August 13th, 2013, 02:18
(This post was last modified: August 13th, 2013, 02:23 by Maga_R.)
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Quote:
(August 13th, 2013, 01:51)SevenSpirits Wrote: (August 13th, 2013, 01:41)Yuufo Wrote: Not to mention the unenforceable characteristic of some rules (like "no tech/prod toggling after hitting Enter"). No one can verify that and that's why a good game should be based on mutual trust rather than a byzantine ruleset 
Unenforceable rules like this are EXACTLY the rules that are based on mutual trust. If you weren't relying on mutual trust, the rule would look like "you can only log in once per turn" or something silly like that. If you don't have a rule like this and rely only on trust, how are people supposed to know that this is one of the activities that's frowned on, while other activities are allowed?
That said, I would have written it more as a guideline than a rule, and maybe that's what you meant. Something like "don't conceal your build/tech choices by waiting until near the end of the turn to swap to them"?
 Rules are not because we do not trust each other - they are for convenience, so that everybody is on the same page on what is OK and what would be frowned upon  .
BTW, there is not a rule about not changing production or research after hitting enter - only against intentionally concealing them by changing them to decoys soon after turn rolls:
Quote:5) No changing production, research etc just after turn rolls (to hide what you are doing)
Looks like this is a good time to ask again: please take your time to read the rules now - it is only 9 of them  .
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Our team are ready to start.
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Ready to go.
I agree with Yuufo about dropping the second part of that rule, at least for the first 50-100 turns.
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Once the classical hero/Halvglud confirms that they agree with these rules, we can start the snakepick
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Yeah we agree with the rules and one of my objections was rule 2, especially early on,. I think that for the most part double moves are obviously not allowed during war, but during peace they should be allowed unless you gain an unnatural benefit to your team that you would not get in sequential moves. Especially early on, since there is hardly any benefit to be gain from any double moves, except time moving faster.
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where we announce our pick?
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August 13th, 2013, 11:34
(This post was last modified: August 13th, 2013, 11:35 by WilliamLP.)
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(August 13th, 2013, 01:24)Maga_R Wrote: Not playing two turns in a row is also better in this respect that it is clear that there are not any manipulations like setting research or production to a decoy.
Another one I've seen is being a CivStats ninja, by settling immediately as the turn rolls, to make it look like the score increase was from a city growth instead, to hide from another player the fact that an in-your-face settlement that just happened.
August 13th, 2013, 11:35
(This post was last modified: August 13th, 2013, 11:42 by Oxyphenbutazone.)
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Team Eagles and Condors, along with our newly acquired dedlurker Suttree, take the innovative path and choose:
Pacal II
Team Dinosaurs is up next
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Very exciting that the snake pick has commenced!
As for the rules discussion, I really think this is all covered by "don't be a jerk". If playing last and first does not result in you being a jerk, then it's fine. If you gain some advantage by doing it, then don't. So, I'm ok with eliminating the rule that says we can never play within two hours of our last play. However, if this is a helpful guideline for other teams, then I'm ok leaving it and we will follow that rule.
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