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Classic Era start religion proposal |
Posted by: Commodore - December 19th, 2024, 17:12 - Forum: Civilization General Discussion
- Replies (11)
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So I've loved the current two Pitbosses I'm in with Classic Era starts, but the current fix for the uneven distribution of the three ancient-era religions in games with more than three players means that Classic Era starts are unplayable for games with >7 players, and it feels odd not to have religions in the early medieval techs.
Pindicator and I were chatting about this, and we realized another solution for Classic Era starts would be to instead move Hinduism/Buddhism/Judaism up, rather than have the later religions down. Although any number of techs would work (including up to Future Tech if you just wanted to lower the number available in-game), looking at recent games the three Classic techs least researched are:
-Drama
-Alphabet
-Compass
All of which would make some sense as religious techs in a Classic Era mod.
Anyone else have thoughts?
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[NO PLAYERS] (LV+)IIIrd Time Lucky - Map-Making and Lurker Thread |
Posted by: RefSteel - December 17th, 2024, 15:17 - Forum: Erebus in the Balance PBEM LVIII
- Replies (4)
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I'm posting this as early as I can in the hope that there'll be time for other lurkers to comment at their liesure. First, a shot of what the map won't look like:
[EDIT: Added spoiler tags so it'll be easy to scroll past it and the relevant-to-this-game info isn't visible in a way that a misclick-and-glance will reveal it anyway.]
That was LVII, and I'm still kind of sad we didn't get to see it play out, although early map trading did already render some of the fun of exploration moot. I'm including it here partly because I want to create a map with a different feel and shape, but with some of the same advantages that one had. We'll see how it goes! Actual stuff for this game next!
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Can the wizard retirement algorithm be made more aggressive? |
Posted by: Anskiy - December 16th, 2024, 09:02 - Forum: Caster of Magic for Windows (CoM II)
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I've found through testing that despite some improvements, the wizard retirement algorithm is still very sluggish at retiring wizards. Too often, any game that manages to continue till the late game still has a bunch of weak or mediocre wizards floating around, weakening the overall opposition and making for rather anticlimactic showdowns. I tried to adjust the algorithm to be more aggressive, but it's pretty clear that with the current options available, that simply isn't possible. Can it be tweaked to cull wizards more aggressively? Perhaps also be made more adjustable?
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Realms Beyond MP House Rules: A Proposal |
Posted by: scooter - December 1st, 2024, 21:23 - Forum: Civilization General Discussion
- Replies (20)
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It has occurred to me that there might be value in having a sort of default set of house rules for our Civ4 MP games. We have general principles and a general community understanding of what is and isn't OK, but there's less consensus than I would like. It's also extremely common to launch games without discussing these things.
To solve this, I would like to propose a set of house rules that will serve as a default for any new game, but importantly can be overridden by player choice at time of new game launch. The purpose here is not to make a blanket ban on a bunch of things site-wide, but rather to make a default selection that must be intentionally deviated from rather than a vague set of principles that is just sort of in everyone's heads. The following rules are my proposal for what the default should look like, but I'd like to get feedback here. I'm ideally looking to land on something everyone finds generally agreeable and inoffensive. Important detail: when in doubt, this will lean more towards what is most common in RB games and will not always match my personal preference. For example, I'd prefer a stricter reload policy for big games, but maybe the existence of a baseline here will encourage us to think about it explicitly next time.
This is also not meant to be exhaustive. I'm not going to get into the weeds over things like settler races, map trading, etc. Those can be addressed for individual games. Finally, full diplo games are rare here, so these rules are not optimized for that. It would be recommended that a diplo game consider overriding rules as appropriate.
Rule 1: When in doubt, don't be a jerk, and default towards good-faith play. This one is more nebulous, but if there's doubt over interpretations of other rules, this one governs all. If you think you have found a way to exploit a loophole in the rules, you are violating this rule.
Rule 2: Double Moves in Simultaneous games are banned during wartime. The declaring player may choose which half of the turn timer they'd like to have, and the responsibility is on them to not double move the other player. It is also considered good practice to alert the opposing player via PM when it is their turn. Multi-party wars should play in the same order when appropriate to prevent advantages gained via swapping turn order.
Rule 3: Turn timer camping is strongly discouraged. There may be the odd case where it's unavoidable - such as following a potential but not yet declared turn split - but if you find yourself doing it with any sort of frequency, you are violating this rule as well as Rule 1.
Rule 4: Unit, city, and gold gifting are banned. Good-faith deals involving cities and gold are acceptable. An example of a good-faith deal would be gold for gold-per-turn loans, purchasing a city, extorting a city/gold for peace, etc. An example of a bad-faith deal would be giving a city to player X in order to deny it to player Y, or gifting half your cities for peace when only one or two are truly threatened. Unit gifts in a non-diplo game are impossible to negotiate, so they are never allowed.
Rule 5: Reloads are granted for mechanical mistakes but not mental mistakes. If you misclick your stack in the wrong direction or your cat walks on your keyboard, that is a mechanical mistake, and a reload will generally be granted if it is not harmful to other players to do so. If you forget to whip a unit, that is a mental mistake, and this will generally not be reloaded.
Rule 6: Destroying things in your own civ for zero tactical/strategic gain to deny spoils to would-be attackers is not allowed. If the destruction improves your position in the game, this is generally allowed. Examples of acceptable destruction that improve your position include: whipping a unit every single turn possible, replacing cottages with different improvements to improve defensive capacity, etc. Examples of unacceptable destruction are self-pillaging your own tile improvements or whipping a city several times in one turn.
Would love to get some feedback on this. Perhaps there's something important I've missed or some suggested refinements. My general hope is we can refine this and have this in place prior to new games launching. This would have 0 impact on existing games, unless of course players in existing games would like to unanimously adopt these.
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New EitB PBEM |
Posted by: coldrain - November 23rd, 2024, 05:49 - Forum: Erebus in the Balance PBEM LVIII
- Replies (18)
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I'm interested in starting a new EitB PBEM game. Something like 4-6 players would be good for turn pace?
I understood RefSteel was available to make a map (thanks a lot, previous ones have been great!).
If enough players sign up, I was thinking of just copying the settings from EitB PBEM LVII. This can of course be discussed further.
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sub needed: civ 4 and civ 6 if possible |
Posted by: greenline - November 21st, 2024, 17:35 - Forum: Civilization General Discussion
- Replies (3)
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I will be on a short vacation from Nov 28-Dec 2. Then I will also be away from Dec 8 - 14. During this time I would need someone to cover turns for PB 81. I will leave directions in my thread for those periods.
I am not sure how feasible subbing is for Civ 6 considering PYDT and if anyone would volunteer. But if so, I will also produce directions.
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