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Epik
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Columbus, Ohio, USA
Jun 2000 time: 00:18
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I suppose I am beating the proverbable dead horse here, but this is the last set of rules posted by deity before the game started (from page 2 of the thread)
quote: Originally posted by deity
I may be in the minority but I think because of the way the civ engine works it may be best to have no "alliances" and no tech trading? But stealing and capture are OK.
To sum up my SUGGESTIONS:
ONE Wonder per civ
NO Alliances
NO Tech trading
ONLY capture one undefended city per turn pre 1000BC (per civ)
ONLY capture 3 cities per turn per civ thereafter
Ceding units OK BUT NO double moves
No City bribe
Unit bribe OK
All tricks acceptable in Rah Rules are OK - like IRB is OK, etc
All the cheats not accepted in Rah rules NOT OK - NO caraporting, etc
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Deity indicated in our King Chat that he thought the limits on tech stealing were made before the game started, but I do not see any limits mentioned. I have played in several Rah Rule games and tech stealing (including "friendly" thefts) are considered acceptable. It was always up to the victum to decide whether it was an act of war.
After the first round everyone but me agreed to force a declaration of war before stealing a tech. This will make it extremely difficult to pull off a theft, since the element of surprise is gone. In my opinion the penalties have become so high that stealing a tech is no longer a viable option.
I was under the impression that this would be a Diplo game, where we would have some things that we could negotiate. I suppose I should have declined to play when I saw that alliances and tech trading would not be allowed. In my opinion, negotiation is the best part of a Diplo game. In this game we can now not even negotiate whether to go to war or not, after a tech theft.
This game has gotten too restrictive for my tastes, and I feel I must now withdraw.
If there is someone else out there that can live with these restrictions, then they are welcome to take over the Borg Collective.
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Frank Johnson
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Houston, TX
Jan 1970 time: 23:18
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Epik, if I remember correctly as soon as deity posted that rules set, I raised the issue of "friendly" tech stealing. I knew this was a normal part of most RAH rule games and I felt deity was overlooking that.
I know you're new to this type of game, but we have played many and are trying to explore different options available in the game. The last sat night game was on a small map, and edited rules to slow growth, and no wonders. HOTW3 has civ specific units, that change between sessions, native americans off the tech tree and alien invasion endings. In this game deity wanted to directly address a huge issue that was raised in the last game, the tech block alliance. This definately polorized the world in the last game, and arguably made it less dynamic and fluid of diplo game. I'd agree to that assesment.
I have no doubt people will be able to steal tech if its really needed. Afterall, makeo was able to use 10+ diplos to sucicide my city walls in the last game, so maybe players will just need more diplos in this one. Not a big deal.
Plus I brought it up because I felt deity was directly trying to address the tech block in this game, and anything that compromised that might make the game lose its meaning.
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deity
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Parrot Towers, Killcare Heights, NSW, Australia
May 1999 time: 14:18
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quote: Originally posted by Epik
I suppose I am beating the proverbable dead horse here, but this is the last set of rules posted by deity before the game started (from page 2 of the thread)
Deity indicated in our King Chat that he thought the limits on tech stealing were made before the game started, but I do not see any limits mentioned. I have played in several Rah Rule games and tech stealing (including "friendly" thefts) are considered acceptable. It was always up to the victum to decide whether it was an act of war.
After the first round everyone but me agreed to force a declaration of war before stealing a tech. This will make it extremely difficult to pull off a theft, since the element of surprise is gone. In my opinion the penalties have become so high that stealing a tech is no longer a viable option.
I was under the impression that this would be a Diplo game, where we would have some things that we could negotiate. I suppose I should have declined to play when I saw that alliances and tech trading would not be allowed. In my opinion, negotiation is the best part of a Diplo game. In this game we can now not even negotiate whether to go to war or not, after a tech theft.
This game has gotten too restrictive for my tastes, and I feel I must now withdraw.
If there is someone else out there that can live with these restrictions, then they are welcome to take over the Borg Collective. |
OK Epik, Dangime did warn me about this:
Originally posted by Frank Johnson
quote:
Deity if you are gonna ban tech trading, might as well close the "friendly tech stealing diplo" loophole too! |
and I followed up with:
Originally posted by deity
quote:
I think tech stealing is OK but players should not agree to a 'friendly' deal like that. Government restrictions would apply too.
I just thought of something else that would make war much more realistic and tricky...
You can't ask another civ to go to war on someone else to avoid revolution! Let's play it properly particularly if we have no alliances. I really want to avoid solid blocs which will make the world more realistic. |
Then after the first session we more fully discussed tech stealing and voted to ban it completely. I really don't care too much, I just thought it would be more interesting without tech stealing once I saw the problem.
To keep you in the game, Epik, I'm happy to continue with tech stealing allowed and see what happens. As I see it this is your only bone of contention and not really worth quitting over. Can everyone agree on this please since it was not ratified before the game started, ie we now allow tech stealing in whatever form and let the diplomatic circumstances unfold.
It's more valuable to me that we have fine players willing to commit to a game and stay with it. One day it might never exist 
I'll go online in the future and no one will be here to play proper Apolyton civ.
Our current game is an excellent game and is very evenly balanced.
So let's all stop "whinging" LOL
AND carry on, please...
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winzity
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Sweden
Sep 1999 time: 05:18
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Agreed
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winzity
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Sweden
Sep 1999 time: 05:18
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The Greeks king have resigned! Winner in the war are Aztecs and Deitians. They have the right to the Greek cities...
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winzity
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Sweden
Sep 1999 time: 05:18
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because all players not have the same possiblities to use the freed land.
I have decided to stay in the game of educational reasons, so all those that have post above that it sucks will learn that my stay don't change anything.
I am sorry I thought the players in the game was more qualified in their understanding of a wars possible consequences than they was. Now they have we possiblity to learn that senario there a civs cities will be destroyed by an enemy. So the result will be the same as if you had remove the Greeks from the map.
The difference is that the Attacker(Azrecs) will get advantages of that I stay in the game, because he can capture some few cities and he is already on place so he can fast settle the land. He can also use the captured cities to settle the freed land so my stay really garants an unfair game. So it will be interesting to see the debate about it. The argument that my resign unbalance the game for the rest of the players in the game will never hold, my stay does it much more. Now you will face those consecuenses. So you don't need to trust me, you will learn I am right, by own experience.
Welcome to the lesson on Saturday night!
/winzity
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winzity
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Sweden
Sep 1999 time: 05:18
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I will play BUT you have WAR with me!
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Species8472
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re-read, re-write, redo, undo
Jan 2000 time: 05:18
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i hereby like to subscribe as sub, if you'd have me.
contact me with msn messenger. you can add me with my email address: wkerpershoek@hotmail.com
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All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
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