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  • Double Moves

    I have not seen this discussed anywhere and well it is a very important issue with PTBS games.

    Double moves are they allowed or are they not?

    If you don't know, PTBS allows teams to take their turns simultaneously. There is one inherent issue with this. First a team can take their turn anytime they want, meaning before or after another team. This also means that when the last team ends their turn they are online when the turn switches over allowing them to go again immediately.

    The impact of this is normally not felt. There are two instances where it could be. One is at the beginning in a settler rush. Both rushing to the same spot, one gets to go twice. The other, probably more important is in war. If someone gets to end the turn and then go again they essentially have battlefield control that wouldn't be present in a PBEM game.

    The other side of this is that well, it is inherent in the game, so if it is important enough to you to get it done quicker than you deserve any benefit you get.

    Discuss it, post about it, flame it, toast it, whatever, but only team captain's votes count.

    Being that this is a very important issue, I put a limit of 14 days on it.
    12
    Yes!
    25.00%
    3
    No!
    41.67%
    5
    Bigfree's Amendment (post 2)
    33.33%
    4

    The poll is expired.

    Yours in gaming,
    ~Luc

  • #2
    I have some suggested rules:

    No double moves during a time of war, except as noted.

    Double moves should be allowed at all other times in order to help speed game play.

    During times of war all concerned Civ's should allow for 24 hours to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.

    In other words: You cannot make moves during periods of war until either one of two things have occured:

    1. All other concerned Civs in a war(being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.

    2. 24 hours has past since you made your moves/completed your turn.


    The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.

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    • #3
      "The action you have attempted could not be performed as your session appears to be invalid. Click the below link to attempt this action again with a new session."

      For some reason I cannot vote, but I vote NO!
      A.K.A. Spike

      Comment


      • #4
        Originally posted by BigFree
        I have some suggested rules:

        No double moves during a time of war, except as noted.

        Double moves should be allowed at all other times in order to help speed game play.

        During times of war all concerned Civ's should allow for 24 hours to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.

        In other words: You cannot make moves during periods of war until either one of two things have occured:

        1. All other concerned Civs in a war(being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.

        2. 24 hours has past since you made your moves/completed your turn.


        The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
        + 1
        Vi Veri Veniversum Vivus Vici

        Comment


        • #5
          Originally posted by topdog
          "The action you have attempted could not be performed as your session appears to be invalid. Click the below link to attempt this action again with a new session."

          For some reason I cannot vote, but I vote NO!
          AOL is notorious for that, probably a couple other providors too.
          One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
          You're wierd. - Krill

          An UnOrthOdOx Hobby

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          • #6
            I added bigfree's amendment as it makes a lot of sense and I meant to put something like it in anyway. I also removed all of the votes so that the teams may vote again.

            Remember this is a team vote, not a personal vote.
            Yours in gaming,
            ~Luc

            Comment


            • #7
              Spamyards votes for BF's rules, pitboss we play follow the same spirit
              Campeón 2006 Progressive Games
              civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
              civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

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              • #8
                In a demogame that looks acceptable. I suggest that there be a 3. added to the list also:

                3. In any case where this rule will place undue hardship on a team in playing a particular turn, that team shall notify the admins and the opposition as early as possible. The admins will have final say on whether the team is permitted any leeway on the rule, and under any circumstances must allow 12 hours to pass between turns when the opposition has not played.

                Although I don't think this 3. should need to be invoked much, given C4DG issues with playing the turn and turnplayers it's certainly probable that at some point, a team will need some leniency on this [have only one available turnplayer, and be unable to play during a particular 24 hour period].

                You also may want to explain the consequences for a violation of this rule [I think it Basically comes down to either a reload of the PTBS save, which has some obvious benefits of being able to undo the harm, but may cause other teams harm and may change the outcome of the game, and placing a future penalty on the violating team, ie the admins booting them for a turn and logging in as them and skipping their turn.]
                <Reverend> IRC is just multiplayer notepad.
                I like your SNOOPY POSTER! - While you Wait quote.

                Comment


                • #9
                  Wot Bigfree said!!

                  (My personal opinion, not team vote (yet))
                  Let your every day be full of joy, love the child that holds your hand, let your wife delight in your embrace, for these alone are the concerns of humanity.
                  The BtS Pitboss Team Democracy Game has just started!!!
                  Come and test your metal in the Apolyton Civ4 Beyond the Sword Tri-League Tournament
                  Tohunga o kairākau of Southern Cross in the Warlords Pitboss Team Democracy Game, and Member of the Great Council and Curator of The Khan's Compendium for The Horde in the Civ4 Team Democracy Game

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                  • #10
                    Well, there is a point which I need furfher explanation:

                    Originally posted by BigFree
                    1. All other concerned Civs in a war(being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
                    With "concerned", do you mean enemies? I'm talking about wars greater than one versus one. Due that, until today, never have been a battle with three sides fighting against each other, what we use to do is to divide all players in two sides. One goes first, then the other.

                    My english is too poor for that subtle concepts
                    Campeón 2006 Progressive Games
                    civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
                    civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

                    Comment


                    • #11
                      Yes, "Concerned" means Civ's you are at war with as defined by being at war "in-game."

                      If Two "Sides" are at war then the rule is clear.

                      If there are Three "Sides" then there needs to be a seperate rule possibly shortening the waiting period between double moves to 12 hours versus 24 hours.


                      Also, your English is good enough to get the point accross. Nice catch.

                      Comment


                      • #12
                        BigFree's post looks good. I'd just like to add that there should not be a double move during a declaration of war either (since technically with the way the post is currently worded, a team could still double-move on the first turn of a war since they were at peace the turn before).

                        Originally posted by Niessuh
                        Well, there is a point which I need furfher explanation:



                        With "concerned", do you mean enemies? I'm talking about wars greater than one versus one. Due that, until today, never have been a battle with three sides fighting against each other, what we use to do is to divide all players in two sides. One goes first, then the other.

                        My english is too poor for that subtle concepts
                        This can be quite tricky when large numbers of teams get involved. But given that there should be numerous turn players for each team, it might be possible to do this. Anyway, I don't think we have to worry about that for a while yet.
                        Last edited by emperor; May 21, 2007, 22:17.
                        - Lord Parkin / emperor

                        Read all about my adventures in the Realms Beyond Pitboss 4 game!

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                        • #13
                          I can live with BigFrees ruleset.

                          Although personally I think its just the nature of the beast, you need to plan accordingly if you are at war.

                          And if a team takes advantage of double moves one turn, the very next turn they can not , so it all washees out in the long run.

                          (con hates extensive rule-sets in these games but thats just me)
                          *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

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                          • #14
                            Problem is when you are going to play after a double turn and you have nothing to attack, or nothing to attack with...
                            Campeón 2006 Progressive Games
                            civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
                            civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

                            Comment


                            • #15
                              Originally posted by Niessuh
                              Problem is when you are going to play after a double turn and you have nothing to attack, or nothing to attack with...
                              Then I guess you didn't plan well enough against the possibility of a double turn
                              *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

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