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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > The Spanish Civilization Site - Archive > Civ II: MISCELÁNEA IV Juego Progresivo para Civ II MPGE
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Kramsib is offline Kramsib
Emperor
Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001
time: 06:34
  Old Post 08-03-2004 15:09 Visit Kramsib's homepage!
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Civ II: MISCELÁNEA IV Juego Progresivo para Civ II MPGE Support Apolyton buy from Amazon

In English.

This thread is aimed to dealt with all doubts, questions, suggestions, etc., ... which can arise during the current JUEGO PROGRESIVO for Civ II MGE.

It is also aimed to show the rules and the Progresivo Sheet.

The Progresivo sheet is attached, with it I will calculate all the punctuations and the rankings of this JUEGO PROGRESIVO for Civ II MGE.

(Current Version 1.8.)

----------------------------------------------------------------------------------
En Español.

Esta thread está destinada a tratar todas las dudas, preguntas, sugerencias, etc., ... que puedan surgir durante el desarrollo del actual JUEGO PROGRESIVO para Civ II MGE.

También está destinado a recoger el reglamento y la hoja progresivo.

Adjunto la Hoja Progresivo con la que se calcularán las puntuaciones y clasificaciones de este JUEGO PROGRESIVO para Civ II MGE.

(VERSIÓN ACTUAL 1.8.)

-----------------------------------------------------------------------------------

Link to the thread where saves are posted.

Civ II: IVº Juego Progresivo para CIV II MPGE.

Link to the Hall of the game:

Civ II: HALL IV JUEGO PROGRESIVO.

Attachment: 4º juego progresivo.rar
This has been downloaded 0 time(s).

Last edited by Kramsib on 08-03-2004 at 15:18

Kramsib is offline Kramsib
Emperor
Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001
time: 06:34
  Old Post 08-03-2004 15:11 Visit Kramsib's homepage!
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RULES FOR THE FOURTH PROGRESSIVE GAME Full PM-box? Change here!

Translated and restructured by Yaroslav



RULES FOR THE FOURTH PROGRESSIVE GAME

I. MEMBERS

1. The game is composed of an organizer-moderator and players; the organizer can be also a player, but this is not mandatory.

II. STRUCTURE OF THE GAME: THE ROUNDS.

2. The game is divided into rounds. In each rounds the players get some points: the player with more points at the end of the last round is the winner.

3. The number of rounds is six; the number of turns of each round depends upon the difficult level the game is played at (see Settings, below):

ROUNDS DISTRIBUTION

ALL LEVELS.

1st Round 4000 BC - 1 AD
2nd Round 1 AD - 1500 AD
3rd Round 1500 AD - 1850 AD
4th Round 1850 AD - 1900 AD
5th Round 1900 AD - 1950 AD
6th Round 1950 AD - 2000 AD

CHIEFTAIN / WARLORD

1st Round 200 Turns.
2nd Round 100 Turns.
3rd Round 100 Turns.
4th Round 50 Turns.
5th Round 50 Turns.
6th Round 50 Turns.

PRINCE.

1st Round 150 Turns.
2nd Round 100 Turns.
3rd Round 100 Turns.
4th Round 50 Turns.
5th Round 50 Turns.
6th Round 50 Turns.

KING.

1st Round 100 Turns.
2nd Round 100 Turns.
3rd Round 100 Turns.
4th Round 50 Turns.
5th Round 50 Turns.
6th Round 50 Turns.

EMPEROR / DEITY

1st Round 100 Turns.
2nd Round 75 Turns.
3rd Round 75 Turns.
4th Round 50 Turns.
5th Round 50 Turns.
6th Round 50 Turns.

4. At the end of each round (or at year a victory was achieved), the players must post their saved game. Along with the save, the players must post their current score, several demographics and, if they have won the game, the kind of victory (spaceship or conquest). The organizer will take this data and will make a ranking based on the Kram Indicator.

Data to include: (in the given order if possible)

Player Name:
Score:
Population:
GNP:
Mfg. Goods:
Land Area:
Literacy:
Military Service:
Victory Year / Kind of Victory :

5. The players will continue playing the next round starting from the file they’ve posted.

6. When a player win the game, that rounds is considered the last round. All the others players can end this round until the last year of the round or until they won (what happen first), but no more rounds will be played. The final classification will be made after that round, giving bonus to all the players who won their game in the last round. This bonus is giving according to a “the earlier the victory, the bigger the bonus” scheme.

7. Each round must be played in approximately TWO WEEKS (14 days). The first round is usually started in Monday, and ending 12 days after (Friday). The next rounds start in Friday, and last 14 days (that is from a Friday to a Friday). The weekend after the end of each round is used by the organizer to post the partial classification updated to this round. [N.B.: The organizer can give more time for playing a round, if that is needed].

8. For commentaries about each round, a special thread will be opened (called ‘The HALL’). In these treads sensitive information can be published so all the players must keep from enter in this thread until they finished the round in course.

III. THE SETTINGS.

9. The settings of the game are voted at the begging of each game; with these settings the organizer starts a game, and post the file as the initial file which all players must start from. This is the beginning of the first round.

IV SPECIAL RULES FOR FAIR PLAY:

10. Only one saved is accepted by round and player.

11. The save file should be posted ONLY in the adequate thread, and they must be at the end of the last turn of the round. Please keep in mind the last year of the round, and try to not trespass it; however, in this case a roll-back to the AUTOSAVE can be accepted (the moderator should take the decision)

12. The players are asked to not end their rounds in ANARCHY, because this government has special rules who affect the point-calculation scheme.

13. The players are asked to save often and to active the AUTOSAVE in order to no trespass the limit. However, rolling-back to “correct” a mistake is NOT ALLOWED.

14. The players are asked to not consult others players save-game for each round until they’ve finished the same round.

15. The players are asked to not enter in the HALL thread of a round they have not finished yet, because sensitive information is revealed in these threads.

16. Cheat-mode, hex-editing and other ways of affect the score is NOT ALLOWED.

17. Data-faking is penalized with immediate banning from the game.

V. WINNING AND LOSING THE GAME.

18. As it has been told before, the game ends at the end of the round where at least one player has won their game.

19. The player who lost the game is considered to have ‘abandoned’ the game. There are three criteria for losing a game.

a) When the AI reaches Alpha-Centaury prior to the human player.

b) When the AI conquest all the human player’s cities.

c) When the player reaches the year 2000 and he has not the bigger score of the game.

VI. SCORE SCHEME.

20. For each round, the number of points is given by this formula:

(500 * K) * (Turns Played / Turns of the round) + Victory Bonus.

21. K is the Kram Indicator and is given by another formula:

[ (Xn – Xn-1) / (Xn – Xn-1)’ ] + [ (Xn / Xn-1) – 1 ] / [ (Xn / Xn-1) – 1 ]’

where

Xn is the civ-score that was get at the end of the n round.

The ( ‘ ) means the highest result achieved by any player.

In other words, the Kram indicator is calculated as the addition of 2 ratios. The first ratio compares the absolute variation of the score of each player with the highest absolute variation got by one of the players. Similarly the second ratio compares the relative variation of the score of each player with the highest relative variation got by one of the players. As both ratios can reach a maximum of 1, the maximum value of the Kram indicator is 2.

22. The Victory Bonus is calculated by this formula:

Victory Bonus = (2000 – year of victory)
Is easy to understand why this formula favours the player who end the game before any other player.

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