Agree with Grimace, in a game this size added complication of in-game diplo seems unwise.
Fear cuts deeper than swords.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
PB27 Signup Thread
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Agree with Grimace, in a game this size added complication of in-game diplo seems unwise.
Fear cuts deeper than swords.
(August 11th, 2015, 18:10)AutomatedTeller Wrote: I do think that at least some limited amount of diplo should be allowed - in game messages are fine. One of the issues with peace offers is that you get them before you have any chance of figuring out what happened, so a way to suggest peace and have that taken up outside of the normal channel is good with me. Yes, this is exactly the sort of thing I think would work. And we shouldn't make any pauses ... and as a rule of thumb try not to send more than 1 message per turn, to reduce clutter/ etc. I see no reason why this should lead to pauses, b/c pauses should only come into play if people haven't gotten to play the save at all. (August 11th, 2015, 16:45)Krill Wrote: Here is the latest version of the RtR 3.0.0.1 mod. The change log can be found here. Is this version the one with the change implemented today?
Game Rules and Settings:
Host: Caledorn Admin: BRickAstley (and a sub-admin or two TBD for if I'm not immediately available). Map maker: German Joey & BRickAstley Starting date: When the map and picks are done. Mod: RBmod's latest version. Krill will be posting a cumulative changelog, which I will add the link to here when it's ready. Leaders/civs: 'PB13' Method - Random roll - Players have 2 chances to pass - Can't pass 3rd roll. All passed leaders/civs come back to rerolling rounds. Difficulty: Monarch Speed: Normal Vassals: off TT: off Map Trading: off Huts: off Events: off Barbs: off Espionage: on (only passive) Diplomacy: "Pitboss-AI-diplo"
Double moves: "Don't be a jerk."
Other:
Reasoning/Reminders for the above:
Difficulty: Same as PB18. Map Trading: Same as PB18. Barbs: Off due to map reasons mainly. Huts: More imbalanced due to barbs being off (so no bad results). Events: Reduce variance. Espionage: In this version of RB Mod, all active missions are removed. passive effects like graphs and city vision remain. Diplo rules: You will be free to offer whatever sort of trade possible in the trade window you want, whether you mean for it to be real or symbolic is your prerogative. However, you accept the consequences if the other player accepts something you meant as symbolic. Since deciding what counts as a 'real' trade or not is a very fuzzy area to judge, banning unit trades (not in the window anyways) and city trades (now impossible to select into a trade offer) eliminates some of the most swingy options. Players can attempt to collude with the remaining options, again at their own risk of trades actually going through. Double Moves: This should be standard to what we have done in games past. Basically, if you are contending with another player, and going twice in a row would give you a large advantage compared to the proper taking of turns, don't go twice in a row. This is one rule I'd really prefer to be hands off about, let you judge for yourself what's proper or not, but if need be I will step in and judge under the rules above. Turn Pace: Especially for the starting turns, where the player count is full and number of actions to take are many, I think it's reasonable to take measures like we did in PB18 to keep the game going. Please put your login password somewhere in your thread, or if you're paranoid PM it to me, just something so we can have it accessible if a lurker needs to log in and cover a turn (don't use a password you use for anything else please). It also doesn't hurt to leave sketches of your plans in your thread, especially if you know you might need a sub in a certain time period. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Please leave any comments or concerns you have about the above, I've tried to be clear describing why for these items. I hope especially that the diplomacy rules will be clear enough that there won't be any issues in game with them. I will say that I've waved the most on allowing barbs&huts or not, but their natural variance they give plus an issue relating to the map that I can't talk about right now, I think it will make the most sense to have them off, even if that does come at the expense of removing flavor from the game world outside of player actions.
Also, with that done, I'm ready to send out the first round of leader/civ combos. I'll wait a few hours because we do not have threads from everyone, and I'd prefer to post them there. If someone doesn't have a thread active yet though, I'll just PM them with their first selection.
Players still needing to create a game thread: Barteq CheaterHater Borsche Gavagai Elkad R.E.M. Donovan Zoi |