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[LURKERS] Sweet 16: Civ Party Fun Time and Philosophical Debate

What have I gotten myself into? cry cry cry
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(February 11th, 2014, 11:22)Ichabod Wrote: I like your comments, Lewwyn. lol

Thanks. It's actually a fun game to lurk even with the impending Seven win. Though knowing and watching it happen is also a lot of fun.

(February 11th, 2014, 19:47)Ichabod Wrote: What have I gotten myself into? cry cry cry

Just make a query in Mike's thread about whether he's play his turn in one go or if he's spreading the turn out over his entire time. When he responds you can go from there.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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How's this for the post Gaspar asked me to do in the Tech Thread?

Quote:I'm writing this to clarify some things regarding double moves and turn splits. We use a very simple rule to avoid double-moves, which usually translates into a basic obligation: "do not move your units two times before your opponent can move them once". This means that if you played turn X after your opponent, you shouldn't play turn X + 1 before him.

While players are at peace, the rules state that you may play at whatever time you want, apart from some specific situations (settler races being the most obvious one). But, if you are antecipating war with an opponent and you want to claim a certain half of the turn, the common practice is that you start playing as if you were in a turn split with that player for some turns before actually declaring war (this also works for "cold war" situations). But that means you play your whole turn either before or after your opponent, it's not solely based on the last action you took on the turn or when you finished it - i.e. you shouldn't move your workers/domestic units before your opponent, wait for him to play, and than move your military units. Doing something similar will only cause a lot of confusion/discussions if a war actually is declared. Either play first or last, not something inbetween.

I think it's very important to keep the meaning of the double move rule clear, since potential misunderstandings can have grim consequences. So, if anyone has any doubt, feel free to contact me by PM or ask for clarification in this thread.
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Looks good to me.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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I like it. Although given the dramatic tendencies of GasNob, Mike probably isn't doing anything wrong...
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This Bantams guy... is he even fighting anyone? He seems like he may be significantly behind a suicide-charge victim Kuro. I wish he had a spoiler thread someone someone could give him basic pointers.
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Is just me or seven land is way better then what we seeon others spoilers?Lods of floodplains and way morre rivers.I remeber in 23 same happened he had way more riverside tiles then me, and beter food locations and i think here is the same nut i could be mistake?well actulay i i do a mistake that land was Retep land...
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(February 13th, 2014, 08:52)Ichabod Wrote: How's this for the post Gaspar asked me to do in the Tech Thread?

Quote:I'm writing this to clarify some things regarding double moves and turn splits. We use a very simple rule to avoid double-moves, which usually translates into a basic obligation: "do not move your units two times before your opponent can move them once". This means that if you played turn X after your opponent, you shouldn't play turn X + 1 before him.

While players are at peace, the rules state that you may play at whatever time you want, apart from some specific situations (settler races being the most obvious one). But, if you are antecipating war with an opponent and you want to claim a certain half of the turn, the common practice is that you start playing as if you were in a turn split with that player for some turns before actually declaring war (this also works for "cold war" situations). But that means you play your whole turn either before or after your opponent, it's not solely based on the last action you took on the turn or when you finished it - i.e. you shouldn't move your workers/domestic units before your opponent, wait for him to play, and than move your military units. Doing something similar will only cause a lot of confusion/discussions if a war actually is declared. Either play first or last, not something inbetween.

I think it's very important to keep the meaning of the double move rule clear, since potential misunderstandings can have grim consequences. So, if anyone has any doubt, feel free to contact me by PM or ask for clarification in this thread.

I'm not sure I understand this very well. Let's say I plan on invading a random newbie (let's call him slowcheetah) on t40. On t38, I move both before and after him, for no particular reason other than wanting to check on my stuff early on and making final decisions later. On t39 I move only before him and end turn. On t40 I again move first, declaring war and stepping on his culture. Is this poor form?
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(February 15th, 2014, 13:03)Catwalk Wrote: I'm not sure I understand this very well. Let's say I plan on invading a random newbie (let's call him slowcheetah) on t40. On t38, I move both before and after him, for no particular reason other than wanting to check on my stuff early on and making final decisions later. On t39 I move only before him and end turn. On t40 I again move first, declaring war and stepping on his culture. Is this poor form?

This is controversial, but I think it's poor form to move, and then wait toward the end of the turn to make final decisions later. It doesn't violate any rules but if more than one person does this a lot it leads to eternal pauses and a slow turn pace for all.

I think it should be done sparingly when you have a really key turn that could affect your future or something interrupts you in real life but not often.

Also if, for the whole game, you've been camping to the end of the turn vs your neighbor for the small advantage it gives you, and then you suddenly decide you want to attack someone and realize the half turn head start will give you an advantage, and adjust your play window to the first half for the turn before a declare, it's also not against any rule but it's cheese and I personally look down on people who play like this.
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(February 15th, 2014, 15:10)WilliamLP Wrote: This is controversial, but I think it's poor form to move, and then wait toward the end of the turn to make final decisions later. It doesn't violate any rules but if more than one person does this a lot it leads to eternal pauses and a slow turn pace for all.
Does this go in general, or only when war is imminent? I do this on a regular basis, didn't know there was any kind of problem with it.
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