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PitBoss 5 Planning Thread

Krill Wrote:Guys, the mod isn't finished, so I don't think there is a good reason to start the picks now considering the mod may still be changed.

OK then, can you give us any idea when it will be finished? Because waiting for the mod to be finished at a unspecified time in the future won't be fair on the rest of us in this game, particularly since we've already decided on the settings.

Krill Wrote:Also, even with GES on the other side of the world, I'm not willing to play in a game where we're expected to play in a 6 hour window. If you lot to play a PitBoss game with that partial rule, fine, but I'll drop out and GES can find another player to play with him.

Short of writing a new double move rule (which I'm fairly sure none of us particularly want to do), the only double move options left are PB2 and PB3. Both have their downsides but neither of them forced players to declare in a particular part of the turn.
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Ideally, I'll have the mod 100% finished by Sunday evening. I might get it finished tonight. We'll see.

As to the rest, eh, need time to think.
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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Link to the base changes in RB mod.

Proposed changes for TT mod:

Quote:RB mod + TT adustments change log

Techs:

Writing - Enables Map trades. No longer enables Open Borders.
Alphabet - Enables Open Borders. No longer enables Tech trading.
Paper - Enables Tech trading. No longer enables Map trading. Requires Metal Casting, Literature and Code of Laws.
Education - tech cost increased by 25%.
Printing Press - tech cost increased by 50%.
Nationalism - tech cost increased by 50%.
Gunpowder - tech cost increased by 50%.
All techs after this - increased by 100% of base cost.
All techs prior to paper cannot be traded.


Misc:

Known civ tech bonus - increased to 150 from 30, turned on at Paper.
Culture Victory now requires 100k culture in 3 cities on quick, 150k on Normal speed.

Note, I've asked T-hawk if it is possible stagger the known tech bonus on multiple techs. If it is possible, then the known tech bonus can get dropped back to between 30 and 50 and added to multiple techs through out the tech tree (Alphabet, Paper, Corporation) for a more gradual progression, and (most of) the techs that have been added to the Paper requirements can be dropped.
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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WarriorKnight Wrote:OK then, can you give us any idea when it will be finished? Because waiting for the mod to be finished at a unspecified time in the future won't be fair on the rest of us in this game, particularly since we've already decided on the settings.

Finished and link is above.

Quote:Short of writing a new double move rule (which I'm fairly sure none of us particularly want to do), the only double move options left are PB2 and PB3. Both have their downsides but neither of them forced players to declare in a particular part of the turn.

Quote:2) Declaring War: When initiating a new war, the attacker must declare war during the first 6 hours of the turn. Once 6 hours have passed, no new wars may be initiated by any teams. Upon declaring war, the attacker immediately takes the first 12 hours in a 12/12 hour timer split. Because these rules make it impossible to gain the element of surprise - the defender will always have a chance to play the second half of the turn - the attacker should make every reasonable effort to declare war at the very start of the turn, to avoid confusion.

The attacker must also move their units during the first 6 hours on the turn before declaring war, to avoid a double move.[/quote]

First of all, this doesn't stop a double move.

Second of all, as I said I'm not willing to play in a game where I have to play a turn in 6 hours when I'm at sleep, at work, or incommunicado.

Third of all, with the above said, every reasonable effort...


Quote:4) Turn Actions during War: During their half of the timer split, teams can take all normal civ actions. Once the attacker(s) have all ended their turn, or after 12 hours have passed, their turn is over and the defender(s) turn begins. When it is not their turn in wartime, teams may log into the game, but cannot take any actions whatsoever. This includes moving units, whipping or drafting cities, changing research, changing builds or reassigning tiles in cities, promoting or upgrading units, adjusting espionage or the research/culture sliders, and conducting any diplomacy other than chatting (no gifting or trading units, gold, cities, etc.) Think of it this way: IT IS NOT YOUR TURN. Teams can watch what the other teams are doing, but that is all.

If you have the first part of the turn then you have a slower reaction time. You would need to play your turn, and then the other person can play, see what you have done, and slave, getting an immediate reaction. You can't react to their moves until the turn after so production is always going to be behind for the player going first.

Secondly, if I'm not allowed to move labourers or even change builds, then absolutely everything the player going first does is reacting late. That's unfair to first half-turn player.

Thirdly, diplomacy? Really? I know we're playing a no diplo game, but when you are forcing some players to stick to a turn split and everyone else doesn't have to you're adding disadvantage to both sides for no reason. And example: I go first, and I've put in a tech trade to someone else, not in a war. They play their turn at 20 hours, I can't use that tech at all even though it's the same turn.

The idea that "IT IS NOT YOUR TURN" for everything is illogical. For war stuff, yes, that is why we have a turn split. For everything else whatever makes it easier to play the game should be allowed.


Quote:5) Gifting: Teams should act in good faith when gifting units, cities, techs, and/or gold to one another. Gifting and re-gifting back cities (to build a unique building) and units (for Heroic Epic purposes) is strictly prohibited. Gifting cities away as part of a peace treaty is allowable, but gifting cities away to third parties to prevent capture in war is forbidden.

Need to add giving stuff away at the end of a war to bystanders.

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That said, I think I'm going to go set up a PBEM. I just don't have the energy for these debates any more. Good luck guys. If you want a map maker I'll make you a map, just decide on the settings and I'll start designing.
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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So are we going with 5 or do we try to recruit someone?

Krill, does the TT part of the mod already work?
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Finishing that now. Will upload in 5 minutes.

EDIT: http://dl.dropbox.com/u/24745121/RB%20mod%201.5TTf.zip
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'm going to drop out of this I'm afraid. A pbem will probably work best for me as then there's no double move stuff.
"You want to take my city of Troll%ng? Go ahead and try."
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I get the feel that this is losing momentum. Who is still wanting to play in PB5?

Also, since Krill is doing his PBEM RB Mod, who would want to play this with the mod and who would prefer just straight up PB?
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So, the RBmod game as PBEM so no double move rule is needed? Is there enough interest to also do bts pitboss?
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PBEM doesn't intrest me. We need a thread in general civ forum to map the intrest level since I doubt the thread hidden here has much viewers.
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