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Nap Bonaparte
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Newport Beach, California
May 2000 time: 05:14
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Sorry guys....I dozed off
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finbar
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Castiglion Fiorentino, Italy
Jan 1970 time: 06:14
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quote: Originally posted by SuperSneak
So you're saying that if you are white and I am purple, you get to kick me in the nuts first?!? That seems a bit odd...but I guess its the same reasoning that rules the rest of the games.... |
Well, the problem with simul war seems to be that players with quicker connections - or even the host, regardless - have an advantage. They can move units more quickly. In fact, someone reported an opposite extreme - players were waiting till their opponent moved, then countering. Games were stalling while the opponents tried to outwait each other.
Fighting in colour turn order simply means that you revert - within the game, by agreement, and honouring the agreement - to the way war is fought in normal MP games. You pummel each other in turn. Seems the most logical solution to me.
quote: Yes...one of the big reasons I avoid Civ MP is because of the god awful time it takes. Let me just be frank: me sitting in front of this box for hours and hours does not necessarily endear me to the lady.
Anything that will speed up the process is good for my health. |
Yes. Well, it has been argued in the past that Civ isn't a game of speed chess, that it's a tactical exploration and all that. That's all true. On the other hand, anything that keeps things moving has to be a good thing. And most of the simul problems are fixable. War, as mentioned above; and diplomacy, by simply dealing with it before you hit the Enter key. Small prices to pay. methinks.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:14
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quote: Originally posted by finbar
Fighting in colour turn order simply means that you revert - within the game, by agreement, and honouring the agreement - to the way war is fought in normal MP games. You pummel each other in turn. Seems the most logical solution to me.
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Please tell me if I am wrong here, but, in a game that was entirely turnbased it would be expected that purple would get the 1st strike as often as white. Under this scenario white always gets the first strike. That to me seems like a pretty big advantage or am I misunderstanding somethng about how you do this.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:14
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What about other turn sensitive situations like hut tipping, barb ransom etc..
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:14
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Sorry, I really wasn't trying to get involved in your game rules. I just hear it said quite often that if you switch to turn based for war that it eliminates the disadvantage due to connection speed. This statement is true but IMHO it switches it from a connection speed advantage to a color advantage.
In an entirely turnbased game, it would be expected that purple would get the first strike as often as white in a purple/white conflict. In a simul move/turnbased war game, white always gets the first strike. If there is something wrong with my logic please let me know, but it seems to me that this is just as bad as giving the advantage to the guy with the quicker connection.
Anyways, maybe my comments belong in another thread but I saw the discussion so I jumped in.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:14
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quote: Originally posted by deity
Turn order STARTS at the point of the war break out; so if Purple attack it then moves to turn order. You don't restart the game you just play each turn in succession, only moving after the prior colour has moved. The honour system. (But we actually had voted for simul war as shown in the table) |
But who goes first on the initial attack. Let's say at the end of a simul turn my purple crusader is next to your white archer both on flat terrain. Whoever gets first shot is probably gonna win. Who goes first on the next turn. Am I missing something here or what. Or are you saying whoever has the best connection speed will get first shot then it goes to turn order if so that's still a huge advantage to the person with the best connection speed.
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