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kengel
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Germany
Aug 1999 time: 06:22
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Time passed, and the hopeful new leader had spend some time to study the "house-rules" (though beginning from page 24 only), which are acceptable at all (thanks, Slowthinker, for your big efforts to write it down. It helped a lot!).
Some remarks from my side:
48 hour deadline
I strongly suggest not to let the AI take over a players turn, if he passed the deadline. AI completely messes not only that players civ, but has also tricky side effects with other civs (triggering trading of advantages, surprise attack, instant wonder building, govenrment change, ...)
Better, some neutral person takes over the turn of that player, ended with Ctrl-N.
Unit giving
I would like to add an additional rule:
Any traded unit, which needs shield support or affects city happiness, must have a new home city after trading. If it is a NON-unit after trading, it must be deleted.
This rule prevents from using a feature which is most advantage for republic/democracy. If there is an allied city in your home land, you could move (all) your units beneath the allied city, trade it to your ally, he will trade it back to you the next turn, and -voila- you got an expenseless NON-unit.
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:22
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quote: Originally posted by kengel
Time passed, and the hopeful new leader had spend some time to study the "house-rules" (though beginning from page 24 only), which are acceptable at all (thanks, Slowthinker, for your big efforts to write it down. It helped a lot!).
Some remarks from my side:
48 hour deadline
I strongly suggest not to let the AI take over a players turn, if he passed the deadline. AI completely messes not only that players civ, but has also tricky side effects with other civs (triggering trading of advantages, surprise attack, instant wonder building, govenrment change, ...)
Better, some neutral person takes over the turn of that player, ended with Ctrl-N.
Unit giving
I would like to add an additional rule:
Any traded unit, which needs shield support or affects city happiness, must have a new home city after trading. If it is a NON-unit after trading, it must be deleted.
This rule prevents from using a feature which is most advantage for republic/democracy. If there is an allied city in your home land, you could move (all) your units beneath the allied city, trade it to your ally, he will trade it back to you the next turn, and -voila- you got an expenseless NON-unit. |
Welcome Kengel
I fully agree with your propositions for the house-rules.
Remember that the 48 hour deadline has been expanded to 72 hours, and that you are likely to get more time if so requested (real-life can sometimes mess up with any game-scedule.) The Ctrl-N idea looks very good.
Perhaps Tanelorn or Steve would be willing to fulfill this little time-consuming task?
[joking]If you like strong challenges, why not pick the Hittite and continue the war with mighty Assyria [/joking]
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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kengel,
There are 2 versions of house rules - did you read the last one?
Unit giving is allowed by online connection only, so units are always rehomed to the nearest city.
I prefer to talk about 48 hour dealine later, so that some rules are valid as soon as possible. germanos - I don't think it has been expanded, Kull only proposed that and nobody answered...
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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OK, I perceived we can talk things about time limit now... but we should separate it from 1st edition of house rules.
quote: Originally posted by Kull couple of pages ago
- Time Limit. Having played some other PBEMs, its safe to say that 48 hours is a VERY short period, especially now that the empires are growing. Given that we have international players in multiple time zones, and none of us want to be checking 'poly every other day... |
This is one reason why I suggest to post saves ALSO by an e-mail. You needn't to check Poly, only your e-mail. You can also turn on automated warning on your mobil phone about incoming e-mails or to ask your predecessor to post warning e-mails directly on your phone.
I think that some preparatory notices like 'I will play today evening' or 'I can't play next 24 hours' would mentally prepare the next player for his turn.
If I start to prepare free time for my next turn only after my predecessor played then I will sure play later than if I can anticipate the moment of the predecessor's play.
I think the 'time limit' should be interpreted as time in which you are supposed to play or to make clear when you can play. Skipping a turn is a disaster that mixes up player's plans - so it should be used in extreme situations only.
Anyway players should try to play as fast as possible.
quote: Originally posted by kengel
Better, some neutral person takes over the turn of that player, ended with Ctrl-N. |
kengel, do you mean the neutral person won't move with units, only press Ctrl-N? A good idea, but I think it should be used in those extreme situations only.
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kengel
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Germany
Aug 1999 time: 06:22
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All right, so I will contact Sparrowhawk, if he is willing to take some civ's fate...
I downloaded the scenario & techtree and had a first look. It looks indeed interesting!
Though I have had some technical problems in loading the scenario (I needed to rename some files since I have the german language version installed), it seems to run now.
Stefan, how did you get running the scenario? Did you need to create the scenario folder (I did not have any installed in my version)?
quote: Originally posted by SlowThinker
kengel,
There are 2 versions of house rules - did you read the last one?
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Yop, got version 2, the last posted rules I guess...
quote: Originally posted by SlowThinker
Unit giving is allowed by online connection only, so units are always rehomed to the nearest city. |
I have to admit, that I am not sure about that point, but I thought, that the units get NON units if the nearest city is not a city of the own civ.
(maybe I am wrong, I did not try it yet).
quote: Originally posted by SlowThinker
This is one reason why I suggest to post saves ALSO by an e-mail. You needn't to check Poly, only your e-mail. |
I also prefer email, but I will go with the majority.
quote: Originally posted by SlowThinker
kengel, do you mean the neutral person won't move with units, only press Ctrl-N? A good idea, but I think it should be used in those extreme situations only.
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In the other PBEM I am involved with, occasionally a turn is subbed by an ally. If you rather prefer someone "real" neutral, any nice external civ player could do a Ctrl-N hit or alternatively join in MP online mode. I let it to your suggestion, if that person might do some obvoius unit moves or city management, or just ends the turn without doing anything else.
Of course, I agree that should only happen in extreme situations 
For further go on, I suggest everybody posts his preferred times for moving, so maybe me and Sparrowhawk could choose the vacant civs more wisely in agreement to a clever time scheduling (this might speed up game a lot).
My preferred moving times are dayly between 18.00 and 24.00 GMT.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by kengel
If you rather prefer someone "real" neutral, any nice external civ player could do a Ctrl-N hit or alternatively join in MP online mode. I let it to your suggestion, if that person might do some obvoius unit moves or city management, or just ends the turn without doing anything else. |
I think anybody can ask a friend (that is not in the game) for a replacement.
I supposed the 'Ctrl-N only' solution would be used if somebody is naughty, don't play his turn and don't answer. Then 'Ctrl-N only' is probably better than an AI turn.
My best time is 17-23 GMT, but daytime may be possible too.
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:22
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I received an email from Kengel telling me of the vacancy in this game, and though I am intrigued, I am also unsure....
I have never played a scenario (mainly because I have never been interested in modifying the existing civ rules) and as a result I haven't the slightest idea how it is different, though I have read this thread, and will download the tech tree and readme file.
Not sure if I should be committing to this, as I am also in the PBEM Kengel is in (for several years now) as well as the Civ2 Democracy Game (come check it out ) and one of the Succession games, and while none of these by themself take much time, I am not clear how ofter the turns are cycling in this one, and wouldn't want to be the cause of a hold up. (but if I read correctly, 7 players and a 72 hour time limit, so a max of 18 days could pass between my turns?... and if everyone one played a turn a day it would be more like 7 days between turns?)
Either way, I am interested, and will either commit or decline tomorrow after reading the above mentioned downloads.
As for available times, GMT baffles me, but I am usually available to play North American 6-10 Central Time.
Sparrowhawk
p.s. How would creating the scenario file, or whatever it is effect my other games? Or would it?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by kengel
However, I have to admit it is lots of time consuming to get worked into a completely new tech & units tree, though somewhat interesting. |
Since I am a newbie with this scenario too, I started an all-in-one document that contains units, improvements and wonders with their stats on the techtree. Techtree is divided in economic and war parts, and can be downloaded here: http://apolyton.net/forums/showthre...824#post2254824
(There is also a re-ordered Units.htm document: http://apolyton.net/forums/showthre...035#post2238035)
Remember it is not always correct.
I have newer versions on my hard drive, so let me know if you want them.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: my lack of knowledge of scenarios in general |
You don't need a knowledge of scenarios in general - you'd need only to conform with a different techttree.
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:22
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I tried out the scenario last night, as the Greeks, and I think I missed something in the instructions 
The firts tech I researched (and it defaulted to this) was Advanced Flight, enabling me to build Bombers. My first city started with a spy and a legion, neither of which I was able to build, and all the units and techs were the same as I am used to in Vanilla Civ.
Obviously I missed something essential to playing scenarios and though I could probably find it if I tried hard enough, I don't see what I did wrong (I put the game in a seperate scenario folder, but must have missed a file somewhere).
Regardless of my mistake, it was interesting to play, as many more huts then I am used to resulted in Barbs, and when the Barbs started coming, they were coming fast (Muskateer and Cannon barbs against my Archer defenders ). I would try this out again though, if someone can tell me what I did wrong, so that i can try it as a true test.
Edit: I realize that the game obviously does not get to a point of Bombers/Advanced Flight or Spies/Espionage, and that these advances & units have been replaced in the scenario with different units and advances, I just obviously was missing a file, so the help I am looking for is what file was a missing, how do I get it, and in what folder do I put it? Thanks for your help.
Last edited by Sparrowhawk on 27-09-2003 at 23:04
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Kull

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El Paso, TX USA
Mar 1999 time: 22:22
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quote: Originally posted by Sparrowhawk
I tried out the scenario last night, as the Greeks, and I think I missed something in the instructions 
The first tech I researched (and it defaulted to this) was Advanced Flight, enabling me to build Bombers.... |
Not laughing at you, I just think that's hilarious......yes, this scenario would be VERY strange if the tech tree and units default to "vanilla civ".
Some key pieces of info are necessary to fix your problem:
1) What version of civ do you have? Versions of this scenario will work with every civ version since "Fantastic Worlds", but not with 2.42 (original) or "Conflicts in Civilization" (the first add-on)
2) The Readme file in the download will describe exactly how to install the scenario, but the key points are:
- You must create a subfolder called "ae3500b"
- Place this folder in a folder called "scenario" that resides in your default civ directory.
- Unzip all the files into this directory.
- If you want to use the sounds (recommended), place another folder called "sound" under this one, and put all the sound files in there.
Follow these intructions and you shouldn't have any more bomber problems! 
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Kull
- Place this folder in a folder called "scenario" that resides in your default civ directory. |
This is not necessary on my system.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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Persian turn?
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La Fayette
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albi, france
Oct 2000 time: 06:22
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No new leader for the Hittites yet?
Shall I go on asking my friends?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by kengel
How do we go on? We could wait for a new player joining, then it would make sense to wait with the greek turn, so that we can flexible decide who is taking over which civ (whenever this will be...).
Another alternative would be that someone of us subs the Hittites preliminary till a durable player is found; |
Maybe Steve Clark or even better tanelorn could play a couple of turns of Hittites.
Or is there any new player on the skyline? (La Fayette?)
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All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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