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  • #31
    There is also a vote for Pitboss Turn timer going on. My votes are:

    City Razing - Yes (default)
    Culture Flipping - Yes (default)
    Flipping back after conquest - No (default) - turning on this option encourages to continue wars until full elimination of opponent, which wouldn't be very nice

    Turn Timer - 48 hours - gives about a day for discussion and a day to play the turn, while keeping the game going at a reasonable pace

    I'd also be open to a 24 hour turn timer, if a few more people are willing to play the turns. (I can commit only to 1-2 evenings a week.)

    EDIT: I just noticed that the actual options are "no culture flipping" and "no city razing", so 'yes' votes on our internal poll are equivalent to 'no' votes on official poll for these two options.
    Last edited by Zeviz; March 26, 2008, 13:20.

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    • #32
      Originally posted by Swiss Pauli
      The next votes:

      Turn Timer - 24 / 48 (any longer is getting too drawn out)

      City Razing - Yes/No

      Culture Flipping - Yes/No

      Culture Flipping after Conquest - Yes/No

      (Defaults in bold, and turn timer added.)


      I prefer a 24hr timer, but turn players' votes will have extra weighting here, for obvious reasons.

      @Zeviz - I edited the propositions to try to make them more clear, and not 'yes for No [whatever]'

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      • #33
        Thanks for clarifying initial post.

        About turn timer, I can only commit to 1 evening a week. That means with 24 hour timer either you and Sooooo would have to play 3 evenings each, or finding at least two more potential turn players. This doesn't mean I can't play more than one evening a week. That's just the amount of time I can gurantee that I'll play regardless of my other scedules or interests.

        PS If we can find enough turn players for 24 hour turns, I agree that faster pace would be better.

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        • #34
          Well I think we could do 24 hr, because we're only playing 1 turn. But 48 hr may be more comfortable. I don't mind really. No longer though.

          Default options for the city razing thingies.

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          • #35
            I don't think that playing the turn itself will be a problem: it's more a question of organising the debate about strategy and tactics and still getting the turn played.

            I'd like to get Kylearan's thoughts on this seeing as he's the one with team demogame experience.

            @Zeviz: I'm off for a week's holiday on Saturday, so can you take over?

            @Team: if Zeviz can't deputize, can someone else volunteer?

            I'll vote for this round of settings on Friday evening CET.

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            • #36
              Hi,

              Originally posted by mostly-harmless
              Well, any aggressor must make sure he brings enough garrison troops to ensure the city does not flip back.
              I definitely disagree. Being forced to leave enough units on flip prevention duty during a war campaign is not fun, IMHO. I guess against a human team, warfare will be risky and hard enough as it is already.

              Normal culture flipping is fine of course, and city razing should be on, too.

              My vote on turn time would be 48 hours. With so few turn players, 24 hours would not enough for playing. Additionally, it would not be enough for discussing key events.

              -Kylearan

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              • #37
                Garrison units can be the cheapest and weakest obsolete units, iirc.
                I am looking at the problem from the perspective of the poor guy who loses a city. There would be no peaceful way to get it back even millenniums after the war and even it is fully surrounded by my culture. (is that not right?).
                It just feels more realistic to me to allow cities to flip back to its previous owner or station enough military power there to prevent a revolt.

                mh

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                • #38
                  Originally posted by mostly-harmless
                  Garrison units can be the cheapest and weakest obsolete units, iirc.
                  I am looking at the problem from the perspective of the poor guy who loses a city. There would be no peaceful way to get it back even millenniums after the war and even it is fully surrounded by my culture. (is that not right?).
                  It just feels more realistic to me to allow cities to flip back to its previous owner or station enough military power there to prevent a revolt.

                  mh
                  I play 1-2 MP games per night. I will say with all the authority I can muster that if garrison troops are required, and the enemy civ cannot be totally eliminated, then every captured city should be razed.

                  Additionally, I agree that 24 hours is not enough time for a discussion and then turns. I merely dispute the premise that there must be discussion before every turn. Sometimes that will be true, but 90% of the time, as long as we notice tech changes and key build completion dates in advance, someone can make comments that are more that helpful several turns in advance. Therefore, my vote is 24 hours.

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                  • #39
                    Originally posted by Swiss Pauli
                    ...
                    @Zeviz: I'm off for a week's holiday on Saturday, so can you take over?
                    ...
                    Yes, I can take over for a week.

                    EDIT: They are discussing the option of starting with a faster timer and extending the duration later. I like that idea, because early on turns are literally 5 minutes long.

                    What are your thoughts on that?

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                    • #40
                      I hadn't seen the discussion, but I think it's a good idea, especially as we need to get the game going at a good pace when it finally does open.

                      How about everyone else?

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                      • #41
                        I agree. There is no need for lengthy discussions for every turn in early stage.

                        mh

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                        • #42
                          Any suggestions on the cutoff date for timer change?

                          And if we do have variable-length timer, I have no problem with 24 hours for early game. (In the worst case, anybody could log in to move the exploring warrior.)

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                          • #43
                            Hi,

                            There would be no peaceful way to get it back even millenniums after the war and even it is fully surrounded by my culture. (is that not right?).
                            Don't quote me on that, but I think the flip protection after capture is only temporary, and it can flip back after a certain grace period. But I'm not sure...

                            Regarding the variable timer: Good idea! I like that. Regarding the cutoff-date: Assuming at least one team makes an early rush, what about 1000BC?

                            -Kylearan

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                            • #44
                              Regarding the cut off dates:
                              How about a poll to change the timer every 50 turns or so?

                              mh

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                              • #45
                                Originally posted by Kylearan
                                Hi,


                                Don't quote me on that, but I think the flip protection after capture is only temporary, and it can flip back after a certain grace period. But I'm not sure...

                                Regarding the variable timer: Good idea! I like that. Regarding the cutoff-date: Assuming at least one team makes an early rush, what about 1000BC?

                                -Kylearan
                                I'm pretty sure they never flip back. Still, unless someone has been manually changing the setting for each of their games, almost all of our civ experience would have been under the standard settings. RB for example has never played a game with flips after conquest on, to the best of my knowledge.

                                Voting on the turn timer every 50 turns sounds fine to me.

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