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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:18
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I'm interested. First suggestion: no city bribe. The Rome game is a perfect example: there's not much point in building anything except diplos and caravans (unless, of course, you can't establish any profitable trade routes ).
I'd strongly recommend a scenario or accelerated start. I'd hate to have to spend weeks waiting for my city to produce its first warrior. Wonders are a potential problem; again, a scenario could address this problem by distributing the wonders fairly at the start of the game. I think some people were working on scenarios explicitly intended for multiplay, but I'd prefer not to have lots of new units, altered terrain values, etc. I liked the reveal map option in the Rome scenario; it removes the urge to use closest city tricks, clicking on black squares, and other stunts which I'd hate to think people were using against me.
Another possiblity: a standard random start, but start everyone with 5-10 settlers, so the game gets off the ground more quickly.
A final thought: no huts. Finding a fast unit in a hut early on can let you find more huts, and the game can be over early. I hate early rushes.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:18
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I'd be interested, if you still have room.
1x1x deity sounds good as well as no huts and no city bribe. - I've never done a PBEM game so I'm not sure how the mechanics of the actual game play work but I would love to learn. If u decide to start with tcp/ip mode then switch - please keep in mind I am in the Eastern Time Zone USA - so we'd probably have to do that on a weekend.
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:18
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quote: Originally posted by Scouse Gits
Does accelerated start work with multiplayer games? That might be an option. |
Accelerated start can produce wildly uneven starting strengths, and you are likely to spend your first few centuries recovering from the damage the AI has done to your civ. I'd be willing to play an accelerated start, though, because power tends to balance out in a multiplayer game - most players will put their own agenda on hold to keep someone else from dominating .
Suggested settings: deity 1x1x, no communication between civs (prevents a host of abuses at the expense of disallowing gifting of money and units; of course, units can still be given away with enough creativity ), Kengel's civfix program may be used to keep from building 200-shield temples when someone aces you out of a wonder.
Jrabbit and Deity Dude - PBEM is indeed very slow moving, but can be strangely compelling. If you can find a good group and schedule properly, you can play a turn a day. I'm in a couple games that have gone on for over a year and are not close to any kind of conclusion. As DrSpike implied, the game tends to go more slowly as you add more players. I'd vote for a minimum of four players, though, since that number presents some interesting diplomatic dynamics.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:18
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So let me get this straight...
This is turn based, so turn position is based on color chosen, right? Then (it would appear) you need to start it as a hotseat game. First player takes his turn and when the prompt for the next one comes up, he saves, zips, and emails it along?
That player unzips, plays a turn, saves, and passes it on.
Then -- etc. ad nauseum.
Is that about it?
I'd like to give it a try, but have some business and personal travel that would interrupt. (I'm travelling 3/22-31 and for at least 2 weeks in July.) So if that's uncool, I guess I'll have to wait.
Preferences -- deity, raging, no bribing cities (assuming no AI civs). Don't see anything wrong with huts.
Diplomacy seems like the odd duck here. How do you trade, ally, etc.? Or is that just a nicety dispensed with?
Tell me more...
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Chris 62
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But I'm feeling MUCH better now
Jan 2001 time: 00:18
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Are all of you sure what PBEM is?
It sure doesn't seem so, from some of your answers.
It means playing a multi-player game by e-mail, you play your turn, then mail the save to the next guy, who plays, and so on.
You can password protect your civ to prevent tampering (a determined cheat can get passed this).
Ay the end of your turn, while the "end player turn" is blinking, hit Ctrl+n. This ends all movement of your units ( the AI will move your units, like those you fortified, in the next player's turn, whether you like it or not if you don't).
Then you save, and stop playing, NEVER hit "end player turn".
Mail the save (it will be a .NET save) to the next player and so on.
A standard civ game is 400+ turns.
To give you an idea how long it takes, I'm playing in several that are at about 70 turns or so in, that where started a year ago, so this is long term.
You all MUST have the same civ version, and it must be MP compatible, with all patches, or it won't work.
We often agree to ignore diplos/spys, as they unblance the game, and having an AI civ is no big deal, it's just another obsticle.
The beauty of these is you can play when you have time, and you can go on-line to negociate, otherwise the AI will do it for you (a bad thing).
It might be wise to agree on "house rules" about tech trading, as well as demanding tribute(we don't allow it, it is considered an act of war).
The micropose scenarios often have serious playbalence problems, some also have tech problems.
I hope this helps. 
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:18
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I confirm that I want to play but like i said i might need a walk thru on mechanics, not that I don't understand the concept, I just think that there should be a step by step written procedure for saving and file transfer.
Chris wrote this:
At the end of your turn, while the "end player turn" is blinking, hit Ctrl+n. This ends all movement of your units (the AI will move your units, like those you fortified, in the next player's turn, whether you like it or not if you don't).
Then you save, and stop playing, NEVER hit "end player turn".
Mail the save (it will be a .NET save) to the next player and so on
Does everyone agree this is the procedure (sounds good to me but I never played)
As for settings: 1x1x deity sounds good but I would like to ensure somewhat even starts.
I think a tcp/ip start is a good idea just so we dont spend a month hitting enter and transfering the file.
Anyways that my 2 cents.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:18
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Acclerated or tcp/ip start? I hear that acclerated starts can lead to even more uneven starts. I would prefer to have my turn occur between 8 - 10pm est.
One Quick question. What happens when someone is without computer for an extended period of time (i.e. vacation, hospital etc.)? Does the game get halted until the absentee person comes back.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:18
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I agree. Other non- RAH's rules I would like to propose include the no hut idea - as this reduces the amount of luck. I would also like to see no barbs, on raging hordes it seems like they usually keep coming from the same spots over and over which again introduces an element of uneveness. No diplomacy seems a must from what Dave said. I like unit and city bribe but can go both ways. I'd also like to see no food caravans and no ship chaining but am open to what the majority wants to do.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:18
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Ten days without a computer. Wow! I haven't done that in several years. Weird...
I've only had time for a quick thread scan (am at work, which will now be commensurately intense to create a sense of cosmic balance with my very enjoyable time away), but it appears the game is afoot.
A couple Qs...
1. Saw a note re necessity of all having identical versions. This is a concern for me, as I'm a Mac user (MGE with latest patch, version 1.1.1). I do, however, successfully play MP in TCP/IP vs. PC users.
2. Control-N ?? Can anyone translate that to Mac world?
3. On rules, can someone explain what "no computer diplomacy" means?
4. A TCP/IP start sounds like a great way to blow through the early and very boring bits. My availability is, unfortunately, not very Euro-friendly. Monday-Friday evenings (7pm onward CST) is the middle of the night over there. Weekends are more open.
5. Sounds like (with multiple tyros) there should be a reference document posted, and perhaps a test game (play a turn or 2, Ctl-N/save, email) sent around to make sure there's no Civvus interruptus.
6. I really like huts... (but -- whatever)
If any of this sounds problematic, feel free to move on without me. Your waiting for a response while I was away is much appreciated, and I don't want to delay things if my presence will create technical issues.
Thanx for keeping this opportunity open to me, SGs.
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