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Dominae
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You're right that it should be dates and not turn numbers; they're equivalent, but one is easier to remember!
On Emperor you do reach the Industrial Age before 1000AD in some games. But it's always pretty close, right? In any case, the very point of breaking it up at points that are not game-dependent is to compare what players have achieved in a certain amount of time.
On Monarch and below, the Industrial Age is rarely reached before 1000AD. Since many AU players do not play Emperor or Deity, I still think 1000AD is a good "in-between" date for the Industrial Age.
I'm not saying this is perfect, just that we should give it a go as is and see if it works. If the 1000AD DARs are all over the place, we can always make a change for the next scenario.
And, let's not get lost in the details here. This is AU, after all, not GOTM: the point of the DARs is not increase competition, but to promote more participation in reports. If we were to rank players as GOTM does, I could see how this would need a lot more debate. But we're not doing that here.
Dominae
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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quote: Originally posted by Dominae
On Emperor you do reach the Industrial Age before 1000AD in some games. But it's always pretty close, right? In any case, the very point of breaking it up at points that are not game-dependent is to compare what players have achieved in a certain amount of time.
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Is it better to focus on how players spent particular arbitrary periods of time, or on how they spent particular phases of the game? Early in the game, the order of events varies too much from one player to the next to make an event-driven approach practical. But later, I like the way an event-driven approach focuses attention on how players spent a particular phase of the game without so much regard to when that phase occurred. And it's not like players won't post dates in an event-driven system.
An event-driven approach also has major advantages in helping people reduce their exposure to unwanted spoiler information. For example, if a thread stops at the beginning of the industrial era, players know they can read it and not worry about finding out about the coal, rubber, and oil situations. In contrast, I usually have Steam Power and know about coal by 1000 AD, and if I'm progressing quickly enough, I might even know about rubber. Similarly, a player could read a thread covering up to the beginning of the modern era without worrying about finding out about aluminum and uranium. I'm not saying people can't read ahead if they want to, but players would have more control over what information they expose themselves to.
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Dominae
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That makes sense, Nathan.
1. First 40 turns
2. 40 turns - 1000BC
3. 1000BC - 10AD
4. 10AD - Industrial Age
5. Industrial Age - End
DAR4 will cover a pretty big interval game-wise on difficulties Monarch and lower, but that's a compromise, I guess.
Dominae
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Dominae
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I was trying to cut down the number of DARs per AU course, but I suppose we can put in an additional (very optional) Modern Age one. If you finish the game in the Industrial Age, you would never need to do a write-up for the Modern Age (an added incentive to win/lose quickly!).
Dominae
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Catt
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California - SF Bay Area
May 2002 time: 21:28
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I'm very non-commital regarding the new proposal. It could be very helpful, or it could add more "obligations" in preparing AARs.
I especially enjoy those AARs (or DARs) that do more than just recount key events. What adds to the interest, learning, and fun for me, are those explanations sprinkled throughout the various AARs that enlighten the reader as to why certain actions were taken; i.e., "I determined that I needed to do X, because of A, B, and C, and then concluded that X could best be accomplished by doing D, E, and F. Unfortunately, Z cropped up and I was forced to alter my approach to . . . "
Catt 
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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:28
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quote: Originally posted by Catt
I especially enjoy those AARs (or DARs) that do more than just recount key events. What adds to the interest, learning, and fun for me, are those explanations sprinkled throughout the various AARs that enlighten the reader as to why certain actions were taken; i.e., "I determined that I needed to do X, because of A, B, and C, and then concluded that X could best be accomplished by doing D, E, and F. Unfortunately, Z cropped up and I was forced to alter my approach to . . . " |
Those types of AAR's are definitely the most helpful for strategy tips. I've heard it said that "The journey is more important than the end result." The same holds here too. The process of why you took an action is more important than "I got the Great Lighthouse". Why did you go for that particular wonder? Are you on an island and need to contact AI civs?
I know reading the strategy forums and the AU AAR's (after I finally found them ) has helped me become a better civver. Three cheers for more AU courses and more AARs/DARs. 
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Dominae
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quote: Originally posted by Catt
I'm very non-commital regarding the new proposal. It could be very helpful, or it could add more "obligations" in preparing AARs.
I especially enjoy those AARs (or DARs) that do more than just recount key events. What adds to the interest, learning, and fun for me, are those explanations sprinkled throughout the various AARs that enlighten the reader as to why certain actions were taken;
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Your AARs are model examples, so you should not worry too much about having to do extra work, Catt. The idea is to try and "coax" everyone to write more detailed AARs. Many players finish a game and write a one-page report which, unfortunately but inevitably, contains very few elaborations on strategy but a lot of "facts" ("I conquered Germany in 900AD"...who cares?). I'm not sure how you come up with such great AARs, but it surely involves taking notes. The goal is to get everyone to create some superb reports of AU games.
What it is sometimes difficult to remember when writing an AAR is that no one but you has played your game. Therefore no one has any interest in what you've been through unless you describe it 1) clearly and 2) in an interesting way. Some people are natural story-tellers; some are not. By breaking up the task of writing the entire AAR, DARs will hopefully make the whole process a lot more reader-friendly and less daunting for the writer.
Dominae
Last edited by Dominae on 16-06-2003 at 20:16
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