January 15th, 2015, 10:01
Posts: 18,027
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Oh, by the way, Krill did change the borked up culture behavior with EP off, so that's not an issue.
January 15th, 2015, 10:03
Posts: 23,558
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Someone is not going to get what they want, and someone is going to quit when they don't get it.
We already need one sub. Will we need a second? If so, I think the game is basically dead and we ought to euthanize it now. Which sucks massively because this is a game I've been waiting years to play, but the map exists and we can come back to it another time.
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
January 15th, 2015, 10:59
(This post was last modified: January 15th, 2015, 11:00 by Donovan Zoi.)
Posts: 1,468
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Why don't we just declare Thoth the winner of PB24, start anew and name it PB24.5 as someone suggested earlier? If anything, it may draw more CivStats users to the site out of curiosity.
I think it is a bit premature to say we have to scrap the game since everyone here is still engaged enough to try and save it. If we start fresh with Espionage On, Elkad stays and hopefully Thoth will be appeased by being granted the earliest consensus victory in RB history.
Then, considering what we have just gone through ( and since we are starting fresh anyway), lets have all 12 players revote on whether to keep huts in PB 24.5 or not. This suggestion is not meant to start another long discussion about the merits of doing so, but simply have the players reconsider the option.
What does everyone think?
January 15th, 2015, 11:25
Posts: 17,519
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Joined: Nov 2005
I suppose I could hold down a spot.
Suffer Game Sicko
Dodo Tier Player
January 15th, 2015, 11:41
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Joined: Sep 2010
(January 15th, 2015, 09:48)Caledorn Wrote: I believe the most fair thing to do is to restart the game,
So my suggestion is that you either continue the game as it is, losing at least one player who picked his Civ believing Esp was supposed to be On (which in my observer opinion is more unfair to him than the other choice) - or you restart the game to turn 0, enabling Esp and no techs are added to anyone (unfair to those who had good RNG luck - but as stated, the advantage is miniscule in the RtR mod due to the KTB modifications - and I am surprised nobody has already pointed this out). It saves xenu a shitload of work too, which is unfair to him considering it was everyone participating in the games own fault for not checking the settings turn 0. What are these KTB modifications? I didn't see that in the mod description.
January 15th, 2015, 11:59
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Joined: Feb 2013
From the technology tab on the mod page:
Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:
Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Rennaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)
January 15th, 2015, 12:22
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Thanks, wetbandit!
As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
January 15th, 2015, 13:04
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Ah, thanks. I did see that, I just didn't make the connection with KTB = Known Tech Bonus.
I don't really think a 2% tech bonus does much to counter the effect of 3 free techs though.
January 15th, 2015, 13:22
(This post was last modified: January 15th, 2015, 13:22 by GermanJoey.)
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It's not even 2% per player at the moment. The 2% KTB does not kick until someone reaches the classical era. (math, alphabet, monarchy, etc, etc)
(January 15th, 2015, 11:25)pindicator Wrote: I suppose I could hold down a spot.
As a permanent sub? http://realmsbeyond.net/forums/showthread.php?tid=7313
January 15th, 2015, 13:26
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(January 15th, 2015, 09:48)Caledorn Wrote: ...
I believe the most fair thing to do is to restart the game, flat, with no techs added to anyone, and with Esp On. Given the KTB modifications Krill has done, the advantage those who did receive techs from huts got should even out within 50 turns or so. Even if all 3 techs Thoth got was worker techs, it doesn't affect the game all that much anyways because there is only so much he can do with those techs without building a lot of workers (which would mean not building settlers, and thus the advantage is lost anyways).
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