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Maybe it's the right time for a second RB Pitboss?

The start of the RB Pitboss was a great success. It gives life into the RB Civilization forum. Many more people started to participate in the other RB events (epics and adventures), and maybe it’s the right time to channel the increased interest and start a second Pitboss game? I know I am not the person, who should announce such an event but I just want to start a discussion.


But before I go further first some of my thoughts on the existing RB Pitboss.
I really like the map Sulla has created. The lake script gives the ideal balance of land and water, creates natural chock points, is interesting strategically and don’t exclude any civilization, like in the case of Vikings and rocky Pangea. Personally I would prefer a smaller map, but I understand it’s so big to prevent early rushes, which is good too. IMO an early rush involves little thinking and more playing along the schemes: beeline to certain tech, chop, whip a bunch of units and send them to the nearest neighbor, not very deep strategically.

[SIZE="4"]EDIT: Spoilerish info deleted[/SIZE]

The map is the strongest point of the RB Pitboss, but the game is not without some flaws.

1. For me, the major flaw is the creation of UTA / NUTA and the division of the players into two antagonist teams. Instead of a free for all game you have a team multiplayer game. I know it’s the consequence of “no tech brokering” option. You need to stick with some guys if you don’t want to fall off the tech trading loop. I started to think, what would make the game better. First I think about “no tech trading” option, but it’s not a solution neither. Everybody would beeline to military techs (i.e. BW, IW, Writing, Mathematics, Construction) and the player who goes there first and maintains some tech advantage wins. Not really interesting. Then I thought about some other limitation, which on the one hand allows tech trading, and on the other prevents establishing big trading blocks. I think such an option come into my mind:

“no tech brokering” checked, and:
You can give only one tech to one player, and you can receive only one tech from one player. It’s up to you if you exchange techs, give it for money, give it for troops, or give it for free.

At the start the idea seems a little harsh, but the longer I thought about it, the more I was convinced the idea is right. In a 11 players game you can exchange 10 techs (one tech with 10 different players), maybe it’s not the world record but it is quite a lot. There is no pressure to form big teams now, because there is no point to form tech alliances, and at last the game has a chance to become a true FFA.

2. IMO, the second flaw is an unrealistic diplomacy.
Historical, the contact between states leaders was very difficult. There was not such thing as a real time contact on demand, and due to this many wars broke out, many wrong decisions was made just because of misunderstanding or lack of information. The reaction to new situations and coordination between several allies was very hard and tricky. In Civilization you can do it in real time via chat, what is not historically accurate.
You put some rules here, to make it more realistic, but I would throw some more in:

1. No contact until in-game contact.
2. No messages longer than 180 letters before Writing. It’s the ancient form of SMS smile To reflect the fact the massages were remembered and then repeated by messengers before Writing was invented. It’s hard to remember several pages of text smile
3. No screenshots or maps trading before Paper.
4. No chat before Radio.


3. The difficulty level. I think Noble is too low. It has too many player bonuses, and the only viable opening strategy is REXing without looking at the upkeep. The second consequence of Noble difficulty is the very fast tech progress. Add to this the size of the map, and the result will be an army becoming obsolete in transit to an enemy, especially in later eras, when a tech discovering time is around 2-4 turns.
Prince is the next level, but it’s the big step from the Noble difficulty. At least you have to put some attention to your upkeep level, balance expansion and economy, and at last the Organized trait become a viable option. You can consider higher difficulty levels, Monarch or even Emperor, but I think Prince can be enough.

4. Unrestricted leaders. The game designers banned some leaders/civs combinations for a reason. That’s way you have no Aggressive Rome, no Expansive Incans, and no Organized HRE. There is at least 15-16 viable civs to choose, and there is no need to mix the civs with different leaders. Some people would argue, this way the player who choose their civ first is in the best position. It’s true but you can offset this by some kind of auction. Let’s say you give every player some gold (50 ?) to start with. You can secretly bet none, part or the entire sum in a PM to the map designer. The person who bets the most can choose their civ first, the person who bet the second most choose next and so on. If two or more players bet the same sum, the map designer draw the order. The rest unused gold is transferred to your civilization.

Example: you have 50 gold, and decided to bet 20, and PMed the map creator about your decision. After all players bets, the map creator post a list with the players and the sums they bet. The player, who bets the most is on the top. With your bet of 20 gold you are in the 5th place. This mean you can choose your civ as 5th player, and the rest 30 gold is transferred to your civilization.


And the final question: are here some people who want to participate in such a game? I know it’s not the best moment to start another multiplayer, with so many other events just started, but the first RB Pitboss draw so much interest into RB forum, that maybe some lurkers would want to play the new Pitboss game instead of just … lurking, and maybe some people involved in the Poly Demogame, have more time now and want to use it here smile This is just the start of a discussion and a check if it’s enough interest to create the second Pitboss.

[SIZE="4"]Proposed game’s rules:[/SIZE]

Game: RB Pitboss 2
Start: Ancient
Difficulty: Prince (maybe higher?)
Map: (to be decided or to the decision of a map designer)
Size: depends on the number of players
Game speed: Normal

- No tech brokering + you can give only one tech to one player, and you can receive only one tech from one player.
- Restricted leaders
- No vassal states
- Normal barbs
- Tribal Villages and Random events – to be decided

- No contact until in-game contact.
- No messages longer than 180 letters before Writing. To reflect the fact the massages were remembered and then repeated by messengers before Writing was invented.
- No screenshots or maps trading before Paper.
- No chat before Radio.

I am not a veteran player, participated in only 3 RB adventures, and I feel a little guilty for starting the thread, but maybe there are more players, who desperately needed a second Pitboss .... like me cry
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Mortius Wrote:I am not a veteran player, participated in only 3 RB adventures, and I feel a little guilty for starting the thread, but maybe there are more players, who desperately needed a second Pitboss .... like me cry

I am certainly interested in participating in a pitboss game jive and would love to see a second created. I'll weigh in on options if there's more interest but I'll just say I would much prefer atleast a Prince level game, preferably Monarch.
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First of all, I'll preface the post by saying that I will under no circumstances play in another MP game, I don;t have the time, so what I'm saying now is just commenting on the impact on strategy and tactics (and the exploits to the systems).

Quote:I really like the map Sulla has created. The lake script gives the ideal balance of land and water, creates natural chock points, is interesting strategically and don’t exclude any civilization, like in the case of Vikings and rocky Pangea. Personally I would prefer a smaller map, but I understand it’s so big to prevent early rushes, which is good too. IMO an early rush involves little thinking and more playing along the schemes: beeline to certain tech, chop, whip a bunch of units and send them to the nearest neighbor, not very deep strategically.
The idea of eliminating all the early commerce resources (gold, gems, and silver) was brilliant too. I agree, that giving gold to some players, and not giving it to others would make the game very unbalanced. +7 or + 8 commerce from one tile, would double the early civ research rate. The same situation is with Ivory. It’s such a strong resource it’s unfair giving it to some players only. Sulla gives it to everyone and that way, in one move, he balances the map, and gives all the players +1 happiness bonus, which is very needed, taking into account the absence of almost all other early happiness resources. The map is the strongest point of the RB Pitboss, but the game is not without some flaws.

Not everyone has seen the map, but I'd be willing to tell everyone that I can't see any of the preciouos metals in game (no one knows for sure, so that slip of the tongue did release semi relevent info there).

A long time ago I staated that the only way to balance the game was to give everyone each strat resource. I'd like to backtrack on that statement and say that ivory should be eliminated from the map, as it completely borks early warfare (construction is hte must have tech for cats, but with eles all warfare is completely broken for the forseeable future, save...painful slaving). But that's about the only major issue (and I don't think anyone saw it prior to the game started, so that's no ones fault but our own for not realising it in 4 years). Everything else is pretty damned nice about hte map (although I'd like more grasslands!)


Quote:1. For me, the major flaw is the creation of UTA / NUTA and the division of the players into two antagonist teams. Instead of a free for all game you have a team multiplayer game. I know it’s the consequence of “no tech brokering” option. You need to stick with some guys if you don’t want to fall off the tech trading loop. I started to think, what would make the game better. First I think about “no tech trading” option, but it’s not a solution neither. Everybody would beeline to military techs (i.e. BW, IW, Writing, Mathematics, Construction) and the player who goes there first and maintains some tech advantage wins. Not really interesting. Then I thought about some other limitation, which on the one hand allows tech trading, and on the other prevents establishing big trading blocks. I think such an option come into my mind:

“no tech brokering” checked, and:
You can give only one tech to one player, and you can receive only one tech from one player. It’s up to you if you exchange techs, give it for money, give it for troops, or give it for free.

At the start the idea seems a little harsh, but the longer I thought about it, the more I was convinced the idea is right. In a 11 players game you can exchange 10 techs (one tech with 10 different players), maybe it’s not the world record but it is quite a lot. There is no pressure to form big teams now, because there is no point to form tech alliances, and at last the game has a chance to become a true FFA.

Over on Poly they still play diplogames, which are demogames but where the aim isn;t to win via an ingame victory, but instead the one that tells the best story or has the best diplomacy (as voted by the players) "wins". They also use a similar system in tech trading, where each player has x (15 iirc, but don't hold me to it) trades where they can give a tech. There is no limit on recieving tech, but that doesn't matter, it's balanced by the fact no one person is going to gift 10 techs away for masses of gold á la used here.

I think it'd work, but if such a system is put in place, there isn't much point in no tech brokering, as all that then does is remove strategy from the game. It is a pretty radical idea for most people to get their head around though.

The more mainstream option is just play with full tech trading, because then the factions can break and reform much mroe fluidly. It would work in a large game (11 is probably the smallest size it would work in, I think).


Quote:2. IMO, the second flaw is an unrealistic diplomacy.
Historical, the contact between states leaders was very difficult. There was not such thing as a real time contact on demand, and due to this many wars broke out, many wrong decisions was made just because of misunderstanding or lack of information. The reaction to new situations and coordination between several allies was very hard and tricky. In Civilization you can do it in real time via chat, what is not historically accurate.
You put some rules here, to make it more realistic, but I would throw some more in:

Realism < gameplay, when creating rules.

Quote:1. No contact until in-game contact.
2. No messages longer than 180 letters before Writing. It’s the ancient form of SMS To reflect the fact the massages were remembered and then repeated by messengers before Writing was invented. It’s hard to remember several pages of text
3. No screenshots or maps trading before Paper.
4. No chat before Radio.

Completely broken by lots of emails sent consecutively. All that does is annoy the players. And is completely unenforcable. It's probably possible to say that only x messages can be sent every turn, but I can see that being an absolute *&^&* of a rule that no one enjoys playing with.

I suppose the best question, is whether your opinion that diplomacy is flawed is due to the creation of the UTA/NUTA, or for some other reason? If the former, then that is fixable...but not by altering hte rules of diplomacy.


Quote:3. The difficulty level. I think Noble is too low. It has too many player bonuses, and the only viable opening strategy is REXing without looking at the upkeep. The second consequence of Noble difficulty is the very fast tech progress. Add to this the size of the map, and the result will be an army becoming obsolete in transit to an enemy, especially in later eras, when a tech discovering time is around 2-4 turns.
Prince is the next level, but it’s the big step from the Noble difficulty. At least you have to put some attention to your upkeep level, balance expansion and economy, and at last the Organized trait become a viable option. You can consider higher difficulty levels, Monarch or even Emperor, but I think Prince can be enough.


Should probably be left to the map maker to balance to the conditions of the map (but with a prefered range given by the players, ie player x wanting no higher than Emp).


Quote:4. Unrestricted leaders. The game designers banned some leaders/civs combinations for a reason. That’s way you have no Aggressive Rome, no Expansive Incans, and no Organized HRE. There is at least 15-16 viable civs to choose, and there is no need to mix the civs with different leaders. Some people would argue, this way the player who choose their civ first is in the best position. It’s true but you can offset this by some kind of auction. Let’s say you give every player some gold (50 ?) to start with. You can secretly bet none, part or the entire sum in a PM to the map designer. The person who bets the most can choose their civ first, the person who bet the second most choose next and so on. If two or more players bet the same sum, the map designer draw the order. The rest unused gold is transferred to your civilization.

Viable =\= balanced. In a 10 player game, some people are going to get screwed for no reason. Balance is only really possible by allowing duplicates. Nothing I've seen has really shown me otherwise...but I would say that snake pick and unrestricted leaders is more balanced than not (although I never should have been allowed Joia of the Incans, someone should have taken him earlier).

The rest of the attempt to balance is broken as well. What use if 50 gold in the early game, for the best leader? Nothing, so you need to provide more, and over the course of the game, the way the advantages work out...you're probably looking at having to offer hundreds of hammers and beakers instead (compare to advanced start). And yes, that is just as hellish as it sounds.


So my advice for a balanced game is

  1. full tech trading, or tech vouchers system
  2. Leave it as is
  3. Leave to the map maker
  4. Allow duplicates, unrestricted or restricted.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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GAHHHHH - So many spoilers in the first post!

I want to join this discussion, but can we do that without all the info on Sullla's map?
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sunrise089 Wrote:GAHHHHH - So many spoilers in the first post!

I want to join this discussion, but can we do that without all the info on Sullla's map?

I'll agree with you there, however most of it is minor information that most people have probably deduced by now. I know that doesn't make it better but it won't/can't have a tremendous impact on the current game can it?

As well comments from you Sunrise (or any other current RB MP'er) could always point towards the (possible) new game (be careful of reasoning leading to the current game as that might be spoilerish) but that shouldn't stop you from being able to provide comments/suggestions right?
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And it's us lurkers who should be careful about spoilers. If the players want to talk about what they know, they're welcome to.

I like the idea, but, alas, I can't play, I cannot commit to playing consistently. Or to dealing with diplomacy. I think Krill's suggestion of "you can give up to x techs away" is a good one. Forcing a "sell one tech to, and buy one tech from each player" punishes a player who decides to, say, never deal with their neighbor because they want to take that person's stuff. It limits one's ability to antagonize, and to make deep friendships.
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Cyneheard Wrote:I think Krill's suggestion of "you can give up to x techs away" is a good one.

But it doesn't prevent establishing big trading blocks (UTA/NUTA), what I realy wanted to avoid.
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Large trading blocks are one diplomacy strategy. It isn't possible to remove them completely without altering the strategy of the game as a whole. As much as one person may really hate them, they are part and parcel of the game.

However, I have to disagree with your point. The tech voucher idea (and it isn't my own) does destroy trading blocks after a few iterations. To compare it to the UTA, they would disband after the third tech trade, (the NUTA would fail slightly before that for instance) and none of them could trade anymore. Then they are all on their own...I can't really comment any further though, apart from to say, that smaller groups would therefore be preferable.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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I'd be interested in playing smile

Thoughts:

1. you can give only one tech to one player, and you can receive only one tech from one player. Could you please explain this for me with an detailed example? I am not sure if it means that you can only make a total of 1 trade involving tech to another player, if you can trade multiple times (but couldn't do something like say, meditation + polytheism for one tech) etc.

2. Agree with Krill that it just seems annoying, I also think the game would probably be over for several people before radio. I would like to suggest though, no forwarding message to a team/player that hasn't been met by the team who originally sent the message.

3. Would prefer higher difficulty (slower tech mainly), and smaller map.

4.I like the idea of allowed duplicate, restricted.
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Re: forwarding messages: What about arranging contacts? There's a big difference between setting up tech deals through a middleman before contact (I see the objection there, and agree in theory), and making sure that two players can meet each other (I think this should be encouraged). This also isn't the easiest to enforce, since not all communication is posted to the forum.
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