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Dominae
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Hi all.
Do you like to play PBEM? Do you prefer it when you and your opponents are "on the same page" with respect to what's "okay" and what's "not okay" when playing head to head versus other humans? If your answer is "yes" to both these questions, read on!
The purpose of this thread is to lay down a semi-standard set of guidelines for PBEM players to follow. The goal is to end confusion and resentment in PBEM games where each player may come to the table with different views as to what constitutes "fair play".
Here I will only be referring to PBEM games where all your opponents are human. A mixed game (AI and human opponents) opens up a whole other can of worms which I'm not going to go into here.
Please not that these are my suggestions only; call it "Dominae's Etiquette", if you will! However, I think that many of you will have no problem adhering to the guidelines below.
This brings me to my first guideline, the "Golden Rule" of PBEM play (of all multiplayer gameplay, if you ask me):
The Golden Rule
You will play to have fun, with knowledge that your opponents are doing the same. You will therefore play a "clean" game, one in which you and your opponents agree prior to starting what is permissible and what is not. If ever a gameplay situation arises which potentially be controversial in this regard, you will halt the game and inform your opponent of it immediately. You will respect your opponent's point of view, and try to work out a solution, or (failing that) simply leave the game.
The remainder of this post lists several points which are "controversial", and a recommended etiquette for ending this controversy. The next post will list several game "exploits", and it is up to you and your opponents to determine which of these are allowed in your game.
1. Playing to win.
You will begin each game with the intention and desire to win. You will therefore not put all your resources into "hating" one player out of the game (out of some grudge) if this is not conducive to your victory. You will similarly not "throw" the game by becoming someone's vassal, unless you are clearly beaten or this is somehow part of a larger plan to secure victory.
In short, you will be predictable in your ultimate goal of seeing the victory popup.
2. Pre-game "baggage".
You will begin each game on a clean slate with respect to the other players, that is, without any preconceived alliances or grudges (unless, of course, you specify these in the game set up). This obviously ties in with #1 above.
In short, you will not make diplomatic decisions until you meet the other players in-game.
3. Honoring agreements.
You will honor or break agreements as you see fit. You will, however, accept the fact that this may hurt your reputation in future relations (either in the same game or subsequent ones). Note that this is not contradictory to #2: a player's reputation cannot be forgotten, but acting on it before the game begins is improper. For instance, if Player A broke a Non-Aggression Pact with you in the past, you are entitled not to trust him, but you should not make a point to gang up on him with Player B in any future game.
In short, you will be dishonorable when need be, and accept that others will do the same.
4. Renaming units and cities.
You will not name units or cities with the sole aim of misinforming your opponents.
With respect to units, you will: 1) use a unit's old name in full when creating a new name, and 2) not couple a unit's old name with another unit's name. For an example of the first point, 'Warrior' can be changed to 'SuperWarrior' or 'Grog the Warrior', but not just 'Grog'. As an example of the second point, 'Settler' can be renamed to 'New York Settler', but not 'WorkerOrSettler'. The idea here is to be able to tell what type a unit is at a glance when right-clikcing on a stack.
With respect to cities, you will not rename cities to names that mimick items that could be offered in trades. For instance, a city cannot be renamed to '22 Gold', 'Monotheism', 'Peace Treaty', etc.
You will also not name units or cities in a way that could potentially offend your opponent. You will make sure your opponents are open to trash-talking, if that is your cup of tea.
In short, you will not rename units or cities for nefarious purposes.
5. Combat reports.
You will send (via email, or any other convenient and timely medium) a log of all combat that occurred in your attack of an opponent's units. Such a log could resemble something like this:
American 4/4 Swordsman defeats Greek 3/3 Hoplite, 1HP remaining
American 5/5 Horseman attacks French 2/2 Warrior, retreats
American Artillery bombards Berlin, Marketplace destroyed
Etc.
Typically there is no need for any further information, but you will, on request, also provide a log of your unit movements within an opponent's visible range. Conversely, if your opponent makes it clear that this level of detail is not necessary, the log may be abbreviated. If this seems like a hassle, note that all this information is standard in a SP game.
In short, you will not leave your opponents "in the dark" concerning what happens unit-wise during your turn (within the limits of what their would normally see).
Last edited by Dominae on 22-10-2003 at 20:13
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Dominae
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Exploits
You will agree with the other players before play begins which of these are permissible in the game to follow. If ever you learn of a new exploit, you will halt the game immediately and poll the other players concerning its admissibility. If you are not sure whether something is an exploit or not, you will in good faith bring it to the other players' attention.
An exploit is defined as a oddity in the rules that was not intended by the designers and that will probably be fixed in a future patch. An example of an exploit in this sense is Ring City Placement.
This section to contain a list of game exploits.
Non-Exploits
This section to contain a list of non-exploits, according to the definition above.
Last edited by Dominae on 22-10-2003 at 10:14
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ormuzd
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good points, really
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CerberusIV
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True, I would have reservations about the amount of work involved in 5 as well. Losing units and not knowing what hit them is just an unavoidable effect of the way PBEM games work. The only response is to pay close attention to what you can see. At least you are not under time pressure so if you miss something that is your own responsibility.
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Dominae
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Note that this an "etiquette" guide, not a "rule" guide. Each and every item in this guide is, of course, purely optional.
The idea with combat reports is this: players should be open to do these if their opponents request them. As the aggressor it's very easy to say "it's a waste of time", but as the defender you're always glad to have a combat report. I do not subscribe to the argument that having no combat reports is "fair for both sides": if you've played a few PBEMs you know that it always favors one side or the other in a war (usually the defender).
The goal is simply to give everyone peace of mind.
As to the time it takes, I think that if you're willing to play a PBEM you're the type that is willing to write a combat reports. The report need not be as detailed as in the example I gave above; as long as the defender knows more or less "what happened" during your turn, everything should be fine ("I attacked your stack with 5 Swordsmen; won 3, lost 2"). Obviously an even more abstract report, as described by Sir Ralph, is required for the later stages of the game.
Dominae
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Dominae
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I would appreciate it if you guys (and gals?) could post here any and all game exploits that are still present in Play the World. I'll update my second post with them in order to create a complete list. I think this is necessary for PBEMs because all players should know about them and agree on which ones to use and not use. I strongly believe that exploiting an opponent's ignorance of an exploit is unsportsmanlike.
Oh, and no AI exploits (those belong in the Strat forum).
Dominae
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Dominae
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quote: Originally posted by BigFree
Unit stats are including in the 'right click' information, so while the may be called "Warrior's", theie stats will be that of MI's. No way to hide that. Settlers/Workers can be hidden though... |
With modded rules (and with Conquests, but I'm not going to go into that) there will be situations when the ADM values will not be enough to distinguish between units. If the ADM is the same, what does it matter, you ask? Well, if one unit is a UU and the other is not, I bet you would want to know which is which.
The idea here is not only to remove the Settler/Worker renaming exploit, but to make things easier on your opponents. There's still plenty of room for creativity in the sysem I've proposed.
Dominae
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Dominae
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quote: Originally posted by GhengisFarb
But you titled it as a "standard" and I agree that it would be nice to establish an etiquette standard. I do not agree that combat reports should be part of that standard.
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I think PBEMs would much more enjoyable if you knew what the heck was going in defensive battles. I think this outweighs the fact that I may have to do a little extra work for this to be a reality. I feel strongly enough about this (and I've thought about it enough) that I'm including combat reports in my standard. If you disagree, you can simply find opponents who agree with you.
Really, what's the big deal? Just write down a brief report of which units you defeated and which you lost, and approximately where.
quote:
Especially with modded Hidden Nationality units. The whole point is to attack other civs with them not knowing who you are. Unfortunately in the Create a Civ pbem the person I'm attacking knows exactly who I am... |
Yes, that is a problem. But it's an exception. The simple solution is to agree that combat reports are not necessary for Hidden Nationality units.
Dominae
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notyoueither
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of naught
Aug 2001 time: 22:31
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quote: Originally posted by Dominae
The idea here is not only to remove the Settler/Worker renaming exploit, but to make things easier on your opponents. There's still plenty of room for creativity in the sysem I've proposed. |
I disagree that it is an expolit. Now you know who thought of the idea (not really, I read it elsewhere) and who on GS did it.
The ruse of renaming units was being asked for prior to PTW. It adds uncertainty to the game. In short, it adds choices and depth.
I don't want things made easier on me. I want a game that is a challenge. When I have the advantage, I do not want everything reduced to cut and dried mathematical equations. I want my oppo to have the means to do things that could screw me up, and take me by surprise.
I am not advocating people reloading, or doing anything else that 'cheats', but surely, using a function that is built into the game (renaming units) is not cheating. If that is cheating, then so to is going into a city display and adjusting where the governor placed labour/wf; you are modifying what is set by the game. And if you cannot recognise that a 4-2-1 unit is not a warrior, or that a unit of set stats could be that persons UU, then perhaps you deserve to lose.
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Dominae
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quote: Originally posted by notyoueither
I agree that trading 'Chivalry' as a 1 pop berg in a jungle without your trading partner knowing that is a real dirty trick, and I would agree not to do such a thing. |
But renaming a Worker to a Settler is okay?
We could debate this point endlessly. Why not just agree not to use any of these tricks?
I hope we're not reduced to measuring the skill of a Civ3 player by how well he bluffs the contents of his stacks. I want to win by playing Civ3, not exploiting any silly little advantage I can find.
There will be two types of players: those that say "I can do whatever I want according to my own ethical code, and my opponents have to deal with it", and the others that say "I want to know up front what my opponents think is fair play, because I hate complications". This thread caters to the second type.
Dominae
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Dominae
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quote: Originally posted by notyoueither
I disagree that it is an exploit. |
Incidentally, I never said this is an exploit (by my definition of it...see above). This is why it's not listed in the exploits section (which is still empty, ahem, sorry).
Again, what's the big deal here? Does it really ruin your PBEM experience not to be able to rename a Warrior to anything outside of 'X Warrior Y'?
Dominae
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CerberusIV
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To put it bluntly I don't want to be confronted with a stack of 20 units all named "Fred" and have to try and work out what they are from the stats. I can do that, I'm just not prepared to play that way.
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