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LAM.
For me personally, I'd rather not have another rule I have to remember, seeing as HAK and I already managed to forget one. I wouldn't have even thought of trading units around to dodge costs if Seven hadn't mentioned it. Can our policy just be don't do it? If you want to gift units because you actually want to gift units, just do it, without worrying about weird turn timing issues.
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I agree to not wanting another rule such as that. the unit cost thing can't make that much of a difference anyway. I also know myself and THH have already gifted things back and forth and I'm sure others have too. I don't have time to have to log in and out of both civs every time we want to gift a worker, settler, or other unit.
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(May 9th, 2013, 10:39)TheHumanHydra Wrote: LAM.
For me personally, I'd rather not have another rule I have to remember, seeing as HAK and I already managed to forget one. I wouldn't have even thought of trading units around to dodge costs if Seven hadn't mentioned it. Can our policy just be don't do it? If you want to gift units because you actually want to gift units, just do it, without worrying about weird turn timing issues.
What do you guys want/expect me to do if I want to gift a unit?
a) Play well and gift the unit after the receiving player has ended turn, to save gold.
b) Follow the rule I proposed, and gift the unit before the receiving player has ended turn.
c) Pretend I'm unaware that that the choice I make will result in more or less free gold, and try to end turn in an arbitrary order.
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(May 9th, 2013, 10:39)TheHumanHydra Wrote: For me personally, I'd rather not have another rule I have to remember, seeing as HAK and I already managed to forget one. I wouldn't have even thought of trading units around to dodge costs if Seven hadn't mentioned it. Can our policy just be don't do it? If you want to gift units because you actually want to gift units, just do it, without worrying about weird turn timing issues.
I know where your coming from, but is it really that hard of a rule to remember? The easiest way to remember this rule, as well as the resource/gold one is to not end either civ's turn until both are done playing, and all it takes to follow is the first person done playing to not end turn once they are done, and the second player to end turn for both. It's trivial to log into a teammates civ to press enter for them.
May 9th, 2013, 19:56
(This post was last modified: May 9th, 2013, 19:59 by TheHumanHydra.)
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(May 9th, 2013, 19:06)SevenSpirits Wrote: What do you guys want/expect me to do if I want to gift a unit?
a) Play well and gift the unit after the receiving player has ended turn, to save gold.
b) Follow the rule I proposed, and gift the unit before the receiving player has ended turn.
c) Pretend I'm unaware that that the choice I make will result in more or less free gold, and try to end turn in an arbitrary order.
Honestly (this isn't snark, I apologize if it sounds like it), I would say c), where the arbitrary order is just whenever each of your turnplayers happened to log in to play according to their real-life schedule.
I might have a better idea though: the real abuse is trading units back-and-forth every turn to cheat the system - why don't we ban that, and just let people do a) for normal unit gifts they would have done anyway? So the rule would be no back-to-back trades, which is unlikely to come up unless someone is deliberately trying to game the system, and the few gold saved from one-way gifts is just a perk everyone has access to. Would that be an acceptable compromise?
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(May 9th, 2013, 19:56)TheHumanHydra Wrote: Honestly (please don't take this as snark, it's not intended to be), I would say c), where the arbitrary order is just whenever each of your turnplayers happened to log in to play according to their real-life schedule.
I don't know how your team does it, but I've been playing both "players'" turns on my team, except on the turns where someone else plays both the turns. We've yet to have one person play one civ's turn, and another person play the other civ's turn. So that doesn't work for me, I have to choose one way or another each time.
Quote:I might have a better idea though: the real abuse is trading units back-and-forth every turn to cheat the system - why don't we ban that, and just let people do a) for normal unit gifts they would have done anyway? So the rule would be no back-to-back trades, which is unlikely to come up unless someone is deliberately trying to game the system, and the few gold saved from one-way gifts is just a perk everyone has access to. Would that be an acceptable compromise?
I see your wish, but I think that's a harder rule to remember! In fact, now you have to notate every traded unit as untradeable on a certain turn (the following one) if not for yourself, then for other players on your team. (In addition, a strict reading of this rule makes it strategically optimal to trade some units back and forth every second turn!)
May 9th, 2013, 20:20
(This post was last modified: May 9th, 2013, 20:24 by TheHumanHydra.)
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No, unless one of us is absent, HAK and I each play our own turns (I thought that was the intent of this format).
It is a more convoluted rule; the reason I think it's better is because it's unlikely to come up - hence little need to remember it. I spotted the same exploit you did, but honestly, if someone was so rules-lawyery as to actually do that, I probably wouldn't want to play with them. I don't think any of you are like that.
Hasn't RB been moving more toward a system of honourable play as opposed to strict rules (ie. with the double-move rules in recent pitbosses)? I'd like to see that extended here. If HAK and I are outvoted (I don't think everyone's weighed in yet?), we will do our best to follow the new rule, but I hope people will be forgiving if we slip up with a unit or two at some point; I feel it's bound to happen, especially on a really complicated pair of turns, despite our best intentions. That's what I want most of all; not to have to feel guilty over small mistakes.
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