This is the Fourth Organization Thread for the Pitboss Diplomacy Game: Beyond the Pit
Use the Story Thread for in-game purposes.
Important links:
CivStats for this game
gmail login for this game
Story Thread Part 1 (July-August)
Story Thread Part 2 (September)
Story Thread Part 3 (October)
Story Thread Part 4 (November)
Story Thread Part 5 (December 2008)
Story Thread Part 6 (January 2009)
Story Thread Part 7 (February 2009)
Story Thread Part 8 (March 2009)
Story Thread Part 9 (March 2009)
Organisation Thread Part 1
Organisation Thread Part 2
Organisation Thread Part 3 (Last post)
Tech Trade Thread
LOGOUT (to login with your real or pitboss account)
IP: plomp.eu:2062
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You can mail to the following mail-addresses:
[civname]@diplo.plomp.eu
if plomp.eu mail is down use the alternate address:
[civname]@diplo.plomp.eu.test-google-a.com (instead of [civname@diplo.plomp.eu)
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Voting
Every 1st day of the month we will start voting for the best players in 3 categories during the last month.
We vote in 3 categories:
1. story telling
2. diplomacy
3. military strategy
We send in a top-3 list for every category.
Story telling is about submitting interesting stories to the story thread in any format.
Diplomacy is about being able to reach your goals through diplomacy in any way.
Military strategy is about making very tactical strategical moves and decisions. (make sure you post evidence about this in the story thread!)
NB: this category isn't meant only for the war-winners. Someone can lose a war because he's a weaker player, but made some brilliant moves. In this thread we can award him for that. The game-scorelist will reward players for winning wars.
Every player is free to pick 3 players in every category. No more! Less (or none) is possible if you can't choose. It would be cool if you could include reasons for the vote.
Rules for voting:
1. send them in before the 4th of the month!
2. votes send in after the 4th of the month do not count
3. players who didn't vote for a specific month will not gain vote-points for that specific month
4. voting happens through the anonymous mail address
5. votes stay unknown till the end of the game (to avoid political votes)
6. votes are being send to vote@diplo.plomp.eu or votes@diplo.plomp.eu
vote@diplo.plomp.eu.test-google-a.com also works.
7. The mail subject includes "votes round x"
8. You can't vote for yourself
9. The vote-mailbox that receives all votes will remain closed till the game has been finished. Then we will all receive the password and be able to read/count the votes and read the comments.
The #1 in each category earn 3 points, #2 earns 2 points, #3 earns 1 point.
This will result in 4 scorelists (3 above mentioned categories + the gamescore list)
All players will receive points for their position in all of these 4 lists. 18 points for the #1's, 17 points for the #2's, ...... 1 point for the #18's
The sum of these points tells us who won this game.
Conclusion, the winner is determined by:
25% gamescore
25% story telling
25% diplomacy
25% military strategy
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Rules:
- 15 tech trade rule
Every civilization in this game is allowed to trade away 15 techs. It is also allowed to trade away the right to trade a tech to another civilization.
It matters not what the away trading civilization gets in return. It matters not if it is a small technology (ie. fishing) or a big technology (ie. Fusion).
If civ A trades Philosophy to civ B which returns both Monotheism and Masonry, then Civ A loses 1 right to trade a tech away (tech voucher) and Civ B loses 2 rights to trade a tech away (2 tech vouchers).
If Player A trades away Philosophy to civ B which returns the right to trade away a tech, then Civ 1 loses and wins 1 tech voucher (thus: the nr of techs he can trade away remains the same) while Civ B loses 1 right to trade away a tech.
If Civ A gives Theology to Civ B, then Civ A loses 1 right to trade away a tech (loses 1 tech voucher).
- Turn Order During War Time
Civilizations that are at war must agree to a set turn order that is enforced from the moment war is declared in-game until the war ends in-game (i.e. spoken agreements or promises to end the war don't count, the war must end in the game). All combatants shall alternate their turns according to a consensus agreement by all war participants. When during the day each player plays his or her turn will be decided by consensus of all war participants. This will be done to ensure all players take their turns in the proper order without inconveniencing any player or preventing any player from taking a turn.
During war, each player is allowed to log in to the game only once each turn, and take no more than one hour to play their turn. The next player in the turn order is not allowed to log in until the preceding player has logged out.
If the turn order is violated in any way, or an allegation of violation is made, the game shall be paused immediately.
If turn order is violated it is then up to the victim(s) of such violation to decide whether a reload is necessary. If the victim(s) requests a reload, a reload is to be done immediately (no debate). If the victim(s) is satisfied with alternate solutions, then an arrangement can be made between the turn order violator(s) and the victim(s) and a reload will not be necessary and the game shall be unpaused.
Alternate solutions must be agreed to by all war participants by consensus, and will be enforced by all game participants. If an alternative solution is not carried out exactly as agreed, a reload shall occur immediately (with no debate) to the turn of the original turn-order violation.
Use the Story Thread for in-game purposes.
Important links:
CivStats for this game
gmail login for this game
Story Thread Part 1 (July-August)
Story Thread Part 2 (September)
Story Thread Part 3 (October)
Story Thread Part 4 (November)
Story Thread Part 5 (December 2008)
Story Thread Part 6 (January 2009)
Story Thread Part 7 (February 2009)
Story Thread Part 8 (March 2009)
Story Thread Part 9 (March 2009)
Organisation Thread Part 1
Organisation Thread Part 2
Organisation Thread Part 3 (Last post)
Tech Trade Thread
LOGOUT (to login with your real or pitboss account)
IP: plomp.eu:2062
-----------------------------------------------
You can mail to the following mail-addresses:
[civname]@diplo.plomp.eu
if plomp.eu mail is down use the alternate address:
[civname]@diplo.plomp.eu.test-google-a.com (instead of [civname@diplo.plomp.eu)
-----------------------------------------------
Voting
Every 1st day of the month we will start voting for the best players in 3 categories during the last month.
We vote in 3 categories:
1. story telling
2. diplomacy
3. military strategy
We send in a top-3 list for every category.
Story telling is about submitting interesting stories to the story thread in any format.
Diplomacy is about being able to reach your goals through diplomacy in any way.
Military strategy is about making very tactical strategical moves and decisions. (make sure you post evidence about this in the story thread!)
NB: this category isn't meant only for the war-winners. Someone can lose a war because he's a weaker player, but made some brilliant moves. In this thread we can award him for that. The game-scorelist will reward players for winning wars.
Every player is free to pick 3 players in every category. No more! Less (or none) is possible if you can't choose. It would be cool if you could include reasons for the vote.
Rules for voting:
1. send them in before the 4th of the month!
2. votes send in after the 4th of the month do not count
3. players who didn't vote for a specific month will not gain vote-points for that specific month
4. voting happens through the anonymous mail address
5. votes stay unknown till the end of the game (to avoid political votes)
6. votes are being send to vote@diplo.plomp.eu or votes@diplo.plomp.eu
vote@diplo.plomp.eu.test-google-a.com also works.
7. The mail subject includes "votes round x"
8. You can't vote for yourself
9. The vote-mailbox that receives all votes will remain closed till the game has been finished. Then we will all receive the password and be able to read/count the votes and read the comments.
The #1 in each category earn 3 points, #2 earns 2 points, #3 earns 1 point.
This will result in 4 scorelists (3 above mentioned categories + the gamescore list)
All players will receive points for their position in all of these 4 lists. 18 points for the #1's, 17 points for the #2's, ...... 1 point for the #18's
The sum of these points tells us who won this game.
Conclusion, the winner is determined by:
25% gamescore
25% story telling
25% diplomacy
25% military strategy
----------------------------------
Rules:
- 15 tech trade rule
Every civilization in this game is allowed to trade away 15 techs. It is also allowed to trade away the right to trade a tech to another civilization.
It matters not what the away trading civilization gets in return. It matters not if it is a small technology (ie. fishing) or a big technology (ie. Fusion).
If civ A trades Philosophy to civ B which returns both Monotheism and Masonry, then Civ A loses 1 right to trade a tech away (tech voucher) and Civ B loses 2 rights to trade a tech away (2 tech vouchers).
If Player A trades away Philosophy to civ B which returns the right to trade away a tech, then Civ 1 loses and wins 1 tech voucher (thus: the nr of techs he can trade away remains the same) while Civ B loses 1 right to trade away a tech.
If Civ A gives Theology to Civ B, then Civ A loses 1 right to trade away a tech (loses 1 tech voucher).
- Turn Order During War Time
Civilizations that are at war must agree to a set turn order that is enforced from the moment war is declared in-game until the war ends in-game (i.e. spoken agreements or promises to end the war don't count, the war must end in the game). All combatants shall alternate their turns according to a consensus agreement by all war participants. When during the day each player plays his or her turn will be decided by consensus of all war participants. This will be done to ensure all players take their turns in the proper order without inconveniencing any player or preventing any player from taking a turn.
During war, each player is allowed to log in to the game only once each turn, and take no more than one hour to play their turn. The next player in the turn order is not allowed to log in until the preceding player has logged out.
If the turn order is violated in any way, or an allegation of violation is made, the game shall be paused immediately.
If turn order is violated it is then up to the victim(s) of such violation to decide whether a reload is necessary. If the victim(s) requests a reload, a reload is to be done immediately (no debate). If the victim(s) is satisfied with alternate solutions, then an arrangement can be made between the turn order violator(s) and the victim(s) and a reload will not be necessary and the game shall be unpaused.
Alternate solutions must be agreed to by all war participants by consensus, and will be enforced by all game participants. If an alternative solution is not carried out exactly as agreed, a reload shall occur immediately (with no debate) to the turn of the original turn-order violation.
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