(October 27th, 2015, 15:32)2metraninja Wrote: Rihiter is veteran, I know him from the KAC site.
I'm going to guess that the map is at a point where adding players will be hard. But if you can point us to some reports detailed enough for the lurkers to get a read and Commodore says I'm wrong about the map then Rihiter could play.
Oops I should have said every other 12h interval.
But it is a good point that turns will be more complex by then, so my point, something like "signup only if you can reliably play" stands.
Anyway.
Any thoughts on how to handle people missing turns? I dont think pb27 method is in the spirit of this game..."lurker logging in and playing what seems good"...because handicap. If people is about to miss a turn, let it go. People need to leave instruction in thread, AND ask for a lurker to play if they want coverage. Pause until lurker can play is then ok.
Players can also request a pause for up to (2? 4? 6?) hours if they just miss the window. Also pause for server-side technical issues is ok.
Comments?
lurkers might not be as prepared to jump in like in the mega-games in which case we need to think more about how to fix issues with missing temp/subs.
Because this is only a ten player game I hope we're not going to have turn timer issues that huge games like PB18 and 27 inevitably suffer. But before we start, because this is a handicap game and it's going to be really hard to replace you I'd appreciate if everyone can have a word with themselves and make sure they'll be happy to play this out for the next nine months, whatever happens?
As for general etiquette I think a link to this post might be useful at this point:
(January 13th, 2015, 19:20)Old Harry Wrote: Since pitboss seven (which never happened) we've had one rule for most of the pitboss games here: Don't be a jerk. It seems to work pretty well for anyone who played in or has read pitboss seven (I know even reading those two words hurts some of you, I can only apologize). For recent arrivals there are some finer points of pitboss etiquette that can be a bit obscure though so I thought a thread where everyone suggests issues and/or explains how to avoid them might be a good idea.
I'll collect a set of guidelines into this first post if anyone suggests them. Here are a few to get you going - and please shoot them down if I've got anything wrong. This is not an exhaustive list. If you think of something not covered here then please Don't Be A Jerk.
Play your turn as soon as you can. A fast turn pace is a happy turn pace.
If you can't play your turn(s) find a sub. Otherwise you might find it hard to get into future games. (Thanks retep)
The person declaring war can choose which half of the turn timer they get, so long as they didn't move after the victim on the previous turn.
Don't try to play after another player on a regular basis. If you are trying to prevent them getting the second half when they attack you then you're playing clock games and Krill will find your pathetic civ and crush it. If you are planning to attack them then just drop behind them one or two turns in advance (it's actually less likely to telegraph your intentions). In fact you can play before them the turn before you attack - there is no problem with letting your victim double move you.
If you are at war with someone don't log in before/after they've played unless they have given you explicit permission. (Edit: Controversy! See thread for details...)
In a peace-time turn split (eg a settling or hut-popping race) the turn you realise there should be a split is when the order is established.
The tech thread is not the place to argue about in-game issues in an AI diplo game - the lurkers should be able to get both points of view and arbitrate without giving spoilers. (If you haven't got many lurkers post in the tech thread asking lurkers to come look at your question).
Sending in-game messages with numbers and letters (gold and city names) are a grey area - assume they are banned unless the setup specifically allows them
No naming units with messages for other players. (I really want to play a variant of AI diplo where you are allowed to communicate, but only by gifting named units, but no-one else seams that keen )
Global lurkers should give no spoilers - even asking what turn someone plans to finish a wonder can tip them off that they have competition...
Don't hide your research by changing it just before the turn rolls
Try to only log in once per turn, or play all your moves in one session - this is harder for teams or if you have a surprise or simming to do, but it makes figuring out turn splits easier.
In the event of a reload forcing you to replay your turn, replay the turn exactly like you originally played it, to the best of your ability. (Thanks novice)
It is the responsibility of all players to check that the settings are correct once the game is hosted. (Thanks Krill)
Edit: War time turn splits seem to be a source of confusion, hopefully listing the advantages of going first and second will mean people are less likely to assume going second is best and thus try to play clock games. Advantages of going first:
Can use promotions for XP received defending on the previous turn
Can use promotions for new units
Can hide units from prying eyes
Can track what your opponent has produced more easily
You don't have to watch civstats for your turn
*If logging in outside your half is allowed* Can use persisting vision given by airships/planes/floating eyes to log in after your opponent to see what they did
Advantages of going second:
Whipped units will appear before your opponent plays
Going second allows you to move twice before an opponent's builds complete. ie you can move HA/knights 4 tiles through culture before you have to deal with units built in reaction (thanks Krill)
You can re-connect resources that were pillaged on that turn (thanks Donovan Zoi)
*If logging in outside your half is allowed* Can track what your opponent has produced more easily
*If logging in outside your half is not allowed* Can hide what you are researching the turn after you acquire a tech
I dunno if that covers what you wanted to say Molach?
(October 28th, 2015, 07:06)Old Harry Wrote: Hey lurkers - how is that map coming along?
Pretty good; got the bulk of it done. The fiddly bits are somehow combining player rankings with start rankings with neighbor ratings with combo (option) ratings.
If only you and me and dead people know hex, then only deaf people know hex.
(October 28th, 2015, 07:06)Old Harry Wrote: Hey lurkers - how is that map coming along?
Pretty good; got the bulk of it done. The fiddly bits are somehow combining player rankings with start rankings with neighbor ratings with combo (option) ratings.
Neighbours are the thing that makes it really hard...
I have a suggestion. As I understand we are gonna get a choice of a few combos. If you give those out first, and let us choose then it might be easier to match us to starts as you can then weight what we have chosen, and have less variables to manage.
Then if neighbours are a big factor you can edit the land a tad to make it more lush if they have a difficult neighbour or less lush for that neighbour?
True enough. And although your BFCs aren't settled yet you guys can all get your combos to start thinking about (random BtS means not a lot of thought most of the time to be honest). If...everyone can make a thread?
If only you and me and dead people know hex, then only deaf people know hex.