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So, how did the PitBoss work out?

Hi guys!
I just posted a question about PitBoss games over at weplayciv as they seem to have an active PB community. I figured I should ask the same questions here as I'm always curious how the RB community tweaks the base game.
Basically, I've been peaking around PB threads and CivStats to take a look at the games, but I wish I could actually observe them directly. I'm curious how the games are playing out in practice now that the game is mature. (It is hard to predict before release, of course.) I see games with a lot of players (18 is a common number). Are these team games? If not, how do the free-for-alls play out? Do you guys have standard "house rules" for PitBoss games? Is there a general shape to a PB game? What are the features you would love to see in a PitBoss 2?
thanks,
Soren
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hmmm... seems like no one posts in this forum (just the sub-forms). Can a mod move this to the Civ General forum? thanks...
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Hi Soren!

I haven't directly experienced the pitbosses, but from an observer's perspective I think one constant that comes up in all of them is how the game will handle double-moves (player A move after player B has finished turn, then logs in and moves again after the turn has rolled before player B). This has typically been solved with turn splits and gentlemen's agreements.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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What are "turn splits"? Do players agree only to move during certain time slices? How would that work for >10 players? (Or is it just 2 teams, which would make it simple...)
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(February 14th, 2013, 22:34)Soren Johnson Wrote: Hi guys!
I just posted a question about PitBoss games over at weplayciv as they seem to have an active PB community. I figured I should ask the same questions here as I'm always curious how the RB community tweaks the base game.
Basically, I've been peaking around PB threads and CivStats to take a look at the games, but I wish I could actually observe them directly. I'm curious how the games are playing out in practice now that the game is mature. (It is hard to predict before release, of course.) I see games with a lot of players (18 is a common number). Are these team games?

You can see exactly what distribution of game types we've run here by reading the forums, though I realize that would take pretty much forever. I think we have about 60 FFA-style games on record, and exactly one 3v3v3v3 representing team games. Plus some number of duels which is hard to measure correctly - they're often reported poorly or not at all, and they take much less time commitment and organization.

Most of these games are PBEMs, and there are a couple reasons we prefer this over pitboss for most cases:

* Doesn't have simultaneous turns messiness. (Yeah, I know pitboss can do sequential too.)
* Fewer technical requirements - don't need a host, don't need to deal with firewalls, etc.
* Not such high pressure to avoid misclicks. In a PBEM if you accidentally click something you can reload the save.

Of course there are also advantages to pitbosses - PBEMs get really slow with more than 5 or 6 players being the main one. In addition, it's harder to cheat, and in some ways it's easier to manage since there is a server keeping track of the game state.

You might be interested in this google docs record of all the games we've completed here:

https://docs.google.com/spreadsheet/ccc?...RMnc#gid=0


Quote:If not, how do the free-for-alls play out?

Usually people are most engaged nearer the beginning, though on normal speed games there is often a lull at the beginning too. (We play most PBEMs on quick speed.) Around the industrial era someone has usually pulled far enough ahead, and the game has become massive enough to take a lot of effort to play turns for, and enough people feel they have no chance of winning, that people want to call it.

Diplomacy and player interaction do not dominate the game as much as you might think. Games are mostly won based on civ-management and war skill. I would say it like this: players who dislike player chaos and diplomacy, and prefer games to be all about "skill", are still happy playing these FFA games.

On the other hand, very often there is at least one incident where someone thinks that another player did the "wrong" thing by i.e. ignoring military, going for a last-ditch attack, gifting away their stuff, or what have you. Despite this, people keep coming back for more.

Quote:Do you guys have standard "house rules" for PitBoss games? Is there a general shape to a PB game?

We play without tech trading, pretty much in every game. With tech trading on, it would be much too great an influence. Early pitboss games used it and it's pretty universally hated now. Lately we've also taken to playing a good portion of games with "no talking", i.e. you can propose trade offers and so on but without ever adding any text. And some games now are even being played always war, to make it even less about diplomacy and reduce the ability of players on their way out to (as it might be perceived) throw the game. However, it's worth noting that "always war" makes it hard to play simultaneous turns with gentleman's agreements to not double-move anyone, because it's less clear who you are really in conflict with at any given moment.

For most pitboss games (which we play simultaneous) we have some amount of rules saying essentially that you need to let other players get a chance to move in between two of your moves of the same unit. These vary depending on the game: early on we had bigger rulesets; lately it's been more up to players' discretion. Usually it ends up that if you declare war on someone you end up locked playing your turns in a certain order with the victim: if you declare war before they play that turn for example, you will always be moving before them. This is annoyingly assymetric - since the person in the first slot always gets first use of newly produced units, and the person in second slot is the only one who gets to react to domestic disruptions of the war, like occupied or pillaged improvements. This is the main reason many prefer PBEM where production for a given player happens when they end turn, so it's (nearly) symmetric.
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(February 14th, 2013, 22:59)Soren Johnson Wrote: What are "turn splits"? Do players agree only to move during certain time slices? How would that work for >10 players? (Or is it just 2 teams, which would make it simple...)

Yes, pretty much.

Say you have 8 players (A - H) and a 24 hour turn timer.

When the world is at peace, every player can play whenever is convenient.

When player A declares on player B, they split the turn timer into two 12 hour halves, with Player A & B getting halves based on their previous turns moves (to prevent a double move - so if player A played after player B and declared war, player A would take the 2nd half of the turn timer).

All the other players can still play whenever is most convenient. The rules get more complex as you add more players, but basically you end up dividing the turn timer into as many slices as you need to handle the wars. If everyone is at war with everyone else, this system would devolve into a sequential turn pitboss.

For instance, if Player A is at war with Player B, and Player C is at war with Player D, the wars are disjoint and you only need to divide the timer in half.

You can see how we'd love to have a better method smile.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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(February 14th, 2013, 22:59)Soren Johnson Wrote: What are "turn splits"? Do players agree only to move during certain time slices? How would that work for >10 players? (Or is it just 2 teams, which would make it simple...)

It's messy. How we do it is usually like this:

* Normal turn is about 24 hours.
* If you declare war you do it in first or second half, making sure to play before/after the other player on the war turn and previous turn. From then on you play in first part of turn (12h ideally) and other player plays once you have ended turn.
* If a third party joins the war they must join in opposite half of the player they declare on.
* If people aren't having enough time to play in these shorter timeslices we will pause the game if necessary. No one wants people to miss a turn.
* If some wise ass declares war on both members of an existing conflict we split the turn into three slices and maybe need to lengthen the timer. Basically, it kind of sucks and we hope these kinds of things don't happen too often.
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Thanks for the feedback!

I'm curious why you guys don't play more team games? I personally found team games to be a lot more fun way to play Civ mp.

In ffa, a lot of the players start lagging behind and lose interest. Is that somehow not a big problem for your games? How do you handle players who vanish?

In a >10 player game, is one player going to end up actually conquering most of the world? From the Doc, it looks like most games end by "Concession"... how does that work?

I also notice a lot of pairs (two people playing one Civ). I assume that just makes the logistics a lot easier?
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(February 14th, 2013, 23:21)Soren Johnson Wrote: Thanks for the feedback!

I'm curious why you guys don't play more team games? I personally found team games to be a lot more fun way to play Civ mp.

In ffa, a lot of the players start lagging behind and lose interest. Is that somehow not a big problem for your games? How do you handle players who vanish?

In a >10 player game, is one player going to end up actually conquering most of the world? From the Doc, it looks like most games end by "Concession"... how does that work?

I also notice a lot of pairs (two people playing one Civ). I assume that just makes the logistics a lot easier?

Honestly, I don't know why we don't play a ton of team games. I know that team games are hardly on my radar to the point where when you mentioned team MP on Jon's podcast, I had an "Oooh yeah, CIV does support team MP..." moment.

Sometimes players vanish, and you'll see that we tend to find unspoiled substitutes to take their place - I actually just finished subbing PBEM37 (way too far behind for any comeback alas).

Concessions are usually initiated in the tech thread and require unanimity among the players - typically it happens when every one can agree that there is an unstoppable snowball going and would rather end game than try the dogpile (which has a bad track record for success).

Paired games are pretty much the best way to encourage good reporting and great learning IMO.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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What's the issue with dogpiling? Do you guys just recognize that it's not a fun thing to do, or does it not actually work? (I would think that if 9 players ganged up on 1, it would be pretty hard for the 1 player to survive, even with a big tech lead... but I could be wrong!)
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