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[LURKERS] Sweet 16: Civ Party Fun Time and Philosophical Debate

I don't know, you'd have to ask other vets because my opinion is heavily biased by the kind of game I like to play. I would love to play in a PB game full of people who play their turn in one sitting and also try to play as soon as the turn starts and they're available, and thus the turns would typically roll far before the end of the timer.
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Oh I'll end my turn on the first sitting, I just tend to check in again later. From what I understand, you can change anything after you end turn right? Is this considered bad form in peacetime?
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(February 15th, 2014, 15:36)Catwalk Wrote: Oh I'll end my turn on the first sitting, I just tend to check in again later. From what I understand, you can change anything after you end turn right? Is this considered bad form in peacetime?

Ah, oh I don't think anyone considers that bad if you end turn first. I do it too, realize later in the day that I'd rather have a city build be something else and go in and change it.

Gaspar Wrote:Pretty sure there's more value in all those unworked cottages than in all the units that he just killed.

I know he's conscious of just wanting make a good rant, but: says the guy who just revolted to Police State and attacked?

Addendum: This game and others are giving me a new cutting edged strategic idea: to use a spear to defend stacks of workers improving something when there's a fogged tile two moves away toward an enemy who has had wheel tech and horses hooked up for several turns.
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Or use more than one unit, or move the unit in the way if there is only one path for two movers instead of letting it sit ON the workers.
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(February 15th, 2014, 12:08)mackoti Wrote: Is just me or seven land is way better then what we seeon others spoilers?Lods of floodplains and way morre rivers.I remeber in 23 same happened he had way more riverside tiles then me, and beter food locations and i think here is the same nut i could be mistake?well actulay i i do a mistake that land was Retep land...

I guess he has the choice of where to settle from two people's land, so his first 12 cities should be as good as everyone else's first six cities...
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I just read serdoa post on my thread today (yes i'm pretty busy and lazy) so I respond in here because I don't want to necro my thread plus lets see what the lurkers think smoke

Techs were like this:
Agri is 8t
Bw is 15t
hunt 6t
archer 8t

How can I get an archer in turn 34 again? And this is without the anarchy turn.
Now starting worker make sense only in hindsight, going BW and whipping is stronger long term, but at turn 1 I could't know that I was going to get rush.

Putting people close with cooper at the capital...well I still think is forcing the metagame to change.
Anyway I have seen games where people move his initial settler and don't lost the game for that, I guess it was to naive this time.
And of course if seven wasn't zulu not of this would matter anyway.


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At least in PB9 the lurkers decided that players are allowed to play their turn, end their turn, and then come back after others have played and react to their moves, even during war time. Though back then we eventually ended up making deals between players instead of listening to the lurkers, but I think it shows that no-one really knows for sure what to do about people logging in multiple times in a turn.
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(February 15th, 2014, 20:38)Jowy Wrote: At least in PB9 the lurkers decided that players are allowed to play their turn, end their turn, and then come back after others have played and react to their moves, even during war time. Though back then we eventually ended up making deals between players instead of listening to the lurkers, but I think it shows that no-one really knows for sure what to do about people logging in multiple times in a turn.

If I were the iron fisted dictator of RB, we'd play ala Spanish mod. You play in your half, you do your stuff, you end turn, after that you don't log in, not to peek, not to respond or offer diplo, not to change sliders, nothing. (An exception would be to unpause for someone.) I also wouldn't allow auto-promote though I'm not sure how much it's worth in practice.

I'm even intrigued about the idea of making a house rule to very slightly favor the first player in the turn order. Maybe even say that you can't whip units yet in the second half of the turn when war is declared on you, since that might be the largest advantage the second half player gets. Nobody would stand for it, but I think a PB game where everyone was eager to play first and end their turn as soon as possible would be fucking awesome.

It's probably a good thing that I'll never be the dictator of RB.
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I actually agree with William on this. I don't even see why there is a need after you played your turn to log in again in the same turn after your opponent played so you can react to what he did. If you do that, simply allow double-moves and be done with it. It is nothing different. You could easily not move all your units, let your opponent move closer, then move them and the next turn hit him with all your units at once, what is simply a double-move with those units. And even if you move all your units and just talk about builds and whips, it still means you can check after he moved close to your city if you even need to whip or not. That again gives an advantage you wouldn't have and what basically is a double-move.

As said above, I don't even understand why that always needs that much discussion. If you go to war, simply play in your half of the turn and don't log in before the turn rolls after you finished it. What is so hard about that, why is it too much asked to follow that?
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(February 16th, 2014, 12:52)Serdoa Wrote: I actually agree with William on this. I don't even see why there is a need after you played your turn to log in again in the same turn after your opponent played so you can react to what he did. If you do that, simply allow double-moves and be done with it. It is nothing different. You could easily not move all your units, let your opponent move closer, then move them and the next turn hit him with all your units at once, what is simply a double-move with those units. And even if you move all your units and just talk about builds and whips, it still means you can check after he moved close to your city if you even need to whip or not. That again gives an advantage you wouldn't have and what basically is a double-move.

As said above, I don't even understand why that always needs that much discussion. If you go to war, simply play in your half of the turn and don't log in before the turn rolls after you finished it. What is so hard about that, why is it too much asked to follow that?
But if you have a diplo deal with somewone else wich doesnt involve the war, and you want to let time to the others to play.you end turn adn when the other log in you just check if he granted the deal.I see no problems with other login before me or after me in turn split casue i dont move anithing and i expect them to do the same.Juts dont be jersk and play fair is enough.
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