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Turnplayer Thread #3

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  • Team RB votes against a reload from the end of T124 but for a reload from the start of T125.
    A positive event happened to TRB at T125 which is not guaranteed to recur upon reload.
    Furthermore, it was possible to connect to the game and play after Templars timed out (see civstat). Player Hercules was made aware of this by posting and PMing.
    Team RB is against a vote to decide on whether we get our event or not. In-game diplomacy might have an impact on the decision. We ask for a GameMaster (Krill) decision. Krill, you can have a look into our forum to read the reasoning behind it.
    TRB
    This is what I suggest we post. The religion spread to Cape Town might be crucial as it directly effect the point when that all important tile between Cape Town and Chichen Itza flips to us and prevents a surprise tactic.
    On top of taht it gives us a 3rd religion for a cultural victory.

    Our opponents could vote for reload from T124 just to prevent us getting the spread.

    I will post this is 30 mins.
    mh

    Comment


    • m_h, I'm not so keen on your message, I think you should wait a while before posting it

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      • Reloading from the start of T125 doesn't solve anything. Templars miss their turn and we miss our religion. The game is best started from the save snoopy has just before he took the game down, or from just before Templars' turn. I agree that the religion is important and I think it's clear that the correct decision is just to put the game back up from when it was taken down, especially as m_h logged in afterwards (as seen from civstats!).

        Also I'm sure Krill is reading this forum. I agree with your points but the message has a rather beligerant tone and I think is best read by the game admin Krill from our private forum rather than a public one.

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        • Ok, I am off now for a long weekend. Someone else has to do the "vote".

          mh

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          • Sooooo already posted in the public thread that it was a religion spread. (Really nothing to gain by being more vague than that.)

            I'm not entirely familiar with Pitboss administration. If the reload is done, can the save be edited/worldbuildered to give Cape Town Buddhism? If so, would we be okay with that?

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            • So.... 24 hours later, and the game is still down. Templars have earned a lot of ill will over this one. Not only was it their own darned fault for waiting until the absolute last minute to play their turn, they haven't even had the decency to respond to snoopy's post in the general forum. I had set aside an hour last night to put together a bunch of State of the Empire stuff, but obviously that became impossible thanks to those clowns. And I'm going to be gone all day on Saturday in Edinburgh, so hopefully the game will be up sometime tonight so I can at least REPLAY THE SAME STUFF I ALREADY DID before I go.

              You suck, Templars.

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              • Good news for us from the Pitboss Connection Thread:

                Originally posted by Krill View Post
                I think the game should be reloaded from after the turn has rolled over and the religion spread has occured.

                Sorry, this is alot harder a decision to make than it seems at first glance. Templars already logged in and did most of their moves and then couldn't log in although others could, which makes it seem like it isn't a bug with the game, but a bug with Hercs connection, which hasn't been legislated for. Requireing a reload for every time a turnplayer has technical difficulties (and not a bug) is not going to work, especially if a major war breaks out. I know some teams will want the full 48 (well, closer to 54) hours to discuss stuff, but doing that every turn isn't good for the overall experience judging from the private fora. Templars, this is not in any way a warning, but it appears that speeding up your gameplay would be better for the game as a whole, and having more than 1 turn player would be useful to you (especially if Herc keeps on having these sort of connection problems, and you are going to do moves in the last hour or two of the turn).

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                • Sorry Sullla, I needed to take some time making that decision, it's not as straight forward as it first appears because it touches on so many different problems. I think you'd agree that just making a snap decision would not be a wise course of action, and that it was resolved in a reasonable time frame.
                  You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                  • My frustration is entirely directed at Templars, and in no way towards Krill. Honestly, I didn't care if we reloaded or not. The fact that no one from their team responded to snoopy's request was exceedingly impolite, IMO.

                    Anyway, I'm out of here. I'll just have to play the turn on Sunday morning. Here's a topic of discussion for the team in the meantime: with mostly_harmless confirming that PAL was not building Colossus in their capital, do we want to go for it in Mellow Yellow? Forest chop + whip finishes the forge in 2t, and we have enough forests there to chop out a wonder pretty fast after that, getting +125% shields from copper and forge. If interested, we can work on doing another one of those "Project" optimizing threads, with all of the worker actions planned out.

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                    • I would rather put our time / hammers / food into Operation: Bloodbath

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                      • I vote for no colossus. Astronomy will be an important tech for everyone and that obsoletes it. Only Imperio or Templars can benefit from it (being financial), and if they build it then we can just take it from them.

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                        • Sooooo, I think that's the second time you've mentioned Colossus as only being of use to a Financial civ, and I'm not sure I understand the reasoning. To my mind, for a non-Fin civ, it is a 50% commerce bonus on water tiles, whereas for a Fin civ it is only a 33% bonus.

                          I'm guessing the assumption is that a non-Fin civ shouldn't be working water tiles anyway?

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                          • Originally posted by Dreylin View Post
                            I'm guessing the assumption is that a non-Fin civ shouldn't be working water tiles anyway?
                            Yeah, for the most part. Normally growing to work 2/0/2 water tiles is not worth it. Growing to work 2/0/3 tiles is OK, but working cottages is better. Working 2/0/4 tiles is really good!

                            I'm not saying we would get no benefit, that was hyperbole on my part. I'm just saying that for a non-financial civ at this stage of the game we'd want to be working land tiles instead.

                            Comment


                            • Logged into the game and made the following actions:

                              - Forge at China Beach.

                              - Jumbo at Cape Town (1T). I know we were planning a catapult, but another 1 turn WE is too good for me to turn down. Also switched the citizen to a plains forest from the lake as we will still grow in 1T (and I assume we will assign the new citizen to the plains mine).

                              - Lighthouse (2T) at Saxon.

                              - Assigned Mellow's new citizen to a plains forest (from unimproved dyes).

                              No units or workers moved.

                              Comment


                              • I'd still go for catapults in Cape Town.

                                I see the reasoning for parsons helping John, but don't we waste turns in moving the workers? Wouldn't it be better for Parsons to start on Pink's dyes since Pink will grow soon and work an unimproved tile?

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