/Turmoil does. It would have to be luck (and I really like Luck) or Magic, which isn't appealing because of their low reasearch potential.

With regular richness its even more important to have no negatives towards your income.
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  #25  
Old February 25th, 2006, 03:52 AM
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Default Re: MP Game. CB Mod. Random Nations.


Has a map been decided on? I'm still experimenting with pretenders. ( Britain is another map in the desired # of provinces, but has anyone _ever_ played on that map? The colors are horrible, since Dom2 you can't change province lines. )
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  #26  
Old February 25th, 2006, 06:00 AM
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Default Re: MP Game. CB Mod. Random Nations.

I tried out Cirilani, and its pretty cool. If we go that route, I'd suggest lower indy strength. Some of the indies can be pretty brutal.
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  #27  
Old February 25th, 2006, 06:09 AM

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Default Re: MP Game. CB Mod. Random Nations.

not sure how you guys feel about this, but if you assign me a nation, i will super-quick test it and upload right away....i've been out of town, but am back to stay now...

not sure if you already have it all preset, and if so, no worries, i understand, but i'd be down for another game

either way, goodluck everyone!
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  #28  
Old February 25th, 2006, 12:30 PM
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Default Re: MP Game. CB Mod. Random Nations.

Quote:
OG_Gleep said:
I tried out Cirilani, and its pretty cool. If we go that route, I'd suggest lower indy strength. Some of the indies can be pretty brutal.
True, and Cirlani is one of those maps that you fairly often wind up with only two neighboring provinces - having knights in one and say, blood druids in the other can mess up your expansion.

Edit : Actually I'd vote against Cirlani for these number of players. Inevitably a player or two will get stuck on the narrow strip of land at the bottom, which kinda screws them compared to anyone starting in the northwest with lots of room to expand.

So - I'd suggest Chandrea (with out the wizards & armies, since everyone would have to redo pretenders) as first recommendation, or Saephi or the latest version of Zen's modded Aran map ( lots of provinces #nostarted, and population / richness made more balanced).

Oh! Actually, the Ringworld map might be perfect, and even interesting - a flat skinny wraparound map with 106 provinces, so _everyone_ is going to butt heads with 2 empires simultaneously. And there's even a small version for people who don't have broadband.
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  #29  
Old February 25th, 2006, 11:17 PM

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Default Re: MP Game. CB Mod. Random Nations.

I like to idea of ringworld, ive wanted to try that map since seeing it.
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  #30  
Old February 26th, 2006, 01:11 AM
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Default Re: MP Game. CB Mod. Random Nations.

I just downloaded it. About to give it a whirl.
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