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quinns
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Math -- Personally, I wouldn't recommend this "auto-nexting" in challenge games, but it is up to the players involved to decide, of course.
My main reason for not recommending is because the beginning of the game is crucial to the rest of the game, IMO, and one can learn a lot about what your opponent is doing by using your "Free Spies". What I am referring to is the intelligence you can gather on the screen after hitting the "End" button in PBEM. It is a built in "bug", but there is no avoiding using it in PBEM, where you can see:
1) The enemy's population;
2) The enemy's public works;
3) The enemy's gold;
4) If the enemy completed building anything this turn;
5) Other message icons that show what types of messages your enemy is receiving like: combat; exchanges; gifts; destroyed cities, ... etc.
In addition, the Power Graph and Top 5 Cities screens can reflect, in general, what your enemy is developing. By monitoring the Power Graph and Top 5 Cities turn by turn, you can get a rough idea in which direction your opponent is moving, and adjust your own strategy accordingly.
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:28
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thanks quinns for the explanation.
i see the point in your arguments.
but for the very first unit you build i think it should be worth the time advantage to get nexted. the information gain that early is quite irrelevant.
that is, if you start out with something cheap as a warrior or phalanx.
quote: Originally posted by J Bytheway
If anyone is interested, I developed a mod that prevents you from seeing other players' message icons, and I could try to find a way to hide the PW and Gold too, but I've thought about the problem in the past and seen no easy solution... The only way to fix the population problem is for all players to set the population per citizen numbers in const.txt to 0. |
jbtw (may i abbreviate you this way ? )
does your mod have any other impact on the way the game is behaving ?
if not i'd like to see this be common place in PBEM games.
does it also stop the windows asking you to complete settlers in cities of size 1 ? that would be quite good.
and does it work for or against the player who installed it ? that is, does it prevent the opponent from seeing your incons or the other way around ?
about the PW, gold and population, i do like these littles spies more than the message icons you can see.
for the population constant, i would find it good if we could generally agree to use or not to use it (probably not eh ?) as i dont like to remember one more setting that is different in each of my games and that even requires me to change a file each time.
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J Bytheway
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England
Jul 2001 time: 05:28
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quote: Originally posted by Mathemagician
jbtw (may i abbreviate you this way ? ) |
Indeed you may.
quote: does your mod have any other impact on the way the game is behaving ? |
No - it just sends everyone a whole bunch of messages each turn so that all the important ones are pushed off the top of the screen.
quote: does it also stop the windows asking you to complete settlers in cities of size 1 ? that would be quite good. |
No, I could do that too, but I don't think it would persist from turn to turn unless everyone altered their default gamefiles, which would probably be too much to ask. It might do, though - I'll experiment...
quote: and does it work for or against the player who installed it ? that is, does it prevent the opponent from seeing your incons or the other way around ? |
It protects your own icons, but whether or not it works depends only on whether the person who started the game used it or not, not on whether the various players have it installed (like Keygen's quick start mod).
Of course, if one of the players did a reloadslic then it would break the whole system, but it would be too late to help them until the next turn came around, and all the other players would notice before that.
quote: about the PW, gold and population, i do like these littles spies more than the message icons you can see.
for the population constant, i would find it good if we could generally agree to use or not to use it (probably not eh ?) as i dont like to remember one more setting that is different in each of my games and that even requires me to change a file each time. |
Personally I never look at those numbers, so it makes little difference to me.
I attach the current version. I did want to find a way to make it automatically vanish all the messages it produces, but couldn't. You only have to open one and hit the button on it to remove them all at present.
Unzip into an appropriately named subdirectory of scenarios, and start up a hotseat game if you want to see how it works. It woun't affect the turn 0 - but you never get messages on turn 0 anyway, so that doesn't matter.
[Edit attachment changed - it was the wrong version]
Attachment: pbem info hider.zip
This has been downloaded 1 time(s).
Last edited by J Bytheway on 30-05-2003 at 15:52
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:28
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Mathemagician vs. quinns - turn 22
exploring.
interesting area, this what is to be the core territory of my empire in the near future. 
Mathemagician vs. Hatschy - turn 52
i must admit i accidentally peeked in his turn while rearranging some CTP turns on my desktop.
i tried to move 4 files simultaneously to a folder. the cursor was shown on top of my turn when i mistakenly clicked the mouse button. suddenly i realized it was his turn, but still i had seen his capital city before being able to end the turn.
sorry again, Hatschy.
Mathemagician vs. checkMate - turn 93
since the game was delayed for such a long time due to my being away from CTP, we both werent sure whether we allowed wonders.
so, when he realized my philosophers stone was almost done we emailed some and agreed i would have this wonder and he one of his choice later on. else, no wonders are allowed anymore.
the scottish seem to be angry with me, possibly incited by the Californians that still seem culural strangers to my people.
Mathemagician vs. ricketyclik - turn 185
my Dornheimers are flourishing, whereas his Australians are suffering from some random strikes of buccaneers. rumors has it that these were sponsored by Dornheim.
government denies knowledge.
Mathemagician vs. Birdman - turn 200 exactly
finally an open war has ensued.
his evil Vikings made an alpha strike last turn, conquering Valencia, Pirmasens and Dornberg from my honest Dornheimer.
i took Dornberg and Pirmasens back however, as well as a strategic defense point on the way to Valencia.
the turn took me a while as i reorganized my civil production to war production.
Mathemagician vs. David42one - turn 60 ?
no turn for a while.
as i remember our troops were claiming their respective territories, forming a well-guarded rather long borderline.
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Mieciofok
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Olsztyn
Feb 2003 time: 05:28
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sorry guys but i got now exams at my school for about 2 months,
will play
but not that often as before
(as u probably noticed already)
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berXpert
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Home :)
Jan 2001 time: 23:28
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Thank you, but remember you win our first game, so you are very good too 
I did not post a single line about our dual-duel game, so I think readers want to know what happen so you resing early on turn 59
Final statistics:
World 1: [ Blue - Quinss / Orange - berXpert ]
Blue:
- cities . 18
- SCI . 85
- Techs . 15 researching alchemy (in 1)
- Military support . 296
Orange
- cities . 28
- SCI . 142
- Techs . 17 researching engineering (in 1)
- Military support . 412
World 2: [ Blue - berXpert / Orange - Quinns ]
Blue:
- cities . 32
- SCI . 295
- Techs . 19 researching alchemy (in 2) (gunpowder in 6)
- Military support . 442
- Wonders. Stone Henge , Chichen Itza (in 1)
Orange
- cities . 22
- SCI . 102
- Techs . 15 researching classical education (in 9)
- Military support . 548
Blue History]
Map is realy great, both civs (blue and orange) start on a long river on forest but very close each other (20-25 tiles of distance)
I always think blue have a little advantage over orange because it have good ruins with 2 phalanx 1 samurai and 1 settler.
In particular, my blue civ got the settler ~10 turns before Quinns because I found my capital more at south than him, that let me have almost always the double of his population.
Being more at south I was more close to his orange, so my explorers reach his main land earlier than in the other world. I mean, his orange civ worry about defence before my orange civ . I could build more settlers while he build warriors to defend.
With my (blue) advantage of 1 settler ~10 turns before him I take the risk to build a wonder = Stone Henge which gives me at the end biger cities = more production.
I went directly to Agricultural Revolution and start building samurais when I start feeling panic in orange world (read orange history), my strategy here was to build musketers and cavalry and start the attack maybe in 30 turns from now (6 for muskets and 10 for cavalry 15 moves of distance with roads).
Knowing that he was far from ag revolution I start building Chichen Itza to help me in my science and production lost due crime, it was useless 
At the end I had a my units at the border waiting for him to attack, not much blood in this game I think.
Orange History
I think the best game was at my orange side, because I know I had 1 settler of disadvantage. I put my bet on my blue civ so my strategy here was to defend as long as I can.
Orange had 2 AI's as neigbourg but friendly.
I sent a slaver to watch blue military activity and noted a big road with a lot of samurais in path to my land. I send all I have (not much I must said) to the mountains where his samurai movilization want to enter into my land.
I think what let me survive here was that I had more cities, so in some time of the game I got more units than him.
After ~5 turns of battle and ~20 units lost of both sides I could manage to capture the mountains and protect the road to my land. Looking into his turn I noted why he resign, his 18 samurais were too far from the border and his closer city was at ~3 turns of my stack of 9 with 4 units to defend.
If I start an early attack or just wait and hold my defence my blue civ could have that 30 turns I said I need to start sending musketers and cavalry to finish the game.
Final note
I know the history is written by the one who wins but I want to said it was too early to him to resign.
Great game quinns
BTW I attach his last turns so you can take a deep look of what I said here.
Attachment: quinns.zip
This has been downloaded 3 time(s).
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