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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:35
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Done: Persia. Thus, one team has slowmover UUs, one is mixed, and one has fastmovers. 
Regarding the locked alliance versus FFA... I say leave it open to the respective teams. We'll prolly get more participants that way, and as has been pointed out, the very nature of AU DARs will provide for learning, regardless of structure... what Rommel calls the 'AU method'. The most important aspect, I think, is that we get a large number of games played with the same map / scenario, and that participants keep the theme in mind.
Don;t worry about timing Hermann... PBEM games are relatively easy to handle. And, just in case, in this format we should have the option of a team member or the admin filling in if someone can't get a given turn done in a timely fashion.
Map, map, we need a map. 
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:35
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quote: Originally posted by snoopy369
Also, definitely consider having a single player victory condition for the non-locked alliance game. Two player, as stated earlier, means that the two teams that end up in the lead in the mid-game will just ally and crush the rest, making for rather boring alliances, rather than the sudden alliance shifting that can happen in a single-winner PBEM game.
I don't think this takes away in the least from the teaching aspect of the game, as you still have a lot of alliance making and shifting. Just less boring = more likely to actually finish. |
How would this be any different than a regular PBEM with DARs then? I don't think the map is being designed to display much in and of itself.
There are many mitigating factors that could interfere with the two most powerful civs simply allying and crushing the rest, having four other opponents being the most prominent.
Going from a lesson perspective, it makes sense to me to bisect the PBEM game into two basic parts: forming a winning alliance and dealing with your former ally. By organizing these games around team-oriented victory conditions, we might not end up with a clean-cut, satisfying ending, but we should see nuances exaggerated in parts of the game that will make them clearer than they would be under normal cut-throat rules.
However, if the main point is just to have a big, fun, inter-site extravaganza, I wouldn't mind playing in that either... 
Last edited by Rommel2D on 23-03-2005 at 13:11
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Dominae
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I think stock rules should be used, including Barbs. We'll get more of a showing from the non-AU communities that way.
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