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PitBoss 5 Planning Thread

Since no-one else seems to be taking charge:

Firstly, which version are we going to use? Krill posted v1.4 but that some features of that seem to be under debate. Are we going to use a specific version or wait until we agree on all the changes to a mod?

Second thing, we might as well start deciding the settings/rules. Since this RBMod, some of the standard rules won't apply anymore. Borrowing from the PB4 rulelist (since they've pretty much covered everything):

Quote:1. No Tech Trading
2. No Nukes
3. No War Elephants or related UUs
4. 24-Hour Turn Timer
5. Unrestricted Leaders
6. No Pauses
7. Amount of Land/Water Up to Mapmaker
8. No AI Takeover
9. No Duplicate Civ/Leaders
10. No Huts
11. No Spies/Missions
12. No Random Events
13. Settle or Golden Age all Great Spies
14. No Permanent Alliances
15. No Vassal States
16. No Changing Builds/Research Late in Turn in Bad Faith/Consistently
17. The Heroic Epic and West Point can only be built once you have a qualifying unit that has always been yours, and if joined to a GG, the GG was one you spawned yourself
18. Snake Pick
19. Default Starting Units
20. Normal speed
21. Monarch difficulty
22. No diplomacy until players meet in-game
23. 10 teams
24. Tatan's Leader/Civ Ban List (plus HC & Vicky) in play
25. No Barbarians
26. Map-trading at first contact
27. Ivory is Krill's decision (no 'Phants)
28. Cylindrical World Wrap

We've already agreed on tech trading and no diplomacy (so no need to vote on map trading or diplomacy before contact). War Elephants, Espionage and blockades are modified and so shouldn't need a ban, although no espionage should be something to vote on. Likewise everyone has the same starting units (right?) so no need to vote on that.

Modifying for those changes, here is what I think we'll need to vote on (speak up if I've missed anything):

Quote:1. Nukes?
2. Turn Timer?
3. Restricted/Unrestricted Leaders?
4. Pauses?
5. Land/Water ratio? (up to mapmaker?)
6. AI Takeover?
7. Duplicate Civ/Leaders?
8. Huts?
9. Spies/Missions?
10. Random Events?
11. Great Spy restrictions? (settle or GA)
12. Permanent Alliances?
13. Vassal States?
14. No Changing Builds/Research Late in Turn in Bad Faith/Consistently
15. HE/WP unit gift ban?
16. Snake Pick?
17. Game speed?
18. Difficulty?
19. Ban any civ/leader?
20. Barbarians?
21. World Wrap?
22. No espionage?
23. Double move rule?

It's a lot to vote on but best to make sure everything is covered before starting.

Also we still need a map maker (thanks for volunteering to host sunrise).
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1. No nukes
2. Real 24h
3. Unrestricted Leaders
4. No Pauses
5. Land/Water ratio up to mapmaker
6. No AI Takeover
7. No duplicate Civ/Leaders
8. No Huts
9. All Spies/Missions
10. No Random Events
11. No Great Spy restrictions
12. No Permanent Alliances
13. No Vassal States
14. No Changing Builds/Research Late in Turn in Bad Faith/Consistently
15. HE/WP unit gift ban
16. Snake Pick
17. Quick
18. Monarch or Emperor
19. No Ban of any civ/leader
20. No Barbs or Standard Barbs
21. Cylindrical or Torodial world wrap
22. Espionage
23. Double Move Rule - I am for banning double moves simply because I will normally always play at the same time (either 7-8 AM or 17-23 PM) and therefore should never be able to double move anyone wink As for the rule to use, probably PB4? I am not sure what is the actual consent on that rule tbh.

Added:

24. Turn Split Rule in War Times?

I think PB4 acts on a turn split with the first 6h for the attacker. Depending on when those 6 hours are I might never be able to play them (No, I won't get up at 3AM only to play the game wink). So I would ask for some 12/12 split and in case of 3 civs in one war which do all attack each other (so they all need to act indepentently of the others) I would propose to either try to set the times up so that all 3 can move in an 8/8/8 split or alternatively extend for those times the turn timer.
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Quote:1. No Nukes
2. Turn Timer - 24h
3. Unrestricted Leaders
4. No Pauses, but should provide an option to extend turn timer temporarily if there is a major issue.
5. Land/Water ratio - not too fussed
6. No AI Takeover
7. No Duplicate Civ/Leaders
8. No Huts
9. Spies/Missions - not fussed
10. Random Events - not fussed
11. Great Spy restrictions? (settle or GA) - not fussed depending on spy restrictions
12. No Permanent Alliances
13. No Vassal States
14. No Changing Builds/Research Late in Turn in Bad Faith/Consistently
15. HE/WP unit gift ban
16. Snake Pick
17. Game speed - Quick
18. Difficulty - Nothing too crazy
19. Ban any civ/leader - only if we suddenly decide to not use RB Mod
20. Barbarians - not fussed, raging could be interesting
21. World Wrap - Not fussed
22. No espionage - have we fixed this option? Might be worth testing?
23. Double move rule - would prob be best to have one
"You want to take my city of Troll%ng? Go ahead and try."
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Serdoa Wrote:I think PB4 acts on a turn split with the first 6h for the attacker. Depending on when those 6 hours are I might never be able to play them (No, I won't get up at 3AM only to play the game wink). So I would ask for some 12/12 split and in case of 3 civs in one war which do all attack each other (so they all need to act indepentently of the others) I would propose to either try to set the times up so that all 3 can move in an 8/8/8 split or alternatively extend for those times the turn timer.

The 6h rule is only for the turn before you declare war and the turn you declare war. After that, the turn split is 12h.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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I wouldn't mind dedicated lurking if anyone needs one.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Gold Ergo Sum Wrote:The 6h rule is only for the turn before you declare war and the turn you declare war. After that, the turn split is 12h.

So you mean I only have to get up twice at 3AM? wink

Seriously though, thanks for the clarification. I'd still prefer to have at least 8-10 hours for that (yes, I need my sleep). Or someone who would be willing to move the troops for me if I wanted to declare war and the turn timer would be "bad".

edit: Though I don't ask for a dedicated lurker - thats not fun with me at all.
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Quote:1. No Nukes
2. Turn Timer? Real 24 hour
3. Restricted/Unrestricted Leaders? Unrestricted
4. Pauses? No.
5. Land/Water ratio? (up to mapmaker?) I'd like us to discuss possible map types.
6. AI Takeover? I think we need it on for safety reasons.
7. Duplicate Civ/Leaders? Don't mind.
8. Huts? Yes, I'll explain more at end of the post.
9. Spies/Missions? No Espionage prefered
10. Random Events? No
11. Great Spy restrictions? settle or GA
12. Permanent Alliances? No
13. Vassal States? No
14. No Changing Builds/Research Late in Turn in Bad Faith/Consistently. Yes
15. HE/WP unit gift ban? Yes
16. Snake Pick? Abstain
17. Game speed? Normal
18. Difficulty? Monarch
19. Ban any civ/leader? No
20. Barbarians? Abstain
21. World Wrap? discuss map types
22. No espionage? Yes
23. Double move rule? Not PB4 or PB1

I'm currently changing the techs you can pop from huts so you can only get the none religion techs in the ancient era, IW, HBR, Maths, Monarchy and Aesthetics.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I would be interested in ded-lurking someone or a team.

Kalin
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Also, WE don't need to be banned now, since they're more exclusively anti-mounted now (7str, +50% vs. Mounted and an extra +25% vs. Knights).
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I'd like to team up with someone, or a team. Won't be able to play the turns, though.
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