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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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Looking over the smoldering embers of Civ3, I'm wondering what it will take to produce some flames to keep us warm until Civ4 is released. Here's some kindling: are enough people interested in another Iron Civer?
My intial plan proposal:
Preliminary round of 4(or 5)-player games:
Double (2-city) elimination
Tiny pangaea, 70% water
Monarch level
Climate/Temperature/Age Random
Roaming Barbarians
Y-Wrapping on
Cultural conversions on
Scientific Great Leaders off
No culturally linked start
Last player must set NoAIPatrol to 0 in their .ini file
The map will be previewed to make sure there are no island starts. All seafaring tribes will be assured of a coastal start
Games will be played with a new Iron Civer Scenario:
(v1.2)
1> SGLs will be turned off. Copernicus’ Observatory is a Scientific Wonder.
2> Basic barbarians are archers. Advanced barbarians are Mounted Warriors.
3> Democracy has free unit support equal to that of the Republic (1/3/4). Corruption for Feudalism reduced to minimal. Secret Police HQ are available to Fascism insead of Communism [ed]and becomes available with Industrialization[/ed].
4> Artillery, Radar Artillery, Tank, Mechanized Infantry, Modern Armor, and Panzer have wheeled property.
5> Ivory is a strategic resource, with appearance ratio of 160 (the same as Iron and Horses), disappearance ratio of 400 (same as alluminum). Tobacco is a luxury resource.
6> Colosseums can be a Tourist Attraction. [Note: This really isn't as important as the rest of the mods here- its more of an 'indigo' mod. A laurel wreath goes to any master of arcane trivia that can explain what that means...]
7> Espionage is an optional Ancient Era tech requiring only Writing [ed]will require Map Making[/ed], with a 30 base cost. 'Cursus Publicus' is a new small wonder identical in function to the Intelligence Agency, costing 200 shields, giving 1 culture, available with Espionage and made obsolete by Nationalism. Industrialisation is now the prerequisite for the IA. [ed]Steal World Map missions have a base cost of 10 instead of 1.[/ed]
Final Tournament structure and rules will depend on the level of interest expressed, but there will be an actively enforced 24-hour clock again. Tribes will be picked by players with identically ranked ones being ignored for the involved players. Circumstances permitting, I'll organize the prelim games so that there are as few rematches from the last Tournament as possible. If anyone is interested, PM or email me the following information:
Your Email for turns:
Password:
Top 5 tribes desired (in order):
Do you wish to use Iron Civer Warrior Code diplomacy options #1-2a) and b)? (Y to both or N to both):
Combat Reporting Level [#4-2 in Warrior Code] Preference (0-3.5):
Primary Availability Times (in actual GMT):
This won't start for a few weeks at the earliest. If we can't get at least 16 interested players, this probably won't happen at all...
Last edited by Rommel2D on 09-04-2005 at 09:35
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:18
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nm
Last edited by Krill on 27-02-2005 at 05:13
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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quote: Originally posted by Aqualung71
This goes to the core of PBEM strategy - if another player enters your territory and you are not prepared for it because you prioritised other builds over defence, then you must accept your lot! In such circumstances, the war happiness issue is irrelevant.
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This has nothing to do with how prepared the defender is. If the defender is that unprepared, they will lose whether they get the first round of attacks in or not.
Although war happiness isn't a huge factor in the overall game, few of the other exploits covered in the code are game-breakers either. This is about giving an advantage, however minor, to one of the players. The SP game is designed to give the defender a certain advantage against an agressor. The PBEM mechanisms turn this into an advantage for the agressor if they know how to exploit it- it is broken.
To me, the code concerning etiquette and exploits is there to create a tournament environment where new players experienced in SP can participate on an equal footing with experienced PBEMers in a contest based on conventional game strategy and the RNG. I'm reading the arguments here as essentially "I've learned to use this exploit to my advantage, I should be able to benefit by playing against someone who hasn't". I'm extemely skeptical of the claim that since the situation is the opposite of how the SP game works, it adds any "strategic depth". There is a difference between deep strategy and cheap tricks. If there was an argument that this wasn't an exploit based purely on PBEM's poorly designed mechanics, I'd be inclined to just drop it...
quote: if we implemented an "honour" system whereby you must declare war or leave..... |
That's not the proposal. The hard-and-fast rule would be that if you have multiple units in a given enemy's territory, only one of those units may attack on the first turn in order to initiate war.
This is not as powerful as the LoDW option (agressor units may still trespass unhindered all they want), but it addresses what seems to be the most harmful exploit: The defender is not forced to make a pre-emptive strike and send what should be their War Happiness to the aggressor just to avoid having a number of his/her cities wiped out before s/he can get a single round of combat in.
[BTW this is not just an arbitrary rule- prior to the industrial revolution, opposing armies did not simply wash over the enemy. Usually armies would meet, size each other up, and the leader of the agressor would make some token act to signal the outbreak of complete hostilities.]
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