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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:35
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1. Recommended PBEM Guidelines and Etiquette
Dominae's post:
(I think this represents a good initial set of guiedlines or principles. As Dom says, some of them are up for discussion - ie combat reporting.
What I also think is required is an etiqutte list - sstuff regarding timely play, absence notification, stand-ins, and the like)
quote: Hi all.
Do you like to play PBEM? Do you prefer it when you and your opponents are "on the same page" with respect to what's "okay" and what's "not okay" when playing head to head versus other humans? If your answer is "yes" to both these questions, read on!
The purpose of this thread is to lay down a semi-standard set of guidelines for PBEM players to follow. The goal is to end confusion and resentment in PBEM games where each player may come to the table with different views as to what constitutes "fair play".
Here I will only be referring to PBEM games where all your opponents are human. A mixed game (AI and human opponents) opens up a whole other can of worms which I'm not going to go into here.
Please not that these are my suggestions only; call it "Dominae's Etiquette", if you will! However, I think that many of you will have no problem adhering to the guidelines below.
This brings me to my first guideline, the "Golden Rule" of PBEM play (of all multiplayer gameplay, if you ask me):
The Golden Rule
You will play to have fun, with knowledge that your opponents are doing the same. You will therefore play a "clean" game, one in which you and your opponents agree prior to starting what is permissible and what is not. If ever a gameplay situation arises which potentially be controversial in this regard, you will halt the game and inform your opponent of it immediately. You will respect your opponent's point of view, and try to work out a solution, or (failing that) simply leave the game.
The remainder of this post lists several points which are "controversial", and a recommended etiquette for ending this controversy. The next post will list several game "exploits", and it is up to you and your opponents to determine which of these are allowed in your game.
1. Playing to win.
You will begin each game with the intention and desire to win. You will therefore not put all your resources into "hating" one player out of the game (out of some grudge) if this is not conducive to your victory. You will similarly not "throw" the game by becoming someone's vassal, unless you are clearly beaten or this is somehow part of a larger plan to secure victory.
In short, you will be predictable in your ultimate goal of seeing the victory popup.
2. Pre-game "baggage".
You will begin each game on a clean slate with respect to the other players, that is, without any preconceived alliances or grudges (unless, of course, you specify these in the game set up). This obviously ties in with #1 above.
In short, you will not make diplomatic decisions until you meet the other players in-game.
3. Honoring agreements.
You will honor or break agreements as you see fit. You will, however, accept the fact that this may hurt your reputation in future relations (either in the same game or subsequent ones). Note that this is not contradictory to #2: a player's reputation cannot be forgotten, but acting on it before the game begins is improper. For instance, if Player A broke a Non-Aggression Pact with you in the past, you are entitled not to trust him, but you should not make a point to gang up on him with Player B in any future game.
In short, you will be dishonorable when need be, and accept that others will do the same.
4. Renaming units and cities.
You will not name units or cities with the sole aim of misinforming your opponents.
With respect to units, you will: 1) use a unit's old name in full when creating a new name, and 2) not couple a unit's old name with another unit's name. For an example of the first point, 'Warrior' can be changed to 'SuperWarrior' or 'Grog the Warrior', but not just 'Grog'. As an example of the second point, 'Settler' can be renamed to 'New York Settler', but not 'WorkerOrSettler'. The idea here is to be able to tell what type a unit is at a glance when right-clikcing on a stack.
With respect to cities, you will not rename cities to names that mimick items that could be offered in trades. For instance, a city cannot be renamed to '22 Gold', 'Monotheism', 'Peace Treaty', etc.
You will also not name units or cities in a way that could potentially offend your opponent. You will make sure your opponents are open to trash-talking, if that is your cup of tea.
In short, you will not rename units or cities for nefarious purposes.
5. Combat reports.
You will send (via email, or any other convenient and timely medium) a log of all combat that occurred in your attack of an opponent's units. Such a log could resemble something like this:
American 4/4 Swordsman defeats Greek 3/3 Hoplite, 1HP remaining
American 5/5 Horseman attacks French 2/2 Warrior, retreats
American Artillery bombards Berlin, Marketplace destroyed
Etc.
Typically there is no need for any further information, but you will, on request, also provide a log of your unit movements within an opponent's visible range. Conversely, if your opponent makes it clear that this level of detail is not necessary, the log may be abbreviated. If this seems like a hassle, note that all this information is standard in a SP game.
In short, you will not leave your opponents "in the dark" concerning what happens unit-wise during your turn (within the limits of what their would normally see). |
OK - to the above, I would add or modify:
5. Combat reports - are optional
6. Out-of-Game Contact
There will be no out of game contact of any sort (other than obvious logistics regarding sending and receiving the save) until civs meet in the game. This should be fairly obvious, and ensures two things:
(i) the intent of the civ game where you need to explore the world and actually MEET civs is maintained.
(ii) prevents unreasonable trading and alliances to occur before civs meet in game. To a certain degree, this reinforces #2 regarding pre-game baggage.
7. Map Trading
You will not engage in map trading of any sort until you are capable of trading maps in-game. This includes screen shots, drawn maps, and the like. It does NOT preclude general geographic directions such as : "We are on a small penisnula to your north" and the like.
8. Reloading of Saves
(And the most obvious...) No reloading of saves to change the RNG or to try a second time to take Helm's Deep or to send your scout in a different direction to explore 'that way instead". You will make your decision, make your move (once), and live with the consequences.
Last edited by Beta on 16-04-2004 at 04:44
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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:35
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2. Exploit List
The most complete list I am aware of is the MZO list. (In saying that I admit complete ignorance of the list set up for the more recent C3C IDG. It may be more extensive.) This should at leat get the discussion going. Thnaks to Octavian X who pulled it together, based on an original list by Dominae, and with input from many others.
******************************
The following is a list of some known exploits. Note that these are not all the exploits, so if an exploit doesn't appear here, it is still illegal. The administator may edit this list as exploits are discovered/fixed.
1. Alliance tricks
Basically the idea of most points in this section revolves around two teams flipping back and forth between peace and war to abuse certain game mechanics.
1.1 Getting double-duty out of artillery and Workers
Two (or more) teams can get double (triple...) use of bombardment units and Workers by using the units on their respective turns, then letting their "enemy" capture and use them in turn. When facing an alliance of two civs with 20 Catapults among them, it's quite disconcerting to have to face 40 rounds of bombardment.
The simple solution is to require alliances and peace treaties to be respected through in-game diplomacy.
1.2 Sharing a Luxury or Strategic resource
Two teams can get the use of a single resource by repeated gifting and then cancelling of the trade. One Iron should only supply one civ at a time.
Repeated cancellation of trade is okay for supplying bursts of a resource for a civ upgrade, as long as it is not also being used for making a dual supply out of one resource.
1.3 Generating Leaders and Golden Ages by sacrificing cheap units
A team can build a bunch of Warriors and let another team slaughter them with Elites, in hopes of generating a Great Leader. This is actually quite costly, but the results can be dramatic (fast Forbidden Palace or Palace) if the teams get lucky.
The same applies to the generation of golden ages through the use of war with allies.
The solution to this one is the same as in 1.1.
1.4 Declaring war for happiness
Two teams can declare war on each other for purposes of generating a little Happiness, which can lead to increased production through WLTKD.
1.5 Exchanging map/minimap information before Navigation.
In Conquests, map trading is pushed back to Astronomy. If two teams can exchange maps out-of-game, the Seafaring trait becomes a lot less attractive.
2. Metagame tricks
2.1 Reloading to alter unwanted random results
It is possible to alter the results of combat (even with preserve random seed turned on) by reloading the save and playing out the turn slightly differently (i.e. by attacking in a different order, or basically by playing around with things that trigger the RNG). This can result in finding highly one-sided battles, and the appearance of an inordinate number of Elites and Great Leaders.
The simple solution is to require each team to open the save only once. This means that only one sequence of moves/orders is allowed to be viewed per save.
2.2 Manipulating a savegame file
Crafty players use the PBEM savegames to obtain information, or worse.
Again, let's play Civ3. If we allow tools like MapStat, then the door is wide open for any other file-manipulation program, which is a can of worms.
2.3 Loading a save while zoomed out
A team's turn-player can configure his or her game to be zoomed out, then load a PBEM savegame, which can reveal certain facts about the previous team's location.
Solution: all teams must agree to zoom in before loading the savegame and/or zoom in before saving the game.
2.4 Renaming units/cities to confuse/mislead opponents
Cities can be renamed to names of techs ('Monotheism') or sums of Gold ('210 Gold') or anything else that can be traded in the diplomacy screen. This allows a team to screw over another in a very weird way.
Worker and Settler names can be interchanged to hide their identities in stacks (since their stats are the same). Units with identical stats can be renamed for the same effect (Enkidu Warriors and Spearmen, Ancient Cavalry and Gallic Swordsmen).
Units/cities, therefore, may not be renamed for the specific purpose of fooling opponents.
3. Game Mechanics tricks
3.1 Fortifying a ship without any movement points left to obtain extra vision radius
A ship that fortifies sees an extra 1 tile in all directions at the beginning of the next turn. This can be accomplished by waking up the passengers of a ship (if there are any), and giving the Fortify All order.
3.2 Hitting F1 to change production
It is possible to use F1 to go into city views and change production before a city has been reached in the pre-turn production queue. This can result in tech-enabled units and Wonders being completed the very turn the tech is researched, or production to be changed in response to an enemy's actions (like Walls if a stack moves toward a specific city and not another).
Let all cities finish their growth/production phases, and only enter the city views when the first unit is highlighted and ready to move. This does away with tricks like avoiding riots, using tiles twice per turn, and other such nonsense.
3.3 Using GoTo to get extra movement
The last civ in the turn order can issue a GoTo command to a unit, and have that unit move twice before the next turn begins. This is very strong in war-time, and benefits one team only.
3.4 Chaining naval transports to quickly move land units across water
It is possible to wake a land unit at sea, and transfer it from one transport to another. Given enough ships, a chain can be created to instantaneously move units across bodies of water (by ending in port).
3.5 Teleporting units by abandoning or gifting cities
A team can instantaneously transport units from any city back to their capital by simply disbanding it or gifting it to another team. This results in very weird strategy.
3.6 Accepting a Peace Treaty from a civ then immediately declaring war
A team at war with another can accept the latter's Peace Treaty, then declare war afterward in order to eliminate War Weariness from that civ. This results in a huge advantage if the peace-seeking team is not aware of the trick.
And again, this is only a reference list. If it goes around the rules of Civ3 gameplay, it's an exploit, and you still can't use it!
Also, Much thanks to Dominae for compiling the original list.
Last edited by Beta on 14-04-2004 at 04:46
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Keygen
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Athens, Hellas
Jan 2000 time: 07:35
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You could use the PBEM rules I had created a year ago and refine it possibly.
Attachment: civ3pbemrules.zip
This has been downloaded 13 time(s).
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Keygen
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Athens, Hellas
Jan 2000 time: 07:35
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Oh, and here is the relative thread that didn't draw much attention back then.
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:35
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quote: Originally posted by Modo44
There is no obvious "Declare War" option in the diplomacy screen, when talking to a human player in a PBEM. Because of this, many think it is not possible without actually attacking the other guy.
But it is. To declare war upon a player without attacking, you need to do the following:
1. Contact the player you want to declare war upon.
2. In the diplomacy screen, click the "Active" button, to get to the active deals. It is in the lower part of the screen.
3. Click on the "Peace Treaty" option.
4. The game will ask, if you are sure you want to "renegotiate peace". Choose "Yes".
5. You can, if you want, try to renegotiate peace at this moment. By clearing the table and exiting the screen, war will be declared immediately. |
I know this is possible as some players have done it to me....but I've tried it and found it cannot be done on occasions.
This indicates to me the system is not as perfect as it should be.
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Modo44
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in western Poland
Jul 2004 time: 06:35
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For reasons of laziness, I started a PBEM with all players set to "Skip 1st Turn" (the downloaded scenario was like this). This is a flag that can be set in the editor, but there is a bug going with it. If all players start with the field checked, nobody will be able to move his units, ever. So, at least one civ must start with the "Skip 1st Turn" flag turned off, or there will be no game. Now you know.
EDIT: This is in C3C 1.22, of course.
Last edited by Modo44 on 09-06-2005 at 15:09
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