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RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:12
26-01-2008 20:32 | www
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Rules Discussion Thread Remove this text


Please post your thoughts on which rules, if any, should apply to this game.

Once we know rules we want to examine in more detail we could start a thread for each issue to discuss in more detail.

Once a rule has been agreed upon by the majority of the teams I'll transfer it to the 'Rules and Frequently Asked Questions' thread.

Last edited by RobWorham on 26-01-2008 at 20:57

RobWorham
Civilization IV: MultiplayerCiv4 SP Democracy GameApolyton UniversityC4DG The HordeCivilization IV PBEMC4WDG Southern CrossC4BtSDG Rabbits of CaerbannogBtS Tri-League
BtS Tri-League Tournament Co-Lead
Auckland, NZ
Nov 2005
time: 10:12
26-01-2008 20:36 | www
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Support Apolyton, buy Civilization III: Complete


To get the ball rolling :

If we are playing simultaneous turns then I think we should enforce some form of clearly defined 'No Double Move' ruling.

Last edited by RobWorham on 26-01-2008 at 20:57

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The double move rule needs only apply when declaring war or at war. That in itself can be problematic - as then you need to determine how long in a turn does does a civ need to wait before playig again.

Given experience in other games, I think this is something that needs to be discussed ahead of time.

ZargonX
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Emperor
Space
Sep 2002
time: 17:12
27-01-2008 05:13
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Enter the AD-FREE zone


Let's not restrict posting in the public forum for this one, regardless of contact and all that rigamarole. All we've proven with the past several games is that when you cut out the public aspect of these things, it definitely causes interest to wane much faster.

FeMme
Apolyton UniversityCiv4 SP Democracy GameC4DG The HordeCivilization IV PBEMCivilization IV: MultiplayerBtS Tri-LeagueC4BtSDG Rabbits of CaerbannogC4WDG Southern Cross
Queen
of the Faux Pas
May 2006
time: 09:12
27-01-2008 10:30
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quote:
Originally posted by ZargonX
Let's not restrict posting in the public forum for this one, regardless of contact and all that rigamarole. All we've proven with the past several games is that when you cut out the public aspect of these things, it definitely causes interest to wane much faster.


Definitely agree with this one!!

AdamTG02
Alpha Centauri Democracy GameACDG Planet University of TechnologyACDG The Cybernetic ConsciousnessACDG3 Data AngelsC4WDG Delian LeagueC4BtSDG Rabbits of Caerbannog
Prince
Williamsburg, Virginia
Aug 2002
time: 17:12
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I assume what's meant by double move is when one civ moves, ends turn causing the term to flip, and then moves again immedaitely after?

Just to be a devil's advocate, why is such a rule thought to be needed? I can see that it would enable surprise attacks more easily, but then, the strategy of a surprise attack has been used many times in real warfare as well.

(I'm generally a builder player, so not asking this in order to get an advantage for my side. Just genuinely wondering.)

FlameFlash
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Emperor
Minnesota, USA
Dec 2001
time: 16:12
27-01-2008 22:31 | www
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Suffering from ads?


How about, if you declare war, you just can't be the last one to move in a turn?

That way you can double-move when it's convenient but for war purposes there isn't a double-move to start in.

After that, well, that's just a part of the mechanic, and you need to plan for the possibility.

Another option would be to have "The Nation of Rob" and Rob would simply be the one to end the turn at some normal point every turn flip (assuming that this Nation of Rob could be put on some 1-tile island somewhere to not interfere accidentally in anything.) Say, around an hour before the end of the turn all the real teams have played and otherwise just holds the turn so that way the turns always have the same timing.

My thoughts.

UnOrthOdOx
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Emperor
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Jun 2002
time: 15:12
28-01-2008 14:23
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Avatar Enlargement: We've got the solution


Allow me to copy a piece of a PM I sent when learning this thing was in the works:

quote:
If you want my personal opinion, if you are looking to set up a game, and want it successfull, fewer, larger teams would be a key.

Personally, I would say cap the teams at 3-4. Smaller map. Keep it in Pitboss to prevent any unsavory cheats, but disable the simultaneous turns. This makes the pitboss server act only as an enforcer of whatever turn limit. Turn order is maintained. There are no possibilities for double moves, but also no possibilities for replaying of saves. It's the best of both worlds.

Capping the number of teams and a smaller map keeps the turns moving swiftly, and pitboss enforcing the timer makes sure of no one holding it up.



The double move is just plain horrendous in Civ. And it's not just a problem when at war. Beat someone to a hut, beat someone to that settler spot. Anything involving movement can utilize a double move to obtain it. (I'm not entirely sure how turn order is decided for wonders and the like in a simultaneous turn environment)

With wars, thats 4 uncontested moves for a fast mover. (Or in an extreme case of a woody II Impi, up to 8 uncontested moves.)

What's worst, no matter what rule we make, it's impossible to enforce. We all have schedules, and windows of opportunity when we can log in.

And, a Demogame does not need to be moving so terribly quickly. Turn a day, turn every other day?

Keep turn order. The game is designed as a Turn Based game. It is balanced as a turn based game. Turn order is a key ingredient. Keep the number of teams down and size of map down to keep the saves clipping along. Keep it in Pitboss to prevent anyone from being tempted to cheat.

IMO, all that jazz.

GeoModder
ACDG The Cybernetic ConsciousnessCivilization IV PBEMBtS Tri-LeagueACDG3 Data AngelsC4BtSDG Rabbits of CaerbannogC4WDG The Goonies
Deity
amongst equals.
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time: 23:12
28-01-2008 14:44
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quote:
Originally posted by UnOrthOdOx
The double move is just plain horrendous in Civ. And it's not just a problem when at war. Beat someone to a hut, beat someone to that settler spot. Anything involving movement can utilize a double move to obtain it. (I'm not entirely sure how turn order is decided for wonders and the like in a simultaneous turn environment)

With wars, thats 4 uncontested moves for a fast mover. (Or in an extreme case of a woody II Impi, up to 8 uncontested moves.)

What's worst, no matter what rule we make, it's impossible to enforce. We all have schedules, and windows of opportunity when we can log in.

And, a Demogame does not need to be moving so terribly quickly. Turn a day, turn every other day?

Keep turn order. The game is designed as a Turn Based game. It is balanced as a turn based game. Turn order is a key ingredient. Keep the number of teams down and size of map down to keep the saves clipping along. Keep it in Pitboss to prevent anyone from being tempted to cheat.


Good points here.
24-48 hour simultaneous turns pitboss would give a alot of pressure for those teams which will end up with a single turnplayer (backed up by advisors or not), something that often happened in my demogame experience.
I think a 36 hour sequential pitboss server with something between 3-5 teams could work well. Several days time of discussion within the team between turns, and a 12 hour overlap if the playday of a team happens to be a busy day for the turnplayer. It gives a max of 2 turns a week/team: not too crowded, and not too fast to have to make quick on the spot decisions.

Krill

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Deity
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Dec 2003
time: 22:12
28-01-2008 14:44
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Full PM-box? Change here!


If the game isn't in simul turns, to get a turn every other day with four teams each team would have to play in a twelve hour window. Now I don't know about you UnO but I'm not going to schedule my life so that I can play the turn at 5 am in the morning. If we go back to a turn every 24 hours the enjoyment from having a swiftly moving game disappears somewhat because the the game won't be progressing swiftly. people will get bored and disappear. I was hoping that this game could move quickly so that we might get it done in roughly 1.5-2 years max (Normal speed, 2 days per turn, simul). But if you disable simul you also get the worst of both worlds; when the pitboss server is down the game will get delayed even more, so it could be even longer that a PBEM.

I don't know what you guys have against double moves. Pay attention to the game and they aren't a problem. The game is balanced for simul turns as well. I simul turns environment wonders and the first team to a tech is a tossup (though Firaxis ought to change it back to the most overflow so at least players can not just get lucky, but that has been a gripe for over a year because somebody ****ed up and changed it for no reason).

I agree that a small number of teams would be good, though I think 4 teams is a bit on the small side, 5-6 on a small map with low sea level would be fine in pangaea (and I would hope the map would be checked).

UnOrthOdOx
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Emperor
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Jun 2002
time: 15:12
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To each their own. I personally do not like simultaneous turns, specifically due to double moves. I find them as bad or worse as someone reloading a PBEM save.

"oh plan for them". Anyone worth their salt that was going to use them would be sure to use them in a way where you couldn't plan for it.

And any rule to try to keep them out just plain isn't going to work. Or you do force people to wait and try to play a t 5AM. (which would be a gloriously wonderful time for me personally, actually, it's the 'normal' times of 7pm or so I can't do). Especially in a war involving more than one team. Simultaneous turns will lead to double moves.

Turn base games are designed to have a turn order. Simultaneous turns remove that to expedite the game. Personally I do not think it's worth it. I'm fine with a save twice a week, but then I don't have time to look at a demogame save every day or every other day. (pbems are another matter and take far less time)

Yes, if you do Simultaneous turns a few more teams can play and keep speed up just fine. Without it, smalle numbers of teams are more critical.

Whip[lash
C4WDG People's Army of the LadderC4BtSDG PAL
Chieftain
May 2003
time: 16:12
28-01-2008 15:45
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Increase Your PM Length


Double moves are the bane of PitBoss. They should be prohibited during wartime or DoW. I know it's a pain, but if an illegal double turn is made the turn can be reloaded.

You cannot plan to defend against double move attacking units. Any two-move unit can capture a city before the defender even knows he is at war. Ship attacks coming out of the fog of war are even more deadly.

Like I said, I know it's a pain, but just have the host reload if/when a double move occurs with serious consequences.

Turn based is just toooooooooooooo sloooooooow!

Edit: With Civstats double moves are detectable and hence the rule is enforcable.

Last edited by Whip[lash on 28-01-2008 at 15:56

proviisori
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Emperor
Shadow Gallery
Oct 2005
time: 00:12
28-01-2008 16:52
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Avatar Enlargement: We've got the solution


but CivStats isn't very stable and it has been proven that even with CivStats there is no way to control double moves.

One civ can log on multiple times during a turn so there is no way of knowing when they moved the units.

Whip[lash
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Chieftain
May 2003
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28-01-2008 17:12
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I think civstats is reasonably stable. Of course, tomorrow it might be gone because the server is being run by a user out of the goodness of his heart.

I don't see how multiple log ins are a problem, I guess I'm missing something. Civ stats does show when each civ ends the turn.

GeoModder
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time: 23:12
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quote:
Originally posted by Whip[lash
I don't see how multiple log ins are a problem, I guess I'm missing something. Civ stats does show when each civ ends the turn.


Units not having spent their movepoints after pressing end turn can still be moved then.

Whip[lash
C4WDG People's Army of the LadderC4BtSDG PAL
Chieftain
May 2003
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28-01-2008 18:54
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Full PM-box? Change here!


UGH!

I didn't know that (obviously). I guess we would have to ban multiple log ins then.

proviisori
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Emperor
Shadow Gallery
Oct 2005
time: 00:12
28-01-2008 20:06
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Full PM-box? Change here!


quote:
Originally posted by Whip[lash
UGH!

I didn't know that (obviously). I guess we would have to ban multiple log ins then.


That would be a problem for teams that have many players who want to log in and take a look.

But the rule could be this: "No logging in after hitting EOT"
That way it would be easier to monitor via CivStats.

proviisori
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Emperor
Shadow Gallery
Oct 2005
time: 00:12
28-01-2008 20:07
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Lose 30 kilos (of popups)


quote:
Originally posted by GeoModder


Units not having spent their movepoints after pressing end turn can still be moved then.


Geo has studied this matter very carefully.


FeMme
Apolyton UniversityCiv4 SP Democracy GameC4DG The HordeCivilization IV PBEMCivilization IV: MultiplayerBtS Tri-LeagueC4BtSDG Rabbits of CaerbannogC4WDG Southern Cross
Queen
of the Faux Pas
May 2006
time: 09:12
29-01-2008 07:50
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Support Apolyton, buy Civilization 2


quote:
Originally posted by GeoModder


Units not having spent their movepoints after pressing end turn can still be moved then.



quote:
Originally posted by Whip[lash
UGH!

I didn't know that (obviously).


Me neither!!!

I may be showing my ignorance here but what is the point of this feature?? Surely it causes more trouble than it is worth??


P.S. Not that we're actually able to change it of course....

Last edited by FeMme on 29-01-2008 at 08:06

Paddy
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Prince
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Mar 2001
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29-01-2008 10:24
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Help yourself to an AD-FREE life


I personally like 24-48 hour simultaneous turns pitboss

Ellestar
Alpha Centauri PBEM