Posts: 1,285
Threads: 2
Joined: Jun 2009
Ruff_Hi Wrote:I want to discuss part b). At the moment it forces you to declare war, wait 9 hours and then you can move you units. It doesn't matter if the unit in question has been stationary for 10 days or 2 minutes - it must wait 9 hours before moving. Normally, you can get around this by moving your unit against another unit or by invading anothers territory. This will force the game to ask you if you want to declare war. In this situation, the declaration happens after the move and b) doesn't come into play.
However, if you are attacking workers in neutral space, the game does not provide a pop up and you don't get the option to declare war. Thus we all had to wait 9 hours today as the clock clicked down.
I am proposing that we change b) to ...
(b) - During war, a unit must be stationary for at least 9 in-game hours. The stationary period can include time when not at war.
I think the rule change should have something to do with ending turn. At the moment, if someone makes their moves early in the turn and they end turn, then someone can declare war, wait for 9 hours during the same turn, then move. In this case the wait is moot and it only delays the game for everybody. As it is the rule makes one not want to move during the first 9 hours of the turn, no? I like it when the game goes a bit faster, so I'd suggest the following change:
[INDENT]If you declare war on someone you must do it before they end their turn or if you do it after they ended turn, then you must wait until next turn to make any aggressive move (e.g., attack troops or cities). [/INDENT]
This will give people an incentive to move fast without worrying about losing a city that they could have saved... I'd like to hear comments on this.
Kalin
Posts: 879
Threads: 3
Joined: Jul 2008
I like Ruff's suggestion better.
Posts: 23,430
Threads: 132
Joined: Jun 2009
kalin Wrote:I think the rule change should have something to do with ending turn. At the moment, if someone makes their moves early in the turn and they end turn, then someone can declare war, wait for 9 hours during the same turn, then move. In this case the wait is moot and it only delays the game for everybody. As it is the rule makes one not want to move during the first 9 hours of the turn, no? I like it when the game goes a bit faster, so I'd suggest the following change:
[INDENT]If you declare war on someone you must do it before they end their turn or if you do it after they ended turn, then you must wait until next turn to make any aggressive move (e.g., attack troops or cities). [/INDENT]
This will give people an incentive to move fast without worrying about losing a city that they could have saved... I'd like to hear comments on this.
Kalin
That's pretty badly worded, particulary because either it forces the attacker to double move, or gives the defender an extra turn to prepare (they can still move units after ending turn, change builds, research, inform allies etc). And because the double move is illegal, it means whoever is the most dedicated automatically gets the advantage, because the first to login then gets the immunity from attack by simply ending turn before doing anything.
It would be simpler to just remove section (b) from the rules. That still keeps double moves illegal, and keeps the game moving because you can declare war, attack, and then have to wait 9 hours to move again.
Broker Wrote:I agree with the above but we should add that if the other party in the war has already moved you do not need to wait.
eg you have moved and are waiting the 9 hrs. The other party in the war moves and ends turn you may then move.
That is a good idea, I definately agree with that
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
Posts: 6,126
Threads: 130
Joined: Apr 2006
Krill Wrote:It would be simpler to just remove section (b) from the rules. That works too. That is a pretty good suggestion.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
Posts: 6,471
Threads: 63
Joined: Sep 2006
Ok, not sure what was wrong, but I've restarted my civ hosting PC and my cable modem. Let me know if you're still having trouble connecting. I can connect fine from within the network FYI.
Posts: 514
Threads: 2
Joined: Aug 2006
I can't get in. Connection times out.
Posts: 23,430
Threads: 132
Joined: Jun 2009
Ditto, I can't connect even after restarting my PC.
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
Posts: 6,471
Threads: 63
Joined: Sep 2006
Can you guys try this IP: 69.143.1.95:2061
Posts: 184
Threads: 7
Joined: May 2006
That worked. I've played my turn and paused the game for the others to catch up .
Posts: 23,430
Threads: 132
Joined: Jun 2009
I get a popup when I try to join that ip:
Failed to join game at69.143.1.95:2061.
It doesn't connect to host, it just creates that popup immediately.
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
|