I’ll try to be more clear. Both scenarios I listed would use civilizationdrafter, it’s just a question of how many picks each player will get. I assume (perhaps incorrectly?) that @Manoir 's reason for requesting a draft is to make sure not to get a non-naval specialized civ when other players have naval specialized civs. To avoid this scenario happening to any player, there’s two solutions I can imagine, both using civilizationdrafter.com:
as a group, we decide that we will all have naval-specialized civs, identify a list of 8 naval civs and have civilizationdrafter randomly assign one to each player.
as a group, we decide that no one will have a naval-specialized civ. We identify a list of the civs with the largest naval advantage, and eliminate them from the draft. In this scenario, I expect there to be enough civs in play that civilizationdrafter could provide a set of at least two civs for each player to choose from.
Personally, I’m indifferent either way. we’ll wait for an 8th before beginning
I also vote for no naval specialized civs partly because I don’t know how to play naval, but also party because I would like to choose from a few choices.
awesome! that’s a majority I can get behind right there. so it’s decided – we’ll conduct a draft providing each player with as many options as feasible (2 or 3) after eliminating civs with special advantage. Here’s the civs that jump out to me as having navy/coast advantages:
Australia (coast bonus)
Byzantine (unique naval unit)
Netherlands (unique naval unit)
England (unique naval unit)
Germany (unique naval unit)
Indonesia (coast bonus & unique naval unit)
Maori (naval tech bonus & various naval bonuses)
Norway (naval tech bonus)
Ottoman (unique naval unit)
Phoenicia (unique naval unit & coast bonuses)
Portugal (unique naval unit & coast bonuses)
Spain (mild naval tech & trade bonuses)
that’s 12 civs, assuming no one has any further suggestions for civs to ban – leaving 38 civs – certainly should be able to give each player a list of 3 civs to choose from
what does everyone think? should we ban all 12, or ban the 12 and additional civs?
Yeah that list looks comprehensive.
It depends @Catalpa. Are you talking about Civ 6 vanilla versus Gathering Storm? There are a lot of differences between those two. If you’re just talking the difference between GS and GS with mods then it depends on how many and which mods we’re using. A lot of them, like Better Balanced Start and Better Balanced Game don’t change game play. Others, like Sucrits Ocean do change the dynamics quite a bit and you have to familiarise yourself with the variations.
I know @Catalpa from the Civ Players League community and almost if not every game in there is played with the Better Balanced maps and Better Balanced Game mods. BBG especially changes a lot of the gameplay, as it rewrites the abilities of many leaders and civilizations, for the sake of multiplayer balance.
I remember a game where my previous 2 v 2 partner and I went with the civ that we thought was going to complete a tech/civic each time it would have gotten a eureka. I forget the civ, but we had a nasty surprise waiting for us when we saw what BBG changed! Our fault for not looking into it. If I understand your plan here, the remaining 38 or so civs will get split into 8 groups, and then we can read about our 4 or so civs and choose one from them? I think that’s something I could do, read about my options and pick the best one for me.
I stand corrected on BBG. I was thinking along the lines of the inclusion of Governors, Government Plaza etc. Though I acknowledge that Governor promotions are altered a fair bit too in BBG…I think I’m right in saying!
pretty much – the details of what will happen will be a bit different, but that’s the basic idea. I’ll tell civilizationdrafter.com to exclude those 12 civs from the draft, and generate a random list of 3 civs for each player. Each player picks their civ from their list of 3, and then I set up the game.
Now, for the list of 12 I didn’t scrutinize leaders (which have different bonuses in cases of multiple available leaders for the same civ), just made a list of the 12 civs in the nonmodded game with any kind of bonus associated with coasts/navies. At this point, it’s more of a discussion of whether anyone has an argument why one of the 12 should actually be able to be played in the game, or if there are civs amongst the other 38 people feel are sufficiently overpowered that they should be banned as well.
If you’re not familiar with the base game bonuses (as you’ve described), if I were you I wouldn’t stress about this part of the discussion too much and just look closely at your 3 possible civs when you get your list
I’m happy with that @banman39. I actually like the challenge of facing powerful Civs or having a poor starting position as things can even out when later era resources are uncovered.
OK, based on feedback here we’ll go the non-naval route using the banned-civs list above. Will have the drafter provide as many civs on each player’s list as possible (within the constraint that each player gets an equal number of choices – prob 3 or 4). Will wait a bit on an 8th player, as voting is tied on that question – if you know someone who’d be interested in the game, encourage them to join.
Hello guys! Just googled for Civ6 pbc games and find this eventually. So dared to join your upcoming game if you don’t mind =) I didn’t play pydt before but got the general idea and exciting to give a try. I have Rise&Fall, Gatherming Storm and (i think) some other addons, but not most of the new dlc civs.
Okay thank you for joining @kennya now we are at 8 players and can continue to setting up the game. Seems like the host wrote to the game description that they’re happy to disable any DLCs people don’t own, so could you check which DLC civs you don’t have, so we can take that into account while doing the draft?
PYDT is a game changer for me: You can play up to 12 player games with humans and no need to find a day and get lag. PYDT is near perfect. The real problem is that you can’t make 16 players games!