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Ancient Empires #2
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Originally posted by RobRoy
House Rules Debates
My personal prejudice is to avoid most/all House Rules. That said, a number of people have raised legitimate concerns about various brilliant strategies/cheesy exploits and have discussed ways to limit them. Per Peaster's suggestion, in no particular order, some proposals and areas of discussion:
1) Ban unit gifts (Agree - totally nonhistorical - at least to the degree it's used in PBEM)
2) Ban Tech trading/gifting or limit it by:
- no tech trades past monarchy or BW; (Yes - the amount of tech trading in S1 has radically advanced the technology far beyond the game-year)
- at most one tech per 2 turns? or whatever; and/or
- require possession of both prereqs if you want a tech. (Absolutely!!!)
note: 1 & 2, together, would probably make Civ2Dip pointless, since money gifting seems to work fine with F3, (except for the Minoans).
3) Limit Trade exploits:
- Ban caravan rehoming; (Yes)
- Ban skipping the trade reducing technologies (Bronze Working and Navigation); (Yes)
- Ban caravan rehoming, unless the civ has one of the trade reducing technologies (BW, Nav, or Persian). (Offering some advantage to the Persians - not necessarily this, is OK. Offsetting the impact of the Techs, No)
- Ban tricks to open up supply/demand slots; (??)
- Ban Hides production after first one produced; (??)and/or
- Remove Caravan unit. (No)
4) Limit Hut popping (might obviate need to restrict other areas, such as tech trades/gifts):
- Limit hut-popping to 1 per turn; (meh)
- Obliged a reload if the hut result is a tech; (No)
- Can pop huts only within X tiles of a city (2, 3, 10, 20?); (No)
- Can pop huts blocking river movement, an isthmus, a city site (settler only), or road construction (settler only); and/or (No)
- Remove all huts. (Really No)
5) Limit Slaves (event gifts for killing barb warriors):
- Modify events file to give only money not settlers; and/or (No)
- The veteran NONE homed Settlers can only improve tiles, they can never build cities. (Yes)
6) Ban unit teleportation: (Yes)
- via alliance cancellations; and/or
- via peace withdrawal demands through F3.
7) Turn limits: (Good Luck!)
- 12 hours with generous extensions;
- 24 hours with generous extensions;
- 36 hours; and/or
- 48 hours or more, especially in certain phases of the game.
8) Civ selection: (No opinion)
- Random;
- Preference list;
- Less experienced players select first; and/or
- Being the first to post "dibs" for country X
9) Other Diplomacy Limits:
- Ban any diplomatic contact at all. (maybe)
- Civs all stay at permanent war; (No)
- Alliances can exist only if established at game start and have to remain in place throughout the game. (No)To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton
From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise
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Originally posted by Kull
As a general rule, the idea of the scenario was to reproduce the "feel" of operating an ancient era empire
I still think people make way too big a deal out of Caravan rehoming and ignore the micromanagement consequences of a ban. But I'm suspecting I'm a minority here.
Kull, FYI the last couple of trade points refer to some of the micromanagement techniques you can use to boost trade. You can calculate, even influence when/whether/how supply and demand slots will open up in a city - see a couple of threads on it in the Great Library. You can also center your civ around city sites that produce Hides (supply doesn't get blocked off normally), which leads to city placements that really bug me. My bigger concern, though, is that trade micromanagement takes a lot of RL time. But there is a strong incentive to do all these if you can't rehome vans. There is little incentive if you can.
Yes, not banning rehoming would encourage the capital or some other site to become a Super Trade City. But that's better than a bunch of oddly placed Hides cities IMHO. And in my experience, the STC doesn't really outperform a medium sized city that has demand in its favor, given the maximums for the one-time trade bonus. (Although, I'm generally assuming the 2 continent bonus and a capital or decent barb as destination).
@Peaster, the "Slaves can't build cities" constraint is one of the few house rules that I impose on myself in SP, and it works our fine, I think. Did you or someone else voice some concern about that one earlier? Of course, I think the test game suggested that early city building hindered hut exploration, anyway, if you got a horde (which we all did, except the Minoans).
Originally posted by Platypus Rex
will play as soon as the save shows up
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Originally posted by RobRoy
My bigger concern, though, is that trade micromanagement takes a lot of RL time.
It is obvious, that ship chains were not indended by the designer as well as caravan rehoming, and tweaking trade output of the cities for boosting revenues etc. If we were playing for money, I would understand people who take so much time to exploit game mechanics, but if we are playing to have fun, I don't see the point.
Maybe we should not ban caravans but just introduce a rule forbidding any player to have more than a given number of caravans (active and in production) at any turn. Say, 1 caravan (active or in production) at any turn would be fair. With this house rule, we don't need any bans on rehoming, ship chains or tedious micromanagement.
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Thanks to RobRoy for organizing the rules talks! My opinions:
1) I am OK with a ban on unit gifting - but has anyone played a PBEM that way ? I wonder how a unit would cross thru friendly lands, with ZOC problems and scarce roads.
2) Tech; I like the rule about pre-requisites, which might be enough to slow us down. Also, this play-test has been very non-competitive, but I guess a real game would involve fewer trades (Game #1 tech probably went faster than Kull intended, but much slower than in this playtest). The other tech-rules-ideas are OK with me (IIRC they were mine!) but maybe unnecessary.
3) Vans - Let's keep it simple. No van rehoming + no skipping techs. I don't see how we can rule out hides cities (and I still don't see how rehoming would discourage that). Same for freeing up slots.
I am not SURE what has happened in Game #1, but I suspect most of these subtle trade tricks came from SlowThinker, since he knows them all. I don't - but if anyone else wants to invest the RL time to learn them and use them, it is OK with me. Let their hard work be rewarded! But IMO such tricks do not affect a game as much as barbs, huts, alliances, wars, etc.
4) Hut-popping. IMO "one hut per turn" is reasonable, simple, and good enough. We might also require that all popped huts have to be reported - including results and location (so a King knows when his "turf" has been invaded). IMO barb villages should count as huts in the one-per-turn rule.
5) The proposal that NONE farmers (eg slaves) cannot make cities seems random to me. But I do not object.
6) "No teleporting" is OK with me. But we've seen that an alliance + F3 can cause it.
6b) Diplomacy (eg gold gifts, map trades, etc) is a nice aspect of Civ2. But we should rule out F3 completely, as done in most (all?) other PBEMs. It has too many unpredictable problems.
The alternatives are MP sessions (I hate them, but do not object to others using them) and the Civ2dip utility. I don't insist that everyone uses Civ2dip, but it is probably the standard method now. It should be allowed, at the very least, for those that want to use it.
7) Time limit ... background info: Game #1 has a 72 hour limit, which has been rather hard to enforce. Most players slip up once in a while (overtime at work, bad internet connection, travel, forgetfulness, etc) and hesitate to "punish" their fellow players. AFAIK the EVO players usually have faster limits, but similar problems. There is no perfect solution. I suggest -
* Every player must commit to checking the thread every day and playing promptly, while accepting that they may have to wait a week or two between turns.
* Send an email reminder to the next player, if they say it helps them (this has worked well in Game #1)
* I suggest 24 hours per turn until 3000BC and 48 hours after that. A player can request a specific amount of extra time, but only:
----- before their time is up
----- and they must give a reason
----- the other players should usually say OK, but can say "no" if the reason is poor, or if it happens too often.
* when player "A"s time expires, the clock of player "B" starts. B can wait longer on A, but it comes out of B's playing time (Player C, etc, may not want to wait).
To play, B hits Ctrl-N for player A, and plays his own turn.
* This system would work better with a non-player referee - who is not TOO nice, who can hit Ctrl-N without worrying about seeing any secret stuff. Maybe I can ask ST to help, or maybe my daughter (who has helped in Game #1 a few times).
* A player who must be away more than a few days should arrange for a sub. IMO this could be another player in the same game (though I'd prefer a ref or a non-playing Civ2 friend) - any objections ?
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The rules used in Game #1 are here (post 694):
The list may seem long, but IMO they were chosen carefully to prevent exploits, especially ones that novices would never think of trying. I suggest we use them unless they conflict with decisions we make here. All players - Please look them over and state any objections asap.
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Other ideas:
* ISeeAll suggested running several games at once. My civ2 plate is already pretty full, with Game #1 and CFC GOTMs. But if you want more action, a player in Game #1 is willing to give up his civ (Greece). And the ex-EVO players seem to start new games every week or so.
* Some PBEMs require that you report all battles and/or diplo-acts (such as tech-theft, etc). Maybe even Wonders near completion. This makes the threads more interesting and maybe it hinders cheating. In Game #1, there is no such rule, but most players share news each turn - and I like that. A PBEM is no better than SP if no stories are shared.
Also, I expect my allies (if any) to answer short emails between turns. No rule required - this just makes the game more enjoyable.
Maybe we should not ban caravans but just introduce a rule forbidding any player to have more than a given number of caravans (active and in production) at any turn. Say, 1 caravan (active or in production) at any turn would be fair.
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Platy - you're up!
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Hmmm... forgot the last 2 items....
8) It seems that most of us are flexible about which civs we get, and the differences are not as great as in some other scenarios. If a few players can list their top 2 or 3 choices (and the other players are flexible) I can probably assign the civs without problems. If there are conflicts, I'd probably favor the novices and then the players who have been waiting the longest (eg myself ).
9) IMO diplomacy with humans is the main attraction of PBEMs over SP. So, I think there should be no rules on it. However - - - the game should NOT degenerate into "Let's all beat up on the evil Minoans!" unless the evil Minoans did something evil in public to deserve that. So, I think we should try to avoid forming large alliances, and tech-trading networks, but I can't suggest a specific rule on that. I do suggest
* The game should have a single winner, not an alliance. If the games ends early, we should discuss who was ahead, and perhaps agree/vote on a winner.
Platy - see above....
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One more minor rule - In Game #1, Persia (me) stole the Golden Fleece, several turns before the events file created Jason to take it for Greece. I thought this was a brilliant exploit of the events.txt file, and nobody said it was a dirty trick (nobody used the word "brilliant" either, though). But IMO Greece really should get that 500g, as Kull surely intended. I propose -
* Jason's 500g must go to Greece, and Sinbad's 500g must go to Persia. Eg, no other civ is allowed to attack those 2 barbs (the other 5 civs cannot get a reward anyway).
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Originally posted by Peaster
1) I am OK with a ban on unit gifting - but has anyone played a PBEM that way ? I wonder how a unit would cross thru friendly lands, with ZOC problems and scarce roads.
So we need to allow alliances, at least, which means we need to think about breaking them. I still don't think teleporting when an alliance is broken has nearly as much exploitive potential as the possibilities of staying in position when an alliance is broken. The only examples anyone gave really were unit gifting exploits.
Originally posted by Peaster
2) Tech; I like the rule about pre-requisites, which might be enough to slow us down. Also, this play-test has been very non-competitive, but I guess a real game would involve fewer trades ...The other tech-rules-ideas are OK with me (IIRC they were mine!) but maybe unnecessary.
Originally posted by Peaster
3) Vans - Let's keep it simple. No van rehoming + no skipping techs. I don't see how we can rule out hides cities (and I still don't see how rehoming would discourage that). Same for freeing up slots.
I am not SURE what has happened in Game #1, but I suspect most of these subtle trade tricks came from SlowThinker, since he knows them all. I don't - but if anyone else wants to invest the RL time to learn them and use them, it is OK with me. Let their hard work be rewarded! But IMO such tricks do not affect a game as much as barbs, huts, alliances, wars, etc.
The simpler exploit obviates the need to engage in the more complex exploit and the need for rules to control them. I don't think we should be rewarding that kind of hard work, mostly 'cause I'm lazy and don't really want to do it.
Originally posted by Peaster
4) Hut-popping. IMO "one hut per turn" is reasonable, simple, and good enough. We might also require that all popped huts have to be reported - including results and location (so a King knows when his "turf" has been invaded). IMO barb villages should count as huts in the one-per-turn rule.
On other rules, I don't think the auto-irrigation feature banned in game #1 is a big deal. And I think it unevenly hurts Persians, who don't need any more hurt.
Civ selection. Yeah, a mini-preference list to you would probably work. But let's wait until we decide on rules. I don't want to be bidding for Minoans then have everyone ban ship chaining. And the Persians still need help, I think.
You should consider time zones and schedules, too, perhaps. There were a few times when you to ISeeALL to me to Platy enable us to get an entire turn done in a single day!
Possible sops to Persians: Allow them to buy techs (i.e., tech gifting even if we ban it for others)? 'Van rehoming (even if we ban it for others, which I don't think we should do)? Any other possibilities?
But yeah, we probably shouldn't let Persian steal the Fleece.
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Originally posted by RobRoy
So we need to allow alliances, at least, which means we need to think about breaking them. I still don't think teleporting when an alliance is broken has nearly as much exploitive potential as the possibilities of staying in position when an alliance is broken. The only examples anyone gave really were unit gifting exploits.
Along the keep it simple theme, why don't we just go back to a complete ban on diplomatic tech gifts
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We'd keep the prerequisite rule to cover thefts, city looting, etc.
I hadn't thought about tech-thefts. These have not occured in Game #1 AFAIK. And I forget - does the thief have a choice of the tech, or get one at random (causing trouble for our pre-req idea)? IIRC you DO have a choice when city-looting, so this cause no new problems.
But banning 'van rehoming doesn't keep it simple - quite the opposite! .... The simpler exploit obviates the need to engage in the more complex exploit and the need for rules to control them. I don't think we should be rewarding that kind of hard work, mostly 'cause I'm lazy and don't really want to do it.
ISeeAll's idea of a limit on the number of vans would probably exert more control over Hides. Maybe on the free-slot exploit , too.
1/turn sounds reasonable. Like the reporting, though perhaps not the location (too much information?). Barb slave raids could also be limited to 1/turn (in addition to or instead of?)
On other rules, I don't think the auto-irrigation feature banned in game #1 is a big deal. And I think it unevenly hurts Persians, who don't need any more hurt.
Possible sops to Persians: Allow them to buy techs (i.e., tech gifting even if we ban it for others)? 'Van rehoming (even if we ban it for others, which I don't think we should do)? Any other possibilities?
Bostero (aka Dario), Straybow, Heresson - feel free to join the rules talks.
Heresson - your turn, to play the bloodthirsty Assyrians. Pls let us know if you have any problems with the scenario/etc, or if you are not yet ready to go.
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Originally posted by Peaster
Ouch! I played a few turns for Persia and Greece in this test - both intentionally deprived of monarchy and military techs. Pretty frustrating IMO. I was hoping for a balance between the free-for-all that Assyria + Egypt + Hattas + Minoans enjoyed in this playtest, and the prolonged caveman stage of the Persians + Greeks.
Originally posted by Peaster
I hadn't thought about tech-thefts. These have not occured in Game #1 AFAIK. And I forget - does the thief have a choice of the tech, or get one at random (causing trouble for our pre-req idea)? IIRC you DO have a choice when city-looting, so this cause no new problems.
Originally posted by Peaster
Maybe I am missing something, but I'd expect that rehoming + Hides cities is better for a civ's economy than rehoming without Hides. So, planning on Hides still pays off - probably even more than in Game #1. I don't see how the science cap helps, since Hides are about unlimited quantity of vans - not the size of the bonus.
ISeeAll's idea of a limit on the number of vans would probably exert more control over Hides. Maybe on the free-slot exploit , too.
There is a practical limit on delivery, anyway, of two-three per turn, given that the most profitable deliveries are going to be at the end of ship chains; that's usually enough for a tech advance, through mid-game. But that might be a candidate restriction if we want to go with ISeeALL's idea for a hard limit - "can't deliver more 'vans than you need for a tech advance". That may not be much of a limit maybe? Hard limits seem to violate the K.I.S.S. principle, so I'm a bit skeptical about them (vagueness, unforeseen consequences, slippery slope, and all that), but I could live with them, I guess.
Other things:
- Slaves=huts for 1/turn House Rule restriction sounds okay. Reporting would also help people remember that they shouldn't do more than one per turn (I'd be likely to forget if I didn't report it). Anything that generates an event message, like slaves, need to be reported, anyway, since we don't all see those in hotseat mode (and Hittites will still need to assume a special responsibility for reporting barb and event messages to everyone).
- Yes, irrigation far from water would be possible, but I doubt anyone but Persians will do it, since everyone else has plenty of water and you always forget about 'em and find them X turns later doing something stupid. Plus, at the risk of engaging in a pointless realism argument, lots of RL irrigation is well/aquifer based. White noise anyway, to anyone but the Persians.
- Speaking of one-sided white noise, I don't like the "unsinkable ships" ban you've got it game #1. It's another tiny issue, but it dis-proportionately affects the Minoans, or naval wannabes. I've never understood why on earth you would force a player to risk sinking their ship. The exploit costs the player a significant reduction in movement (33%, I believe), a fair cost for a bit of safety, IMHO.
- Persians: I know you've experienced them, but you'll want to play someone else this time, I suspect. The corner, Asia, and some defensive terrain are helpful, but they're much more barb-exposed than the other two corner civs (Greeks, Minoans), although Persians have slightly better access to huts. The more I think about them, the more I think THEY, at least SHOULD get an exception from any tech sharing limitations (since they have an involuntary exception to receiving techs from huts). Similarly, I'm becoming attached to the idea of THEM at least, being allowed to engage in the evil practice of 'van rehoming, since they get that involuntary trade penalty, even though I don't think it'll help them that much trade-wise. 'Course, I still think everyone should be allowed to rehome, but I sense I'm not convincing anyone.
@ISeeALL - I don't see a big problem with ship chains, though some people don't like them. With the road multiplier at 4 and units with 3-4 movement points, you can move land units quite a ways across the map in a turn. Ship movement SHOULD be faster IMHO. And if you have enough boats it CAN be, but it requires a significant resource investment. I don't like arguing desinger's intent, but I've got old manuals and "official" Strategy Guides that mention the practice, so it doesn't seem quite as egregious as some exploits. More importantly, for us, banning it hurts the Minoans dis-proportionately, I'd say. But you do get a nice side benefit from Wrath, as I can attest from the test game as the Minoans...lots of pirates. Even when they were too weak to threaten Palace Guard(ed) cities, they certainly made my boats run to ports. Those ship chains WILL take casualties in this game (assuming we stick with Wrath mode). And caravan delivery, especially by sea, IS going to be more problematic.
Multiple games and/or smaller, quicker games might be an interesting option, but let's get one 7-player one started first. Certainly when we were four, we moved more quickly than seven will. If people drop, and subs aren't available we can either double up or let the AI handle the civ. I don't like the idea of one civ "taking over" another, though. As Peaster said, the EVO-immigrants seem to be starting new games frequently, if you've enough free time and interest, and I don't think they're restricting the new ones.
So, Bostero, Straybow, Heresson, should we assume you're okay with whatever the consensus comes up with? Silence is consent? Straybow, you expressed reservations about Wrath, itself, but I was sorta assuming we'd keep it up, since we'd gotten it working reasonably well, and I'd thought it added a big, interesting, but manageable twist to the game. But if you're REALLY hesitant about it, sing out sooner rather than later, 'cause our House Rules debate generally assumes we're talking about a Wrath, deity, hotseat, etc. game, as in our test.
@Heresson - you're up for the Assyrians, let us know if you have questions, problems. Better to get problems out of the way in a practice session. Remeber we're doing hotseat mode. You'll load Platypus' file, as the previous player (so you'll be the Babylonians for a second, try to ignore map, gold, etc. - awkward, I know), press ENTER quickly to get to the Assyrians, play your turn, press Ctrl-N when you're done (but NOT ENTER), center the map on an out-of-the-way area (I use upper right corner), and save (you should still be the Assyrians). Then you'll upload your Assyrian save for Peaster to play the Egyptians. And don't forget the Hittites are your best friends...and you hate the Babylonians...and Persians...and Egyptians...Last edited by RobRoy; September 15, 2006, 22:35.
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Sorry, bad luck. I'm just leaving (leaving my house in 5 minutes or so) to Warsaw for my firend's wedding party. I'm coming back the day after tomorrow. Sorry for delay."I realise I hold the key to freedom,
I cannot let my life be ruled by threads" The Web Frogs
Middle East!
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