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Flamefest III - The Final Insult

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  • Zoid
    replied
    36 hours is fine by me

    Leave a comment:


  • Grandpa Troll
    replied
    Im a little froggy on this double moves deal

    So is this to say i have a warrior..find a settler from an enemy unprotected..I cannot take him out?

    or


    I have a warrior...find a hut..I "can" or Cannot enter the goody hut when at war?


    Last

    I have three warriors..see a single enemy, I can or cannot attack with all my warriors when at war or say..decide to start a war?

    Thanks

    In the previous two pitboss games, this was never discussed or brought up for discussion

    Gramps

    Leave a comment:


  • Grandpa Troll
    replied
    Originally posted by GeoModder View Post
    I'd say 36 hours. that comes down to close to 2 days in reality, which gives plenty of playtime for both participants in case of war.
    Yes..36 is good here

    If we can, please speed up

    But sometimes things happen where you cannot get to it

    Leave a comment:


  • Giger
    replied
    I'd vote for 24 hours. I like the game to play at a fast pace.

    About the double turn rules: from what I have seen in other pitboss, the players involve in the war agree on a turn order when war is declared. In case of violation a reload may even be mandatory and after 3 violation the player is booted out of the game.

    Leave a comment:


  • GeoModder
    replied
    I'd say 36 hours. that comes down to close to 2 days in reality, which gives plenty of playtime for both participants in case of war.

    Leave a comment:


  • Zoid
    replied
    Which reminds me. What turn timer do we want? Unless we're very busy IRL I say we go for either 36 or 48 hours...

    Leave a comment:


  • Zoid
    replied
    From the BtS Demo game:

    The Double Move Rule : 48 hour turns

    1. No double moves during a time of war, except as noted below.

    During times of war all concerned Civ's should allow for 1/2 the turn timer (24 hours) to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.

    In other words: You cannot make moves during periods of war until either one of two things have occured:

    i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.

    ii. 1/2 the turn timer (24 hours) has past since you made your moves/completed your turn.

    The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.

    2. No moving of units after you have pressed 'End Turn'

    3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.

    4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.

    5. Double moves should be allowed at all other times in order to help speed game play.

    6. Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.

    Leave a comment:


  • Pinchak
    replied
    Question for both games...

    Do we have a solid rule about double moves?

    This is always an issue in the pitboss format, and recently caused a big stir in the Beyond the Pit game due to ambiguity of the rule we had.

    Leave a comment:


  • Zoid
    replied
    Originally posted by GeoModder View Post
    Missed this one.
    Well, IIRC in Flamefest I the Financial trait was off-limits. And at the start of the game someone's wife (Snoopy's?) choose our civs from a hat.

    Don't care either way, just wanted to point it out in case alot of participants hate to see certain traits involved.
    Sounds like a good idea

    Leave a comment:


  • Zoid
    replied
    Originally posted by GeoModder View Post
    For the settings, what about Climate, Shoreline, and Worldwrap?
    I suggest Random, Natural, and Cylindrical there (granted that Cylindrical is more or less the standard setting).
    I'm more in favour of Temperate climate, no friend of either deserts or jungles... But what the hell, might shake things up a bit...

    Options: I take it you mean both random leaders and civs?
    I meant random civs, but we can go with random leaders as well

    Multiplayer options: Do we allow the takeover of AI civs? For instance, civs that have been abandonned by their owner for whatever reason? Or new civs created by the Colony choice? Granted that this last one probably can't happen on a Pangea map.
    I say we wipe the abandoned civ from the map and treat the whole area as Forbidden Land (maybe with a time limit, say 50 turns...).

    Leave a comment:


  • GeoModder
    replied
    Originally posted by Zoid View Post
    Traits such as...?
    Missed this one.
    Well, IIRC in Flamefest I the Financial trait was off-limits. And at the start of the game someone's wife (Snoopy's?) choose our civs from a hat.

    Don't care either way, just wanted to point it out in case alot of participants hate to see certain traits involved.

    Leave a comment:


  • GeoModder
    replied
    For the settings, what about Climate, Shoreline, and Worldwrap?
    I suggest Random, Natural, and Cylindrical there (granted that Cylindrical is more or less the standard setting).

    Options: I take it you mean both random leaders and civs?

    Multiplayer options: Do we allow the takeover of AI civs? For instance, civs that have been abandonned by their owner for whatever reason? Or new civs created by the Colony choice? Granted that this last one probably can't happen on a Pangea map.

    Leave a comment:


  • Zoid
    replied
    I say we stop the admission now. 9 players are enough on a standard map.

    This game will launch on the 22:nd

    The settings:

    Standard Pangea map
    Low sea level
    Random civs/leaders
    Monarch level
    No tech brokering
    Normal barbs
    Free Religion
    Random climate
    Natural shoreline
    Cylindrical worldwrap

    Leave a comment:


  • Zoid
    replied
    Indeed, we follow the teaching of Kon-fused-tze

    Leave a comment:


  • GeoModder
    replied
    Must be a Sage thing.

    Leave a comment:

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