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First Turns Fast! poll

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  • #16
    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.)
    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
    Templar Science Minister
    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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    • #17
      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?
      - Artificial Intelligence usually beats real stupidity
      - Atheism is a nonprophet organization.

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      • #18
        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?
        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
        Templar Science Minister
        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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        • #19
          3 Settlers, 3 Workers, 2 Warriors.
          And her eyes have all the seeming of a demon's that is dreaming...

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          • #20
            Originally posted by Dominae
            3 Settlers, 3 Workers, 2 Warriors.
            correct

            so 3 turns 1 for each settler/warrior and worker
            Hi, I'm RAH and I'm a Benaholic.-rah

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            • #21
              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
              Greatest Moments in ISDG chat:"(12/02/2003) <notyoueither> the moon is blue. hell is cold. quote me, but i agree with ET. "
              Member of the Mercenary Team in the Civ 4 Team Democracy Game.
              Former Consul for the Apolyton C3C Intersite Tournament Team.
              Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

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              • #22
                I voted for 3. But 'whatever' is good too.

                Small teams. Talk fast. Make a decision. Press Enter.
                Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                • #23
                  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.
                  <Reverend> IRC is just multiplayer notepad.
                  I like your SNOOPY POSTER! - While you Wait quote.

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                  • #24
                    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
                    Hi, I'm RAH and I'm a Benaholic.-rah

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                    • #25
                      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
                      Gurka 17, People of the Valley
                      I am of the Horde.

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