Posts: 1,229
Threads: 27
Joined: Aug 2006
Frankly, I'm not bothered whether the solution is according to the original rules, but I would like to see the game up and running again. If this means each alliance getting half of the turn, or the timer being extended, I really don't mind (a slow pace is better than no pace).
Separately, I'd like us to discuss the rules regarding management of multi-party wars. The current situation illustrates that the rules as agreed aren't working very well.
Posts: 23,450
Threads: 132
Joined: Jun 2009
Ilios Wrote:So if I get this straight, instead of just dividing the turn in half, with each "Alliance" getting 12 hours, you are going to split the turn five-ways?
And to give each team a chance to play during their designated window, a pause (free?) is to be used?
I'm not sure what to think of this, could I maybe get thoughts from the rest of the uninvolved teams? (9 out of 14 remaining teams are NOT at war)
Can't force a divide in the turn without breaking the war dec rules retrospectively Pretty sure that wouldn't go down well.
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
Posts: 6,720
Threads: 131
Joined: Mar 2004
Would you (whoever's in charge, or collective you by a vote) consider raising the game timer to 36 or 48 hours for the duration of these wars? That would let teams play in the right order without pauses much more easily, and avoid silly diplo screen pause problems for everybody else.
Posts: 23,450
Threads: 132
Joined: Jun 2009
T-hawk Wrote:Would you (whoever's in charge, or collective you by a vote) consider raising the game timer to 36 or 48 hours for the duration of these wars? That would let teams play in the right order without pauses much more easily, and avoid silly diplo screen pause problems for everybody else.
I wouldn't mind.
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
Posts: 3,390
Threads: 31
Joined: Dec 2009
A 36 hour timer would give each team like 8-9 hours in real time. Allowing for some spillage into other player's timeframes, that should be sufficient I think.
What happens if war is declared on one of the five currently involved? (or if one of the five involved declares on on of the remaining nine teams)
Are we going to further split the turn? Or does the declarer choose one of the five currently available timeframes?
What happens when one of the warring parties gets declared on? On one front he'll have to move units in this timeframe, on the other front another? How can this be verified? What about units not on either front?
Posts: 5,635
Threads: 30
Joined: Apr 2009
A timer extension would be fine by me, as well.
May 31st, 2010, 10:28
(This post was last modified: May 31st, 2010, 12:54 by Maniac Marshall.)
Posts: 1,155
Threads: 11
Joined: Apr 2004
[Facetious] I'd just like to thank all involved for giving Maya a free pause for the entire weekend. To think I stressed out for weeks over how we were going to make it through this weekend when our entire (at the time) team was going to be away and unable to play for up to 3 consecutive turns. Who knew that no less than five teams would combine to cover for us. We have Morgan now, so you didn't HAVE to do this for us, but, nevertheless, it was muchly appreciated, so thanks guys![/Facetious]
EDIT: Speaking for myself and Ref (not necessarily Morgan), we don't mind the longer timer at all.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 6,471
Threads: 63
Joined: Sep 2006
My thoughts:
1) If Egypt wants to move first (Egypt/Carthage/Ottos/England/India) I'm OK with expanding the timer, and including a 1 hour reaction time (to change builds or techs or slace) or whatever Carthage wants.
2) If we want to lump the two alliances instead and shorten the turn I think India would be fine with that.
3) For this turn, yes, lets just do pause/unpause to let everyone finish in 2 hours. I can't play until this evening my time...we can charge India for a pause if you guys want. Alternately if we do Eg/C/O/En/I we can just start now, and I'll play and react-pause when I get back.
Posts: 5,635
Threads: 30
Joined: Apr 2009
This rule-set is not working. We've had to spend 3 days arguing over how to split a massive war, because India and the Ottomans chose not to preemptively declare war on all of PAT.
What happens the next time a big war breaks out, and the turn has to be split 8 different ways because of this type of mess? The current rule-set handles a two-civ war just fine, and to a lesser extent X v 1, but that's not going to be the situation from here on out. Let's figure out how to keep this mess from happening again, so that we don't have to pause the game like this every time a big war breaks out.
Posts: 3,390
Threads: 31
Joined: Dec 2009
I agree with Cyneheard that the current rule-set needs fine-tuning.
Does anyone have any fancy/crazy/smart ideas while we wait for the game to restart?
|