View Full Version : First Turns Fast! poll
snoopy369
February 6, 2005, 16:39
Okay, please vote here for which turn we should require 12 hours to be followed strictly. Before the decided upon time, we will be more lax with time limits, giving warnings and additional time automatically (24 hours?)
The winning turn will be the lowest turn amount at which 50% of the vote has been reached.
Current voting:
0 turns 2 9.09%
1 turn 5 22.73%
2 turns 2 9.09%
3 turns 4 18.18%
5 turns 6 27.27%
10 turns 3 13.64%
22 votes total. 11 votes = half, is reached at 3 turns; so unless voting changes (significantly) in the next day or however long I set the poll for, it's going to be 3 turns of "leniency", with the third turn expected to be pretty close to 12 hours. :)
Grandpa Troll
February 6, 2005, 16:54
i chose 3 turns
bongo
February 6, 2005, 17:09
5, but 3 won't make me terribly upset either :)
Grandpa Troll
February 6, 2005, 17:12
nor will 5
its just that well..we set rules and yeah circumstances come up but like games just drag on when they really dont need to
thats all I want it the game to move
Peace
Gramps
1889
February 6, 2005, 17:17
What! I'm the only hard ass to vote for zero slack? Your all worthless and weak.
Grandpa Troll
February 6, 2005, 17:21
Originally posted by 1889
What! I'm the only hard ass to vote for zero slack? Your all worthless and weak.
u r right..im a weakling felt valid points were made to review start positions
sabrewolf
February 6, 2005, 18:35
edit: sorry, a load of BS i just wrote. with multiple settlers we do need some more time.
my vote went for 5 turns. otherwise we'll be starting to play some time in july...
Conqueror
February 6, 2005, 18:56
Damn i understood the poll wrongly and voted for 12 hours :( I only realised when reading it trough 2nd time that you were giving us more time, not less...
If possible, make my vote count for 5 turns, and disregard my first voting.
snoopy369
February 6, 2005, 18:59
Conqueror, I voted 5 turns on your behalf, having witheld my vote for this reason. :) I'll still cast the tiebreaking vote seperately.
Moonbars
February 6, 2005, 19:49
Voted for 10 turns.
There is so much to decide in the early game if you grant a starter pack....
Anybody who thinks they can co-ordinate terrain scouting, city placement and worker jobs in 12 hours, when some team members will be in different time zones, is going to perform badly in this DG :D
1889
February 6, 2005, 20:34
So how much extra time are we talkin' here, 12 more hours? So about 1 turn per week.
I don't see why such a pace would need to continue after the first turn is played. By turn two your units are on the way someplace and you've decided what to research. I'm just stuned that a games concieved with the idea of finishing before CivIV would consider taking 2.5 months to play the first 10 turns. Starts are rough times for a game. The initial excitment wears off fast, this pace compounds those problems. Please keep these factors in mind when you cast your vote.
Grandpa Troll
February 6, 2005, 21:43
Well spoke indeed sir:b:
snoopy369
February 6, 2005, 23:02
1889: I'd expect that most of the turns would still be done on time. (And I'm a 2, myself, so I'm not going to defend 10.) This isn't a poll on how long we should expect for each turn, but for how ... nice we should be about people needing time to organize. :)
But you definitely have a good point. (12/05 is the expected month for CivIV, as a reference for those of you who don't know.)
Paddy
February 7, 2005, 07:31
5 is a comfortable number to get going :)
sabrewolf
February 7, 2005, 13:28
numbers look quite clear now.
currently there are
8 votes for 5 or more turns and
8 votes for 3 and less!
the median therefore should be at 4 imho ;)
joncnunn
February 7, 2005, 13:28
I'm failing to see the point for anything other than deciding if the first turn should be strict or not.
On turn 2, a non expansion civ has all of one order to give to one unit. (Generally the worker, but could be the settler if settler started on bonus tile, in which case the worker is busy improving the starting tile and settler will just found now.)
On turn 3, a non expansion civ has nothing to do other than hit enter. (Worker could not have finished improving the tile it started on in either case.)
sabrewolf
February 7, 2005, 13:29
Originally posted by joncnunn
I'm failing to see the point for anything other than the first turn.
On turn 2, a non expanonistic civ has all of one order to give to one unit.
On turn 3, a non expaninoistic civ has nothing to do other than hit enter.
i thought so too at first, but don't we have more than 1 settler and worker?
joncnunn
February 7, 2005, 13:38
Looks like exactly 2 settlers and 2 workers. Doesn't change my vote any.
Originally posted by sabrewolf
i thought so too at first, but don't we have more than 1 settler and worker?
Dominae
February 7, 2005, 16:50
3 Settlers, 3 Workers, 2 Warriors.
Grandpa Troll
February 7, 2005, 19:44
Originally posted by Dominae
3 Settlers, 3 Workers, 2 Warriors.
correct
so 3 turns 1 for each settler/warrior and worker:b:
Togas
February 7, 2005, 19:50
The first turn is the one that needs the time. Once we have that screenshot, we can easily prepare several turns in advance, allowing us to move things fairly rapidly after turn 1.
So let's go easy on turn 1 only. After that, 12 hours is plenty of time.
--Togas
Beta
February 7, 2005, 23:02
I voted for 3. But 'whatever' is good too.
Small teams. Talk fast. Make a decision. Press Enter. :b:
snoopy369
February 8, 2005, 02:13
Part of the point here I have to say is to allow teams to get organized. Some of the teams here are well organized, experienced players; some are inexperienced with DGs and will undoubtedly take more time to gel... I don't think we should penalize them. :)
Grandpa Troll
February 9, 2005, 10:28
Originally posted by snoopy369
and will undoubtedly take more time to gel... I don't think we should penalize them. :)
nor should we be penalized:idea:
Paddy
February 15, 2005, 14:53
Originally posted by joncnunn
I'm failing to see the point for anything other than deciding if the first turn should be strict or not.
On turn 2, a non expansion civ has all of one order to give to one unit. (Generally the worker, but could be the settler if settler started on bonus tile, in which case the worker is busy improving the starting tile and settler will just found now.)
On turn 3, a non expansion civ has nothing to do other than hit enter. (Worker could not have finished improving the tile it started on in either case.)
I understand your points Jon, I would just add that the initial turns allow the teams to get some organization etc. Afterall there are a number of new players within the teams, and most teams have members scattered all over the planet.. is all :)
thanks
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