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RBP2 (Realms Beyond Pitboss) Planning Thread

Speaker Wrote:Can we make sure that the mapmakers consider the fact that all food and happiness resources are not created equal? In MP, a Plains Cow is not the same as a grass Pig, even though each provide 6 units of food/hammer. I would recommend you even the amount of food available in each starting spot, perhaps 2 food per location? Also, early happiness resources like gold, silver, and fur are better than the calendar resources.

Ivory
Just remember how powerful War Elephants are, and make sure there is no monopoly on Ivory. I would probably recommend everyone gets it, or it's only located in contested areas, or it's removed entirely from the map.

Don't worry alright
I think our mapmakers, and particularly Krill, who has a lot of MP experience, know that smile
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Poll 14: Barbarians
*Normal
*Raging Barbs
*No Barbs

Poll 15: Double moves
The RBP1 revised double-move rule
Quote:(a) - All settler moves that result in ending a turn in neutral territory must occur 9 hours (in-game) after the last movement of that settler, if applicable.
(b) - REMOVED
© - During a war all units in enemy or neutral territory, and all units in friendly territory that are capable of attacking or defending versus enemy units at any point during the turn must wait at least 9 hours following any previous move before they may move again.
(d) - When in doubt, act in good faith.
*Agree
*Disagree and I will now offer up the following rule instead

Poll 16: Last-minute changing of builds and techs
The RBP1 last-minute changes rule
Quote:(a) - Act in good faith to not power-game the espionage system.
(b) - Last-minute changing of builds and techs is discouraged. Changes of techs or builds during the last three hours of a turn will be considered acting in bad faith if they take place with any frequency. Habitual changing of builds or techs with less than nine hours of a turn remaining will also be considered acting in bad faith.
*Agree
*Disagree and I will now offer up the following rule instead

Poll 17: Gifting units
*No restrictions
*No gifting on HE-level units until the receiving civ has their own HE-level unit or has built the HE [EDIT: Same for West Point, which may have never actually been built by anyone]

Poll 18: Gifting cities
*No restrictions
*No temporary gifting of cities and act in good faith
Reply

Poll 14: Barbarians
*Normal

Poll 15: Double moves
The RBP1 revised double-move rule
*Agree

Poll 16: Last-minute changing of builds and techs
The RBP1 last-minute changes rule
*Agree

Poll 17:Gifting units
*No gifting on HE-level units until the receiving civ has their own HE-level unit or has built the HE

Poll 18:Gifting cities
*No temporary gifting of cities and act in good faith
Reply

sunrise darrell and I say

Normal

Agree

Agree

No gifting

No gifting
Reply

Should the 9 hours be changed to twelve since we're playing 24 hour turns and not 18 which I believe the other game is? Thus should be 1/2 the time.
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Quote:(a) - Act in good faith to not power-game the espionage system.
What would be considered as power-gaming espionage?
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Yazilliclick Wrote:Should the 9 hours be changed to twelve since we're playing 24 hour turns and not 18 which I believe the other game is? Thus should be 1/2 the time.

I think it's just more important that people act in good faith. I was trying to strike a balance around when people were likely to log in. My thoughts were that if people were on a team one person may log in right away, make decisions, and then revise them after consultation with their teammate. That only becomes an issue if they're "revising" things late in the turn and doing it frequently. Basically I'm trying to avoid forcing one civ to stay logged in during the last few minutes of the turn to watch their rivals tech and build selections and make sure they don't change and change back.

EDIT: Crosspost

Jowy Wrote:What would be considered as power-gaming espionage?

Basically the above. What can happen is that T-Hawk can accumulate EP against Kylearan and view his research/city builds. Kylearan can trick T-Hawk though by logging in right before the turn rolls over, selecting new techs and builds, and then switching back to the previous choices right away in the new turn. We consider this gamey and in bad faith. If Kylearan wants to block T-Hawk from being able to see his research or builds he should run the espionage slider or build espionage himself.
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Mortius Wrote:Don't worry alright
I think our mapmakers, and particularly Krill, who has a lot of MP experience, know that smile
I worry. smile

"There is no wealth like knowledge. No poverty like ignorance."
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Poll 14: Barbarians
Abstain, no preference

Poll 15: Double moves
*Agree, but in agreement with Yazilliclick about 12 hours.

Poll 16: Last-minute changing of builds and techs
*Agree

Poll 17: Gifting units
*No gifting on HE-level units until the receiving civ has their own HE-level unit or has built the HE [EDIT: Same for West Point, which may have never actually been built by anyone]

Poll 18: Gifting cities
*No temporary gifting of cities and act in good faith.
Reply

Poll 14: Barbarians
Normal > No barbs > Raging Barbarians

Poll 15: Double moves
Agree (though believe it should be modified to 12 hours (1/2 turn))

Poll 16: Last-minute changing of builds and techs
Agree

Poll 17: Gifting units
No gifting on HE-level units until the receiving civ has their own HE-level unit or has built the HE [EDIT: Same for West Point, which may have never actually been built by anyone]

Poll 18: Gifting cities
No temporary gifting of cities and act in good faith
Reply



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