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smellymummy
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it's really simple, you get an e-mail that has the save game attached. you play that game, save your turn at the end, then email the next player with the save attached
otherwise the game is about the same...
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:34
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quote: Originally posted by sabrewolf
btw, concerning the rules... i wouldn't mind having a bit more space than 4civs on tiny, especially as many strategy geniuses are playing ... except if 40% water really works, then it's different |
70% ocean on a tiny pangea is working pretty well in the first tournament. We're a few techs away from the middle ages, some borders are tightening up, but there's still alot of space to expand. I think this amount of land makes for the right pace of play for a civ game. You can't hide from the other players forever. 
I've scratched the MPTournament.biq idea- 40% is way to much land for 4 civs, and some of the other modifications, like early map trading, are only meant for online MP. I agree with alexman that we should go with stock rules, the only question being over disabling SGLs or not. Should we take out a wildly random element and reduce the power of scientific tribes? (BTW- I will enable y-wrapping to give seafaring civs extra mobility as slight compensation for being on a pangea.)
The rules in the second post of this thread should be up to date. The single restart option will be the standard. If individual groups agree to 'stick with the draw' in advance, style points will be awarded. ;-)
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smellymummy
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1. i think the players turn is encoded into the save file. when you're done with a turn, the game informs you to save it and send it to (civ name)
and then...
3. the game exits to the main menu once you're done with your turn.
4. locked alliances only work in scenarios (like those in conquests). this tournament won't have any AFAIK
6. you send what you have for sale to a player, and wait for their reply with how much they will give back. theres two little buttons that say 'accept' and 'do not accept'. a deal could easily take 3 turns to complete, so discussing about it in email might be faster
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:34
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quote: Originally posted by Aqualung71
1. How does the computer know who's turn it is when I receive the save file?
2. There's no AI in the game? Not worth throwing in 1 or 2 AI's for the hell of it?
3. What happens if somebody plays 2 turns in a row (apart from being abused and ejected)? I guess this is physically possible, right?
4. How do the locked alliances work, and how do we determined who is with whom?
5. Which "exploits" are allowable and which are banned, as per the lists already posted on this thread?
6. How do you conduct diplomacy? Do you just call up another player during your turn, offer something and hope he accepts? Wouldn't the negotiation go on for a few turns? Or is this where you can discuss things outside the game, assuming you are both online at the same time or some such thing? |
For #s 1 and 3, each players turn is password protected (you enter yours in on your first turn), and the game mechanisms prevent errors.
#2- AIs muck things up- they belong on the exploit list
#4- No locked alliances without AIs
#6- Diplomacy is similar to SP, except you can't choose from what your opponent has to offer- you only see what the other player is actively offering and either accept, reject, or add something of your own to the deal. You can discuss diplomacy via email depending on if you have contact and to the extent that research coordination is allowed.
#5-Tricky. Since we actually have 5 players yet to confirm they want to play at all, having everyone come to a consensus on what they accept as an exploit is just not likely to happen. I say each individual group should refer to an exploit list (they seem to be springing up all over like May flowers) before starting to make sure everyone is generally aware of them. Work out an arrangement all four are content with.
Last edited by Rommel2D on 15-04-2004 at 13:18
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:34
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quote: Originally posted by Rommel2D
70% ocean on a tiny pangea is working pretty well in the first tournament. We're a few techs away from the middle ages, some borders are tightening up, but there's still alot of space to expand. I think this amount of land makes for the right pace of play for a civ game. You can't hide from the other players forever.  |
ok, you're right... i'm dead meat anyway, no matter if they have to walk 5 tiles or 10 tiles 
quote: I've scratched the MPTournament.biq idea- 40% is way to much land for 4 civs, and some of the other modifications, like early map trading, are only meant for online MP. I agree with alexman that we should go with stock rules, the only question being over disabling SGLs or not. Should we take out a wildly random element and reduce the power of scientific tribes? (BTW- I will enable y-wrapping to give seafaring civs extra mobility as slight compensation for being on a pangea.) |
it is a very random thing, but so are goody huts (getting settlers/settlements vs. disturbing 4 fierce warriors).
i've just noticed a problem with SGLs in a PBEM game (started with patch 1.15): some people can't believe me that i got one. i must say, the odds were very small (non-scientific), but i nonetheless got it.
disabling SGLs would mean crippling scientific civs even more and making another trait "sub-optimal" for PBEMs (besides exp, com). imho, leave them in. but either vote here for general tournament rules or have the players vote in each game...
quote: The rules in the second post of this thread should be up to date. The single restart option will be the standard. If individual groups agree to 'stick with the draw' in advance, style points will be awarded. ;-) |
i can see myself starting with 4 cattle and 2 wheat and someone else wanting a restart 
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Dominae
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quote: Originally posted by Trip
I think we need to have standardized rules for all the games. It's not fair if one group is playing according to one set of rules with another group playing according to another. Certain exploits can make the game easier, so certain players advancing with this help when it should not normally have been available is unfair to those in the other games. |
Since your competition in each game plays by the same rules you do, no one gets an unfair advantage.
Of course, if you all play different rules at the beginning, it's going to be hell trying to get everyone to agree in subsequent rounds.
Dominae
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Dominae
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Last man (or woman) standing proceeds to the next round. That's pretty standard.
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