Actually no, noone ever wrote or agreed to any pause rules for some reason.
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In the Pacific perhaps, but not in the rest of the world (second day of Easter is a holiday in most catholic parts of the world).
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Why was the game paused AFTER all teams (including Imperio) were able to play their turns during the main part of the holidays? Either the game should have been paused before the start of holidays, or it shouldn't have been paused at all.
In the future, can we rule that unless a majority of teams votes for something the answer is "no"?
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So in the Civfanatics Demogame there is the following rule:
4.1 -- Turn Timer
The PitBoss server will give each team 24 hours in which to play the save and pass it on to the next team. If a team is unable to play in time, they may post a request for an extension in the turn-tracker thread, and state the reason they believe it should be granted. AFTER the extension request and rational have been posted in the turn tracker, that team may then pause the game.
The game may remain paused up to 120 hours, at which point any team may un-pause the game so play may resume.
An official vote to “continue sooner” may be posted by any team in the turn-tracker thread. Each such vote by a team will reduce the 120 hour extension by 24 hours.
This game already has 48hrs to play a turn in, so I would suggest that we want to set a lower maximum pause time - maybe another 48hrs? That's 4 days available to play a turn in, shouldn't that be enough!?
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The request to pause the game was in on the 10th and was not responded to. It was a reasonable request. I paused it late on easter sunday to allow team members to return from their easter break.On the ISDG 2012 team at the heart of CiviLIZation
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Originally posted by Hercules View PostThe request to pause the game was in on the 10th and was not responded to. It was a reasonable request. I paused it late on easter sunday to allow team members to return from their easter break.
If the teams want a general pause rule, you can make one. I am not unilaterally going to design a rule.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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OK, Templars just declared war on RB, RB get first move next turn due to ending their turn first on t131, and because civstats is screwed up atm, they can take the first 24 hours of next turn as their part of the turn to make moves in, unless they finish their turn early to hand over to Templars (Stupid Fiaxis and 2K not making a civstats site for themselves...)Last edited by Krill; April 16, 2009, 13:39.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Krill - Imperio just declared war on us. We finished (edit: yes, I meant 'ended') our turn ages ago and Imperio haven't finished (edit: 'ended') theirs yet. I'm assuming that we have the initiative but would like an official 'Krill' statement to that effect.Last edited by ruff_hi; April 21, 2009, 13:41.Quote: "All Happiness is the release of internal pressure"
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If by finished you mean ended turn, and that's what happened, yeah, you have initiative.
Something I need to ask, because it could come up in game, is can all of you come to a conclusion how you would like to handle the Templars/Imperio turn order? There are arguments both for and against having a set turn order for each turn (ie RB>Templars>Imperio) or keeping each turn order separate and treating them as separate wars for the turn order and unit movement.
It's not really covered under the current rule, which was not designed for a 2v1 war.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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