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Double-Fun - pitboss game (14)

(August 12th, 2013, 08:27)plako Wrote: I've screenshots ready. Have the settings now been fully decided and I can start presenting them in spoiler threads?


Yes, I think all settings have been finalized, in post #431 by YossarianLives in this thread. For clarity, we should probably get a "technical issues" thread that has the rules pasted on the first post.
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(August 12th, 2013, 08:27)plako Wrote: I've screenshots ready. Have the settings now been fully decided and I can start presenting them in spoiler threads?

yes, for tomorrow is too late jive
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(August 12th, 2013, 08:27)plako Wrote: I've screenshots ready. Have the settings now been fully decided and I can start presenting them in spoiler threads?

Yes, Plako, we are ready biggrin. I have started players thread, where all the rules and setting are repeated in the first post, Cal will start an IT thread.

Please post the screenshots in the spoilers threads and tell us about settings that where left up to you: difficulty, world wrap etc.

Thanks! And cannot wait to see our starting position biggrin.
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(August 12th, 2013, 08:49)DMOC Wrote:
(August 12th, 2013, 08:27)plako Wrote: I've screenshots ready. Have the settings now been fully decided and I can start presenting them in spoiler threads?


Yes, I think all settings have been finalized, in post #431 by YossarianLives in this thread. For clarity, we should probably get a "technical issues" thread that has the rules pasted on the first post.

Yes, we already have players thread and Caledorn will start an IT thread.
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(August 12th, 2013, 08:52)HBHR Wrote:
(August 12th, 2013, 08:27)plako Wrote: I've screenshots ready. Have the settings now been fully decided and I can start presenting them in spoiler threads?

yes, for tomorrow is too late jive

Yes, now that we know that the map already exists tomorrow will be way too late wink. And tomorrow is 13th! frown.
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By the way, I'm not sure if we ever discussed this, but is it possible to have a longer turn-timer for the first turn? Any single tile explored by our starting scout could vastly affect where we want to settle.

We can change to a normal 24-hour turn timer after the first turn (i.e. turn 0) if desired.
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Map will be toroidial and difficulty level Monarch.
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(August 12th, 2013, 09:08)DMOC Wrote: By the way, I'm not sure if we ever discussed this, but is it possible to have a longer turn-timer for the first turn? Any single tile explored by our starting scout could vastly affect where we want to settle.

We can change to a normal 24-hour turn timer after the first turn (i.e. turn 0) if desired.

i think the longer turn timer for the first turn is standard. We will definitely wait for everybody to claim their civ before proceeding. Sometimes people pause and unpause after claiming their civ, but that can cause technical problems as some people have problems with pausing/unpausing. I was thinking 24h as the goal turn timer, we may want shorter for initial turns (except the first), where not much is happening.

For the initial turn - how long do we want it? 72 hours? 7 days?
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(August 12th, 2013, 09:13)plako Wrote: Map will be toroidial and difficulty level Monarch.

Thanks, updaiting the settings. And waiting (impatiently wink) for the screenshot jive.
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(August 10th, 2013, 20:12)Lord Parkin Wrote:
(August 8th, 2013, 16:26)SevenSpirits Wrote: I don't agree with Krill that Emperor + Toroid is unplayable. But I do think people have some misconceptions about what "difficulty" means. Playing an Emperor MP game doesn't mean you are playing a harder/higher level game than people playing a game on prince. It means just one thing: techs are more expensive compared to units and buildings, than in the prince game. (This is both due to increased tech costs and increased maintenance costs. Both have the effect of raising the amount of commerce you need to generate to research a given tech.)

Imagine tech costs vs production costs on a sliding scale. At one end, you could play on a tiny flat map on settler difficulty, and techs would cost very little compared to units and buildings. In this game, tech pace is ridiculously fast, and units become obsolete shortly after they become available. You don't have time to build most buildings because you're unlocking everything too fast. At the other end (a huge deity toroid), production is plentiful compared to tech pace. You can build most good buidlings everywhere, there's not much need to prioritize. You can easily afford as many units as you want, in fact you abstain from building as many as you can because the maintenance is significant. Wonders are a bit overpowered because everyone has surplus production. There's a heavy focus on cottages and specialists. ORG and especially FIN are even stronger than normal, and FIN is the best trait by a wide margin. Lots of civs become practically unplayable because starting techs are so expensive so having bad ones is terrible. Having good commerce land at and around your capital becomes really important.

Game difficulty is a tool to adjust the balance of commerce vs production. RB games seem to have settled on approximately prince/toroidal or monarch/cylindrical as favorites, with "standard" size for small games and "large" size for larger games. (Note: Quick speed games sometimes get slightly higher difficulty in order to make warfare a bit more viable by slowing tech pace compared to unit movement rate.)

If you are voting for higher difficulty than that, I see it as deciding you want cottages and FIN to be stronger, not that you are more skilled players or anything like that.

This is an excellent summary, thanks Seven. Many people misunderstand the concept of difficulty level in multiplayer, and this post concisely sets the record straight. smile (Perhaps you should post it somewhere more prominently too.)

(August 9th, 2013, 14:39)plako Wrote: I'm a bit too drunk to do anything productive concerning the map.

lol I'd be curious to see what a drunk map would look like, but happy to play on a sober one.

(August 10th, 2013, 09:48)plako Wrote: Snake pick order from random.org

8
10
3
6
1
2
4
7
5
9

i.e. 8th picks 1st and last.

Numbers refer to this list:
Quote:1. Team Orgynized - Lord Parkin / Arkipeller / Magno_uy (with WilliamLP dedlurking)
2. Team Blame Caledorn - YossarianLives / Caledorn (with Scooter, Old Harry and Cheater Hater dedlurking)
3. Team Master and Margarita - Slaze / Maga_R (with Jovan Kukic dedlurking)
4. Team Care Bears - Yuufo / Bisons
5. Team My Little Marathon Cannibal Pony - Classical_Hero / Halvgud
6. Bowsling / Aivoturso
7. Dick76 / DMOC
8. Team Eagles & Condors - Kurumi / HBHR (with Oxyphenbutazone)
9. Barteq / Teammate (with Harami dedlurking)
10. Raptorous mike looking for a teammate and dedlurkers mike

Thanks Plako! Something new to discuss at last. smile


just to shared our experience at the Spanish Apolyton forum, since over 3 years we just take team and civ in a random way. Its sometimes good and sometime bad, but this avoids always playing with the same civs/leaders that makes all the games looks similars.... and give the chance of trying diferentes type of games/strategics.
Team 'we will eat you heart while its still beating and we are just lying to you to keep you calm before we attack you' Pitboss 14
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