February 25th, 2013, 20:22
(This post was last modified: February 25th, 2013, 20:24 by scooter.)
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Quote:(OH PLEASE CAN I BE FIRST IN TURN ORDER.)
Serious question that doesn't impact the settings vote - why does this matter so much to you when there are no foreign trade routes? Yes I know you win ties, but the impact likelihood of something like that seems really trivial compared to the snake order.
February 25th, 2013, 20:31
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(February 25th, 2013, 20:22)scooter Wrote: Quote:(OH PLEASE CAN I BE FIRST IN TURN ORDER.)
Serious question that doesn't impact the settings vote - why does this matter so much to you when there are no foreign trade routes? Yes I know you win ties, but the impact likelihood of something like that seems really trivial compared to the snake order.
I don't think it's trivial. It's the nature of civ to be in really close races for cities, wonders, and certain techs, where 2 or more people frequently have ETAs within 5t of each other. There's a high chance this will matter at least once in the game.
Also, with this snake pick order, being fourth pick is actually pretty good because you get to pick e.g. your two leaders together to complement each other, and your two civs together too. Even without turn order advantage this might be the best position in the snake, IMO.
February 25th, 2013, 20:42
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(February 25th, 2013, 20:31)SevenSpirits Wrote: I don't think it's trivial. It's the nature of civ to be in really close races for cities, wonders, and certain techs, where 2 or more people frequently have ETAs within 5t of each other. There's a high chance this will matter at least once in the game.
I just mean - it's far more likely you win by 1T (or force that tie) primarily because your leaders are better.
(February 25th, 2013, 20:31)SevenSpirits Wrote: Also, with this snake pick order, being fourth pick is actually pretty good because you get to pick e.g. your two leaders together to complement each other, and your two civs together too. Even without turn order advantage this might be the best position in the snake, IMO.
Wait, there's no rule that says you must pick leader-leader-civ-civ, right?
February 25th, 2013, 20:45
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(February 25th, 2013, 20:42)scooter Wrote: Wait, there's no rule that says you must pick leader-leader-civ-civ, right?
Nope. Hence the "e.g." It's useful in general to be able to pick two things in a row, however you use that.
February 25th, 2013, 21:17
(This post was last modified: February 25th, 2013, 21:21 by NobleHelium.)
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About New Random Seed on Reload. The reason why sunrise always picks it is that things will nearly always be done out of order on a Simultaneous Pitboss reload anyway, so leaving it off does not really do much. Having it on does one thing and one thing only - prevents cheating by making local saves to experimentally determine the current RNG seed. There was a game a while back on CFC where someone [it was strongly suspected] cheated by exiting the game after every combat, before logging in again some time later. The offending party claimed that they needed to exit and talk things over to their team, but it was suspected, and I agree, that they made a local save and then loaded the game up locally to test combat results before logging back in to do the optimal attack. New Random Seed on Reload prevents this.
For this game, because it is Sequential and not Simultaneous, I would recommend leaving the option off, because it is much easier to replicate your actions under Sequential, and if anyone actually logs out of the game after every combat it will be very obvious what they are doing.
February 25th, 2013, 21:18
(This post was last modified: February 25th, 2013, 21:21 by HitAnyKey.)
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(February 25th, 2013, 19:47)SevenSpirits Wrote: Quote:New random seed on reload, right? Yes, No, No, YES
OK, we have a tie here and I don't know what to count as "default". When I put the question there it's because I don't have much pitboss experience but I thought this option was pretty much always chosen. Is this not true? What's the reason for not having it on?
If New random seed on reload is on it changes the outcome of any attacks. Here is an example....
Civ A has an axe that is attacking the city of Civ B. It wins the attack and conquers the city.
Something happens right after and the game crashes and needs to be reloaded. Or someone (any of the teams) comes up with a good reason that needs a reload.
Now Civ A tries the attack again, but this time the RNG is evil and it loses.
Basically, a reload should not change the outcome of a battle. In single player game, that's fine. But in MP it shouldn't come into play.
EDIT: Crossposted with Noble, so I didn't really think of that method of possible cheating. So I guess there are reasons for both settings. *shrug*
February 25th, 2013, 21:20
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(February 25th, 2013, 21:17)NobleHelium Wrote: About New Random Seed on Reload. The reason why sunrise always picks it is because things will nearly always be done out of order on a Simultaneous Pitboss reload anyway, so leaving it off does not really do much. Having it on does one thing and one thing only - prevents cheating by making local saves to experimentally determine the current RNG seed. There was a game a while back on CFC where someone [it was strongly suspected] cheated by exiting the game after every combat, before logging in again some time later. The offending party claimed that they needed to exit and talk things over to their team, but it was suspected, and I agree, that they made a local save and then loaded the game up locally to test combat results before logging back in to do the optimal attack. New Random Seed on Reload prevents this.
For this game, because it is Sequential and not Simultaneous, I would recommend leaving the option off, because it is much easier to replicate your actions under Sequential, and if anyone actually logs out of the game after every combat it will be very obvious what they are doing.
Thanks, that makes sense. We'll change our vote to turning that option off then, so it's off.
February 25th, 2013, 21:49
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Wait are you guys serious with quick speed?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 25th, 2013, 21:53
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(February 25th, 2013, 21:49)Lewwyn Wrote: Wait are you guys serious with quick speed?
Yeah. Most PBEMs are played on quick. This is similar to most of the PBEMs we run, except that turns will take longer because of the team thing.
February 25th, 2013, 23:33
(This post was last modified: February 25th, 2013, 23:34 by TheHumanHydra.)
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Very serious. It was one of the more important settings for me.
Seven, thanks for clarifying the map size thing - looks like I was partially right.
I think your method of adjudicating ties is sound, though if I could add a little input -
The trades when only one team has ended turn vote seems weighted more toward no (2.5 - 1.5), so that's what I'd go with.
I think my team would be okay with saying "if not gifting gold to partner" for the strike vote; I think that's what we meant, anyway.
For the reloads vote, we meant no reloads.
New Random Seed on Reload is not checked by default in the game, though it might be by custom here, I don't know.
Also, I can vouch for Seven's position about picking back-to-back. Look what I got doing that in 46!
Thanks for getting all this rolling, Seven.
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