Posts: 446
Threads: 5
Joined: Jul 2013
(August 13th, 2013, 00:42)Yuufo Wrote: Will the mapmaker include unnatural tiles (e.g. floodplains over tundra, forest over desert, seafood in small lakes...)
Do not know that. Plako? I think he mentioned natural look, but not sure if it meant no 'unnatural' tiles.
Posts: 446
Threads: 5
Joined: Jul 2013
(August 12th, 2013, 23:52)Yuufo Wrote: Ready to start.
BTW, what is your interpretation of Snake pick?
should we pick the civ, the leader, or (civ or leader) in the first round?
Whatever you prefer - either a civ or a leader.
Posts: 446
Threads: 5
Joined: Jul 2013
(August 13th, 2013, 00:10)Yuufo Wrote: OK
I assume all victories except AP diplo victory are on? (cannot find the info in first post)
Yes, I will add it, thanks.
Posts: 446
Threads: 5
Joined: Jul 2013
(August 13th, 2013, 00:13)Yuufo Wrote: World-wrap: Toroidal
Wrap: Map-maker’s choice
What is the real setting?
Mapmaker chose toroidal.
Posts: 446
Threads: 5
Joined: Jul 2013
(August 13th, 2013, 00:17)Yuufo Wrote: "We do not play 2 turns in a row, we wait at least 2 hours between turns"
Are you serious about this? this would generate frustration.
Or is it applicable only when playing not sequentially would give an advantage?
The idea was, except the case when playing two times in the row would give advantage, to avoid situation later in the game when somebody on whom you would like to declare a war would involuntarily double-move before you had a chance to declare the war.
Not playing two turns in a row is also better in this respect that it is clear that there are not any manipulations like setting research or production to a decoy.
All these considerations are not really applicable early on, before the contact etc.
Is this going to be a problem for your team also later? Or you are concerned that the early turns would be too slow?
August 13th, 2013, 01:37
(This post was last modified: August 13th, 2013, 01:38 by SevenSpirits.)
Posts: 7,766
Threads: 94
Joined: Oct 2009
(August 13th, 2013, 01:06)Maga_R Wrote: (August 13th, 2013, 00:42)Yuufo Wrote: Will the mapmaker include unnatural tiles (e.g. floodplains over tundra, forest over desert, seafood in small lakes...)
Do not know that. Plako? I think he mentioned natural look, but not sure if it meant no 'unnatural' tiles.
Nothing quite so unnatural as floodplains on non-desert tiles, or forests on desert.
However, unnaturalness is not black and white. For example, did you know that grains are not ever supposed to be next to rivers? But sometimes they do because the start position balancer will add rivers in order to make capitals freshwater, without regard for this rule. And incense is only supposed to appear on desert, but the start position balancer can sometimes convert deserts into plains. Things like that are fair game (as long as they aren't everywhere), and I would consider seafood in freshwater lakes to be not very unnatural either. Maybe the map won't strictly follow all the rules that the game lays out, but it will follow them pretty closely and the result will make some logical sense and look natural.
Posts: 85
Threads: 1
Joined: Jul 2013
Well in the first X turns I don't see why the last guy to move his scout should log out after hitting Enter. Just a pain in the ass for free, as well as an useless reason to slow down the game.
And in the longer run - why only 2 hours?
- either we go fully sequential and the last player in turn N may only play after his neighbour has played (or in the last 6 or 8 hours of turn N+1). Could as well play a PBEM!
- or the last player of turn N may immediately play turn N+1
If these 2 hours were meant to allow other civs to log on to see what happened, then the 2-hour delay is greatly underestimated. Should every team be able to react in 2 hours of time, in the midst of the night or the workday?
Not to mention the unenforceable characteristic of some rules (like "no tech/prod toggling after hitting Enter"). No one can verify that and that's why a good game should be based on mutual trust rather than a byzantine ruleset
Posts: 446
Threads: 5
Joined: Jul 2013
(August 13th, 2013, 01:41)Yuufo Wrote: Well in the first X turns I don't see why the last guy to move his scout should log out after hitting Enter. Just a pain in the ass for free, as well as an useless reason to slow down the game.
And in the longer run - why only 2 hours?
- either we go fully sequential and the last player in turn N may only play after his neighbour has played (or in the last 6 or 8 hours of turn N+1). Could as well play a PBEM!
- or the last player of turn N may immediately play turn N+1
If these 2 hours were meant to allow other civs to log on to see what happened, then the 2-hour delay is greatly underestimated. Should every team be able to react in 2 hours of time, in the midst of the night or the workday?
Not to mention the unenforceable characteristic of some rules (like "no tech/prod toggling after hitting Enter"). No one can verify that and that's why a good game should be based on mutual trust rather than a byzantine ruleset 
Where have you been when we have discussed all these rules?  . And seemed to agree to them? 2 hours I think is taken from RB PB 2.
Posts: 446
Threads: 5
Joined: Jul 2013
Alright, everybody. Yuufo wants us to drop the second part of rule 2). Instead of:
Quote:2) No peaceful double-moves, either (i.e. we play as sequential turn whenever doing otherwise can give player whatever advantage. We do not play 2 turns in a row, we wait at least 2 hours between turns)
to have just
Quote:2) No peaceful double-moves, either (i.e. we play as sequential turn whenever doing otherwise can give player whatever advantage.)
Yea or nay?
Posts: 7,766
Threads: 94
Joined: Oct 2009
(August 13th, 2013, 01:41)Yuufo Wrote: Not to mention the unenforceable characteristic of some rules (like "no tech/prod toggling after hitting Enter"). No one can verify that and that's why a good game should be based on mutual trust rather than a byzantine ruleset 
Unenforceable rules like this are EXACTLY the rules that are based on mutual trust. If you weren't relying on mutual trust, the rule would look like "you can only log in once per turn" or something silly like that. If you don't have a rule like this and rely only on trust, how are people supposed to know that this is one of the activities that's frowned on, while other activities are allowed?
That said, I would have written it more as a guideline than a rule, and maybe that's what you meant. Something like "don't conceal your build/tech choices by waiting until near the end of the turn to swap to them"?
|