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  #31  
Old May 26th, 2009, 01:25 PM

Ironhawk Ironhawk is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

Yeah dont go above 2:1. We won the last game and perhaps from the noob perspective it looked like we were steamrolling you. But the truth is that all of our offensives were balanced on a knife's edge. The only reason we werent wiped out was because we were organized and experienced.

And about balancing expansion: as Demon said, why would you want to do that? The ability to intelligently exploit the strengths of your nation and the weaknesses of certain indy's is a hallmark of experience. Don't overreact to the 2:1 land advantage the vets had because you have to remember that there were 2x as many noobs. The lands held by each team were basically the same.

Lastly, about the big armies: is your rationale for this only thematic? Cause building huge armies is actually bad training for noobs. Huge armies have a very short useful life in the early part of the game only.
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  #32  
Old May 27th, 2009, 02:18 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

Good suggestions by all of you. Sorry Lumen forgot about you for sec, and who could forget that awesome defense work you did in NvVI.

As usual there are many issues to tackle in arriving at settings that are fair to both sides. I can't make everybody happy, but I hope that everyone realizes that I have and will continue to strive to be as fair and impartial as possible.

Which is why I'm recommending a symetrical map this time around (not as pretty to look at) but nations can be placed at equal and even distances and so forth. I am a big fan or even numbers and order.

I don't want to come in at turn 10 and see a huge disparity in expansion and province totals. It is kinda like how you'd rather watch a sports game that is tied at the halfway mark, you know that their is excitement ahead rather than getting the feeling it's already over.

While I believe yes, the vets experience should account for a somewhat quicker expansion pace, we should take care that the vets don't have first pick at all the power nations to insure that this expansion gap doesn't get out of hand. Do you guys get where I'm coming from?

Hence my suggestion of giving the noobs nations a bit of a boost in their cap. This will be especially important if the vets recieve first choice, in some form or fashion. If we create lists to alternate between would the noob nations know how best to fashion theirs?

QM, what is the lastest version of CBM?
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  #33  
Old May 27th, 2009, 02:47 AM

rdonj rdonj is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

CBM is at version 1.5.
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  #34  
Old May 27th, 2009, 03:14 AM

namad namad is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

i think having noobs play mod nations is not within the spirit of the word noob.

it would be INSANE to jack resources up.... it would just cause EVERYONE to take sloth3 even nations who usually don't... the reason people don't use massive armies is just because of what thedemon said... massive armies isn't a good tactic!

i'm willing to play provided the game is setup reasonably and at least some of the vets return to play (i remember a few saying they might not agree to play given your drastic changes in game setting)
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  #35  
Old May 27th, 2009, 03:15 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

The main post is being updated. Everyone, please refer to it for the current status of proposed settings. It is your one-stop location for most things pertaining to the game.
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  #36  
Old May 27th, 2009, 03:23 AM

namad namad is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

also just by definition...

first come first serve is the LEAST fair system of distributing nations.... ... seriously there is literally no system that is less fair than this system in any way at all




it is however the fairest system of distributing TICKETS to real life events... as the date of the ticket sales is posted well in advance... however... many places have begun having lotteries to determine the order in which a person can try to buy tickets for real life events


in fact if you went with first come first serve i might refuse to play just on principle of a person thinking this system was in some way fair
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  #37  
Old May 27th, 2009, 03:24 AM

TheDemon TheDemon is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

I think taking first choice from the vets would be fine, as long as they don't get stuck with last choice either. Probably the most balanced is alternating choice, but noobs get first pick. If the ordered list method is too clunky, you could pick team captains and let them call nations. Obviously this would be according to whatever private discussions among the team, but the point is to have only one really active person calling picks so they go quickly.

On cap-specific terrain modifiers, that isn't going to work, I don't think you can mod the terrain of a cap in a way that affects its gold or resources. If you really wanted you could mod the provs surrounding the cap to have a higher population. I'm not too sure on the details. Higher pop will mean more gold/resources. Personally I'm not sure a terrain boost is necessary, but I think the vets can play around it as long as they aren't terrain nerfed.
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  #38  
Old May 27th, 2009, 03:35 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

Quote:
Originally Posted by TheDemon View Post
I think taking first choice from the vets would be fine, as long as they don't get stuck with last choice either. Probably the most balanced is alternating choice, but noobs get first pick. If the ordered list method is too clunky, you could pick team captains and let them call nations. Obviously this would be according to whatever private discussions among the team, but the point is to have only one really active person calling picks so they go quickly.

On cap-specific terrain modifiers, that isn't going to work, I don't think you can mod the terrain of a cap in a way that affects its gold or resources. If you really wanted you could mod the provs surrounding the cap to have a higher population. I'm not too sure on the details. Higher pop will mean more gold/resources. Personally I'm not sure a terrain boost is necessary, but I think the vets can play around it as long as they aren't terrain nerfed.
Hmm, don't provinces with rivers, farms, mountains get bonuses? The editor I know provides a way to add them and they can be added I beleive via the text file.

If a starting province has two land neighbors vs a province with three land neightbors, will the one with three neighbors have a gold bonus? Lets see if we can get answers to these questions.
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  #39  
Old May 27th, 2009, 03:58 AM
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

Quote:
Originally Posted by Lavaere View Post
each team makes a list. then we go down the lists. vets top choice, noobs top choice, and we keep alternating like that. if the nation is taken you go to there next pick down the list.
once the nations have been chosen this way. just hand them out to your members.
That is workable, not the quickest way, but workable, though I think that the noobs should go first. I am concerned though: Will we be as good at fashioning this list as the vets, in order to achieve our goals?
And what of the alternate first choice benefit, should this ordered list be done after an returning alternates get their picks? or should we drop the alternate first choice entitlement all together. I like to keep it as a way of rewarding alternates who may not have gotten a chance to play and as an enticement to play in this one, though I suppose it may not get used.
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  #40  
Old May 27th, 2009, 04:05 AM

namad namad is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

i think that gold bonus from forts is only determined by admin and current province income

while the neighboring province effect you speak of is related to resources of adjacent provinces and admin
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