Search found 4 matches

by doublydavebrown
Fri Feb 13, 2009 6:05 pm
Forum: Advanced Tactics Series
Topic: Random Scenarios
Replies: 24
Views: 430

RE: Random Scenarios

<r> I've been playing a couple of random games against several AIs and another thing occurs to me: it is a lot of hassle to conquer all of the AIs territory and kill all its remaining units <I><s>[i]</s>after<e>[/i]</e></I> you've captured <B><s>[b]</s>all<e>[/b]</e></B> their cities. It would be ...
by doublydavebrown
Wed Jan 28, 2009 3:11 pm
Forum: Advanced Tactics Series
Topic: Random Scenarios
Replies: 24
Views: 430

RE: Random Scenarios

<t> Jeffery H,<br/>
<br/>
You make a fair point that allocating the map limits the fun of exploration (although sometime you want a quick game and don't want to explore). Perhaps what you're looking for is some kind of option with even distribution of cities, such that each player has exactly the ...
by doublydavebrown
Tue Jan 27, 2009 4:00 pm
Forum: Advanced Tactics Series
Topic: Random Scenarios
Replies: 24
Views: 430

RE: Random Scenarios

<t> Jeffery H,<br/>
<br/>
I think the first bullet point will go a long way to alleviating the problems of unfair initial placement. For example, in a two player game you could set each player to have 30% of the starting population and then have 40% unoccupied. As there is less unoccupied land ...
by doublydavebrown
Sun Jan 25, 2009 6:50 pm
Forum: Advanced Tactics Series
Topic: Random Scenarios
Replies: 24
Views: 430

Random Scenarios

<r> I was thinking about the longevity of games the other day, don't ask me why, and it occurred to me what really gives a game long lifespan: random scenarios. The way you can just fire up the game, select a few variables, and play something completely new, completely unique, without relying on the ...

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