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Yeah, that was a bit judgemental of me. I agree with Bruin, the real reason for the capitulation is Warlord settling gold before copper, otherwise he'd have some axes for defence.
Also, it's not like Plako is barred from settling up his column of land. So Plako's always going to have a bigger land base to work from. Plus, Creative is an awesome trait, you gain so many dozens of turns on others who need to build monuments or libraries for border pops (each monument is half a worker), that I don't expect Plako to overextend himself and leave himself vulnerable to WK.
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Cyneheard Wrote:Gentlemen, place your bets. Tonight's bet is the # of players who will realize that WK is giving Plako a city, and post about it, within 2t of it happening:
I'm going to go with 4 of the other 8.
Nakor/Gaspar is a given, since they have contact with both.
Full marks to Regorrarr here. Pretty nice work to get the whole timeline down.
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Posts: 2,313
Threads: 16
Joined: May 2010
And now that the war is over, I figure I can post this in the tech thread:
Quote:I am going to be making a slight rules modification:
When a player at war occupies the second half of a turn-timer, that player may declare war at any time during the second half of the turn-timer. The Civ who is declared on then occupies the first half of the turn-timer the following turn. If the Civ who is declared upon has yet to move during the turn of declaration, that Civ can still move their units during the second half of the turn-timer for that one turn only.
Does that look sufficient to everyone?
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Looks good. Simple, and it prevents the declarer from getting a double-move while not forcing the declarer to concede a double-move, either.
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The only problem I've come up with, what if the player in the second half of the turn-timer moves after the civ they plan to declare on during the prior turn, and then the civ they are declaring on doesn't play the turn early, so the player declaring gets to make a legal double move on the other player.
I think I can live with that personally.
But the rule could be made more complicated by saying that if the player in the second half of the turn-timer ended his previous turn after the player he will declare on, and the player being declared on hasn't played yet on the turn of declaration, then the game is paused until the player being declared on finishes the turn and the player declaring cannot move until after the player being declared on plays.
The main problem I see with that is it gives spoilers to other civs due to the weird pause occurring, but once everyone meets each other, that shouldn't matter.
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or we could play a game that is sequential like pbems.
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.
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I think I've spoiled mackoti with PBEM9 Wonderland
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He has a point in that they probably have to follow a more rigid dot map than some other players, OTOH, they are playing pretty crap settling how they have done, missing Henge, and the bizarre tech path they have chosen. Also, their scouting pretty much sucks, as does there metagaming.
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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Krill Wrote:they are playing pretty crap settling how they have done, missing Henge, and the bizarre tech path they have chosen. Also, their scouting pretty much sucks, as does there metagaming.
But other than that, how do you like their opening?
I f'd up PBEM4, as if you didn't know which one I was talking about :P.
Darrell
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