This is the Fifth 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 (April 2009)
Story Thread Part 10 (May 2009)
Story Thread Part 11 (June 2009)
Story Thread Part 12 (July 2009)
Organisation Thread Part 1
Organisation Thread Part 2
Organisation Thread Part 3
Organisation Thread Part 4
Organisation Thread Part 5 (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 number 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).
- No double moves during war-time
Civilizations that are at war or want to declare war have observe the turn order which is set the turn before the war starts.
To ensure that all involved players have enough time to play their turn during these circumstances the turn-timer will be set to 36 hours during wartime.
If 6 hours before the turn timer expires the first player to play his turn still did not play the game will be paused till this player can play his turn.
Players at war can not login to the game anymore after they have ended their turn.
Players must immediately leave the game after ending their turn.
Examples:
or
The only exception is when Player 1 ends turn first in turn x-1 but decides to declare war after player 2 ends his turn in turn x:
If more players are involved the same rules apply.
Players can change the turn order during war if both agree to in a clear public post in the organization thread.
If during war any civilization misses two turns in a row a temp-sub will be assigned for this civ.
When the turn-order has been violated the turn will immediately be reloaded by the host without debate or discussion.
The last save available before the violation happened will be used for this reload.
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 (April 2009)
Story Thread Part 10 (May 2009)
Story Thread Part 11 (June 2009)
Story Thread Part 12 (July 2009)
Organisation Thread Part 1
Organisation Thread Part 2
Organisation Thread Part 3
Organisation Thread Part 4
Organisation Thread Part 5 (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 number 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).
- No double moves during war-time
Civilizations that are at war or want to declare war have observe the turn order which is set the turn before the war starts.
To ensure that all involved players have enough time to play their turn during these circumstances the turn-timer will be set to 36 hours during wartime.
If 6 hours before the turn timer expires the first player to play his turn still did not play the game will be paused till this player can play his turn.
Players at war can not login to the game anymore after they have ended their turn.
Players must immediately leave the game after ending their turn.
Examples:
Code:
Turn x-1: [color=red]Player 1 ends turn[/color] [color=blue]Player 2 ends turn[/color] Turn x: [color=red]Player 1 declares war and ends turn[/color] [color=blue]Player 2 ends turn[/color] turn x+1 till peace [color=red]Player 1 ends turn[/color] [color=blue]Player 2 ends turn[/color]
Code:
Turn x-1: [color=blue]Player 1 ends turn[/color] [color=red]Player 2 ends turn[/color] Turn x: [color=blue]Player 1 ends turn[/color] [color=red]Player 2 declares war and ends turn[/color] turn x+1 till peace [color=blue]Player 1 ends turn[/color] [color=red]Player 2 ends turn[/color]
Code:
Turn x-1: [color=red]Player 1 ends turn[/color] [color=blue]Player 2 ends turn[/color] Turn x: [color=blue]Player 2 ends turn[/color] [color=red]Player 1 declares war and ends turn[/color] turn x+1 till peace has been signed [color=blue]Player 2 ends turn[/color] [color=red]Player 1 ends turn[/color]
Players can change the turn order during war if both agree to in a clear public post in the organization thread.
If during war any civilization misses two turns in a row a temp-sub will be assigned for this civ.
When the turn-order has been violated the turn will immediately be reloaded by the host without debate or discussion.
The last save available before the violation happened will be used for this reload.
Comment