View Full Version : Intra-Team Pitboss Planning Thread #1


DMOC
Mar 20, 2010, 10:24 PM
Hello everyone and welcome to the first planning topic for the Team Mavericks intra-team pitboss game (which will be different from our multi-team demogame). Basically, what we’re going to have is a “private” pitboss game that will be composed of the team members. Now you won’t be able to abuse the AI’s incompetence anymore, since you’ll be up against a field of humans in a pitboss game!

Speaking of pitboss games, here’s how they work. A map is created that will be hosted by one computer – most likely mine – and other players can connect to that map via IP address. Please refer to classical_hero’s excellent guide on how to start and exit a pitboss game HERE (http://forums.civfanatics.com/showthread.php?t=357470). (Be sure to remember to exit to the main menu and not the desktop!) As long as my internet connection is stable, the game will remain “available” for logging in at all times, so you can log in before you go to work or school, or you can log in during the evenings. Added on to the game is a built in feature called the turn timer. Usually, pitboss games have a turn timer set between 20 and 48 hours, where the timer sets the length of time that each player has to play his turn before the turn rolls over to the next. In other words, if you fail to log in the pitboss game throughout the duration of the timer, you miss your turn. This isn’t as bad as it sounds, though, since you can easily queue up technological, unit, and city build orders. In addition, production in cities will proceed normally (if you have five turns left for a granary and you don’t play the turn, you will still have four turns left to complete the granary next turn – which is correct). For those of you worrying that a long turn timer might delay the game – don’t worry too much. If everyone finishes his or her turn before the turn timer is up, the turn will automatically “roll over” to the next turn. Be sure to actually end your turn, though, by clicking ENTER.

You can tell who has or who has not ended his turn by seeing if there is an asterisk (*) by his name, or by looking at CivStats, a very handy tool for keeping track of a pitboss game’s progress.

With the game hopefully starting soon, it’s time to get some guidelines and rules straightened out. Pitboss creates a sticky situation during wartime, where the player who goes last in the turn order can play his turn, end it, and start the next turn. Effectively, he gets two turns to move his troops in which his opponent cannot react to that – clearly unfair. The solution to this is to make sure we avoid double-moves and we can do that to the best of our ability by discussing with our opponents the order we should make our turns. For instance, Civ A declares war on Civ B while there are 21 hours left on the turn timer, and Civ B has not logged in the game yet. Assuming we’re playing with a 24 hour turn timer, Civ A should immediately contact Civ B by sending a PM on CivFanatics stating the turn order, (Civ A goes first, then Civ B goes second for the duration of the war). Double moves get complicated with three or more civs at war at the same time – so that will hopefully be dealt with on a case-by-case basis. You can use CivStats to check if your opponent has ended his turn. (We can also adopt the same rules that will be used for the demogame as a whole - input please! :) )

A second issue involves city gifting. In the interest of fairness, I think that we should ban city gifting with one exception. The reason is that, if Civ A declared war on Civ B and was about to capture Civ B’s city, Civ B could gift Civ C (who Civ A is not at war with) the city, which means that Civ A won’t be able to capture it unless he declares war on Civ C. Furthermore, if Civ A, B, and C are all on one island together, Civ B could gift every city except his capital to Civ C, creating a monster Civ C that could destroy Civ A easily. The only exception to this rule is that you can always gift a city to the person threatening you in war – perhaps in exchange for a conditional surrender or a peace treaty.

In order to start the game, we need to think about map settings. The most important thing for us to know is how many players are interested in participating in the intra-team pitboss game. If we get fewer than ten players to sign up, then it might be best to go with a smaller map. However, if we get 18 to sign up (a possibility, since our team roster outnumbers that), then we’ll definitely have to use a huge map. If there are some players not interested in a huge map, due to their computer’s ability to run CIV or other factors, then please consider teaming up with one other player to form one civ led by two players. This is especially great for players who may not be able to play every day – one day, the first player can play and in the second day, the other player takes over. The pitboss games over at Realms Beyond Civilization forums have utilized the method of having two to three players teaming up to control a single civilization, and it’s worked well over there. Obviously, coordination between the two players is a must.

Here are my recommended map settings:

1. Game Speed – Normal
2. Barbarians – Normal (But not raging)
3. Difficulty Level – Monarch (So maintenance costs are reasonable, tech advances slower which extends the usefulness of military units, and barbarians are somewhat threatening but nowhere to the extent of immortal/deity)
4. Map size – Depends on players, but preferably Huge
5. Vassal States Off (Eliminates colonial maintenance, and prevents humans from being voluntary vassals to other humans with the intent of making that master more powerful)
6. Random Events Off (It’s already been proven that you can circumvent bad events anyway)
7. Tribal Villages Off (It’s not fun when you pop 5 barbarian warriors from a hut, or when your neighbor gets Horseback Riding for free)
8. New Random Seed on Reload
9. Allow Duplicate Leaders (OR – allow unrestricted leaders, but NO duplicates, which is similar to how the Realms Beyond Pitboss games work)

The other three options that we need to discuss are if tech trading should be on, off, or brokered, the turn timer, and the type of map. My personal preference is that tech trading should be off, the turn timer should be 24 hours, and the map should be a balanced map, custom made by an outsider (hopefully we can get someone like Krill to make a map for us ;) ). However, I’m all for listening to your suggestions. Here’s why I support my reasons:

I prefer tech trading off, because if it’s on, that forces players to be involved in a technological alliance, and can become frustrating for diplomacy when someone is the odd man out just because his scout happened to die on the fifth turn in the game due to some bad luck so he never got to quickly meet everyone else to negotiate tech trade deals or embargos. In addition, with tech trading on and humans playing instead of the AI, we end up with games where Liberalism could easily be discovered in the BC’s, and tanks can be reached by 1000 AD, which kind of takes away from the military side of the game if units become obsolete so quickly. With tech trading off, we’re looking at longer, but more exciting games, where wars are more feasible and players have to really analyze their situation to decide what they want to research. Now, we COULD decide to play epic speed (yes obsolete ;) ) but that means that the game will take much longer to complete and drag on. A compromise between no technology trading and technology trading allowed is the setting “no tech brokering,” which is an interesting option. It still forces players to be involved in technological alliances, but it won’t affect the game as much in terms of world teching speed than with normal tech trading. Also, no tech brokering might be a nice way for someone really advanced to help out a beginner player struggling in technology. In conclusion, I prefer no tech trading, then my second option would be no tech brokering, then my third option would be tech trading normal.

The second option I support is a 24 hour turn timer. The pitboss timer is slower in real life, so the actual time might be 26-28 hours depending on how often players login the game, since when players login a pitboss game, an extra minute or so is added on to the turn timer. However, having a timer at 24 hours is still nice since it’s an easy number to remember, and it also guarantees a small window of playing your turn should you be without access for 24 hours without internet and CIV. Having a timer less than that (say, 18 hours) and you risk too many players missing their turns. Having a timer much greater than 24 hours, such as 48 hours, means that the game drags on and more players are likely to “drop out” and require substitutes. Also, with 24 hours, you can easily divide up the time into 12 hour segments for wars (i.e. Civ A is allowed to play for the first 12 hours or so during war, and Civ B can play during the second 12 hour segment, or as soon as Civ A is finished with his turn and the asterisk appears on his name in the scoreboard and in CivStats.

Finally, the third option has to do with how the map is created. I would STRONGLY suggest that we have our map custom–made, if possible. (And preferably by someone well known around CivFanatics.) I have seen so many maps which put a player in an isolated piece of ice with no chance of winning, while putting a player who has Darius as his leader right in the center of the map with gold, floodplains, and horses. In an effort to have a fair map, I would suggest we ask someone not playing the game to create a balanced map for us. Furthermore, I would also suggest that we play with a pangea-like map so we all have contact with each other before Optics (but not exactly like the pangea that the standard Civ map builder creates – since there would be different challenges in being the central civs and being a coastal civ). The second Realms Beyond Civilization pitboss has a really good map design where the map is loosely shaped in a ring, and everyone starts on the coast (with, I believe, at least 1 land food resource and 1 seafood resource). The central part of the map is water, but has an island with resources not found on the main continent. In addition, each player has his own small “pocket” island next to his capital. What I really liked about the map is that the player is given a ton of valid options, including moving inland, settling on the islands versus the mainland, and going to war with their neighbors. The ring map makes it easy to get coastal trade route connections and it also makes diplomacy important, since each civ is guaranteed to border a minimum of two civilizations. In addition, a player could also perform a risky gambit of attacking across the world, assuming a cylindrical or toroidal map design. The best part of all is that if someone gets defeated, they simply can’t use the excuse “oh I had a bad start.”

Hopefully I was able to give an effective introduction while suggesting some game settings for our eventual pitboss game. If you’ve got any comments or questions you’d like me to add or clarify, feel free to post, and hopefully we can start up a second game thread in which we can sign up to play our selected leaders! :goodjob:

Aline
Mar 21, 2010, 05:27 AM
Count me in, but i would like vasalls enabled, i think its a nice alternative to simply dropping out.

bobbyboy29
Mar 21, 2010, 08:32 AM
Yeh count me in as well. Maybe if too many people sign up we can pair up instead of making a huge map. Also, tech trading OFF please, for the reasons you stated. Other options I don't mind so much.

DMOC
Mar 21, 2010, 09:44 AM
Count me in, but i would like vasalls enabled, i think its a nice alternative to simply dropping out.

Keep in mind that vassals enabled also creates the unnecessary and confusing colonial maintenance costs, and there's really nothing stopping two humans who want to defeat their third neighbor by vassalizing to each other so one civ provides happiness to the other civ, making them more powerful, etc.

I'm open to debate on having vassals off or on.

Yeh count me in as well. Maybe if too many people sign up we can pair up instead of making a huge map. Also, tech trading OFF please, for the reasons you stated. Other options I don't mind so much.

Excellent, that makes 2 for no tech trading. Hopefully it stays that way. With tech trading on, the first person to get alphabet controls the game.

Current signups:

1. DMOC
2. Aline
3. bobbyboy29

Snaaty
Mar 21, 2010, 11:12 AM
rules here are tricky because:

1. itīs a democracy game, so negociating should be of key interest here. the statement "the first civ that gets alpha controlles the game" isnt correct under this circumstances. usually things tend to go like that in Demo-Games (lets assume 6 teams):

team 1 and 2 meet early and decide to cooperate in research. Team 3 and 4 meet early and decide the same. Team 5 & 6 are lazy and dont do diplo. the resulting situation can be that team 5 joins with team 1 and 2 and team 6 with 3 and 4 and we have a 3v3 situation techwise. But more likely would be that team 1 and 2 + team 3 and 4 team up against 5 and 6, mop them up, reducing the roster to team 1-4. during the mop up, new coalitions will form. goal of a demo game isnt to be the strongest civ, but to be always in the strongest (biggest) coalition so techtrading is part of this in my opinion, or what is described under point 2 will happen:

2. with techtrade switched off:
team 1 and 2 meet early and decide to do a syp economy (rightly done, you can steel techs at about 10% of the research costs). So team 1 researches at 100% and team 2 steals techs and fuels team 1 with money... ...to be honest, i would prefere option 1, with techtrade, because without it, with 6 teams, there will be 3 spy-eco blocks (if not, the civs that dont do a spy-eco-cooperation WILL loose). this is boring and way to predictable....

ahmedhadzi
Mar 21, 2010, 12:39 PM
I'll play

DMOC
Mar 21, 2010, 02:48 PM
Good point there snaaty, and a good option for tech trading on. Are you interested in playing?

I said "first person to get alpha controls game" because every time I see oyzar do that he ends up in a dominant position. :crazyeye:

PS: I wouldn't consider our intra-team pitboss game more of a democracy game, I think it will end up like most 18-civ pitbosses (as free-for-alls, with some civs allied with others, etc.). Diplomacy probably won't be as "active" in this game as compared to the 6-civ demogame.

1. DMOC
2. Aline
3. bobbyboy29
4. ahmedhadzi

Niklas
Mar 21, 2010, 04:08 PM
I'm playing. I like tech trading on.

Snaaty
Mar 21, 2010, 04:26 PM
Good point there snaaty, and a good option for tech trading on. Are you interested in playing?


no, sorry, dont have enough time nor can i promise to be able to do a turn a day.

Chimera1804
Mar 21, 2010, 04:46 PM
I think I'll give this a go. Personally I'd like tech trading on.

DMOC
Mar 21, 2010, 05:04 PM
Sorry to hear about that Snaaty.

We now have a roster of 6 players for the intra-team game! :)

1. DMOC (Tech trading off)
2. Aline
3. bobbyboy29 (Tech trading off)
4. ahmedhadzi (Tech trading ON)
5. Niklas (Tech trading ON)
6. Chimera1804 (Tech trading ON)

ahmedhadzi
Mar 21, 2010, 05:22 PM
I vote for tech trading ON, just to add the flavor that Snaty was taking about in his post.

Aline
Mar 22, 2010, 04:50 AM
I vote for tech trading ON btw

v8_mark
Mar 22, 2010, 06:12 AM
Sign me up - I'm ambivalent as to whether there should be tech trading or not.

ahmedhadzi
Mar 22, 2010, 06:17 AM
It might be a dumb question, but if I run BUG, do I have to uninstall it to play the game? I think I read on their page that it shouldn't interfere but wanted to double check of course.

Niklas
Mar 22, 2010, 07:14 AM
As long as you don't have it loaded when playing then it's fine. (Unless we all want to use BUG for the game? I wouldn't mind.)

ahmedhadzi
Mar 22, 2010, 07:35 AM
As long as you don't have it loaded when playing then it's fine. (Unless we all want to use BUG for the game? I wouldn't mind.)

Yeah but I got it installed with the game, not like a mod. So the only way not to play it is to uninstall. Right?

Chimera1804
Mar 22, 2010, 08:06 AM
This may be premature but when will this start? I'm rarin' to go here...;)

Niklas
Mar 22, 2010, 08:11 AM
Yeah but I got it installed with the game, not like a mod. So the only way not to play it is to uninstall. Right?
Not sure I understand what you mean. How is it installed with the game? When you load the game and BUG starts, don't you have an "Unload Mod" menu item?

ahmedhadzi
Mar 22, 2010, 08:22 AM
Not sure I understand what you mean. How is it installed with the game? When you load the game and BUG starts, don't you have an "Unload Mod" menu item?

What I mean is that I installed it after I installed the game, so when ever I start regular game BUG is there already, meaning I don't have to load a mod to play with BUG, it is a part of the game.

But since I think that BUG only changes custom assets I don't think it should be a problem for me to play like that, I would just like to know if anyone played like that before, that's all.

Niklas
Mar 22, 2010, 09:07 AM
That's just a quick-start with the BUG mod then. You should have the "Unload Mod" menu item in the main menu. Playing with BUG loaded could indeed cause problems.

... though I would still suggest we actually all play with BUG. :)

ahmedhadzi
Mar 22, 2010, 09:46 AM
I'm in for BUG, once you get used to it there is no going back:)

DMOC
Mar 22, 2010, 05:35 PM
1. DMOC (Tech trading off)
2. Aline (Tech trading ON)
3. bobbyboy29 (Tech trading off)
4. ahmedhadzi (Tech trading ON)
5. Niklas (Tech trading ON)
6. Chimera1804 (Tech trading ON)
7. v8_mark (Tech Trading ON)

I'm hoping that we can get a couple more players. Is a huge map going to be a problem for anyone's computer?

Chimera1804
Mar 22, 2010, 05:40 PM
It MIGHT be in the modern era when there are a ton of units to move about...but that may not matter so much if the computer doesn't have to process every move every turn (with pitboss i assume all that is handled by the server and the locations of units are uploaded when I log in, right?). I hope to get some upgrades for my computer (like a multi-core processor :D) soon...and considering the pace of a pitboss probably WAAAY before the modern era.

So yeah...just a warning (I tend to over explain things....see there I go again :p)

v8_mark
Mar 22, 2010, 05:40 PM
It won't be pretty, but with one turn a day it should be manageable.

Ischenous
Mar 22, 2010, 05:58 PM
I could maybe take part. Maybe.

DMOC
Mar 22, 2010, 07:59 PM
Welcome, Ischenous! We're probably going to have a 24 hour turn timer so you'll have at least 24 hours to play your turn (most likely more since the pitboss timer is slower than real time and when players log in they add in extra minutes). If you're still not sure you can play every day, try teaming up with someone else to see if that works out. :)

1. DMOC (Tech trading off)
2. Aline (Tech trading ON)
3. bobbyboy29 (Tech trading off)
4. ahmedhadzi (Tech trading ON)
5. Niklas (Tech trading ON)
6. Chimera1804 (Tech trading ON)
7. v8_mark (Tech Trading ON)
8. Ischenous

Uncle_Cheesedog
Mar 22, 2010, 10:01 PM
I'm in! I'm not fussed about the settings, I'll play anything so long as the map is fair.

DMOC
Mar 23, 2010, 05:14 PM
1. DMOC (Tech trading off)
2. Aline (Tech trading ON)
3. bobbyboy29 (Tech trading off)
4. ahmedhadzi (Tech trading ON)
5. Niklas (Tech trading ON)
6. Chimera1804 (Tech trading ON)
7. v8_mark (Tech Trading ON)
8. Ischenous
9. Uncle Cheesedog

Yes, I do like a fair map, which basically needs to be custom-made.

PS: If anyone else out here has a STABLE internet connection and would be interested in hosting, please let me know. I can do it (host) but I know that my internet connection is not the most stable.

Uncle_Cheesedog
Mar 24, 2010, 12:29 AM
Hmm, I do have a stable internet connection and I also have a somewhat ancient (maybe 7 years old now) pc that I don't use for anything. I don't know if there are any specs required or recommended to host but the machine has trouble running a sp game on a decent sized map by the modern era. I don't know if this helps or not but I thought I'd throw it out there.

javidbing
Mar 24, 2010, 08:09 AM
I can play as I am active at all times of the day!

that rhymes wow i'm a genius

edit: tech trading OFF

babybluepants
Mar 24, 2010, 08:52 AM
I'm in. :) I will, however, have to be away from Civ for two weeks in May... I'll see if I can find a temp. replacement for this and my other pitboss or something...
Tech trading OFF.
Hate random events.
Don't really care about other settings.

Sweetacshon
Mar 24, 2010, 02:31 PM
Even tho I was involved in the initial discussions, I'm not sure I can commit to this right now (sorry) even tho I'd really like to, as I've just started a new job and am feeling overwhelmed. Maybe I should team with someone, or maybe just toughen the @%$# up. :lol: When will this start? If it's going to be another week or so, I can probably do it.

DMOC
Mar 24, 2010, 05:18 PM
1. DMOC (Tech trading off)
2. Aline (Tech trading ON)
3. bobbyboy29 (Tech trading off)
4. ahmedhadzi (Tech trading ON)
5. Niklas (Tech trading ON)
6. Chimera1804 (Tech trading ON)
7. v8_mark (Tech Trading ON)
8. Ischenous
9. Uncle Cheesedog
10. obsolete (via PM)
11. javidbing
12. babyblyepants (Tech Trading OFF)
13. Sweetacshon

Sweetacshon - it definitely won't start within the next week. We'll still need leader selection, and someone to make a map for us.

Uncle Cheesedog - let me ask around

Nakor
Mar 25, 2010, 12:11 AM
Hi! Finally checking in!
I'll play only with tech trading OFF, got a game running with tech trading ON and all the diplo is driving me crazy. Can't handle another game like that with 2 little kids at home...

v8_mark
Mar 25, 2010, 04:30 AM
Actually, let's change my vote to TT off. I'll be playing enough games with it on, so let's have some variety.

bobbyboy29
Mar 25, 2010, 06:27 AM
Hey Guys, just a thought but everyone should definately choose leaders from our shortlist of possible leaders for the real game, that way we'll have some experience and opinions on the leaders and how they play in MP pitboss situations.

Ceiliazul
Mar 25, 2010, 06:36 AM
I'm in, and tech trading on. And Inca!

BobRoberts
Mar 25, 2010, 08:17 AM
I'd kinda like to play, but I'd need to be in a pair/team - quite often have stuff going on at the weekends or the odd work trip and unfortunately I just can't commit to a 24H clock solo.

obsolete
Mar 25, 2010, 04:10 PM
Hmm, so once we get the 14'th volunteer, we could split it into two Standard Monarch games?

Ohh yes, and no one will object if I chose the Romans yes? :king:

v8_mark
Mar 25, 2010, 04:36 PM
I think Saladin's more your style, obs :p

I'd probably rather have two standard map games than one huge map game; it'll also mimic the conditions of the MTDG more closely.

Niklas
Mar 25, 2010, 04:41 PM
I'd much rather have a huge map - the more the merrier, and it's a great way to get to know each other! :)

ahmedhadzi
Mar 25, 2010, 06:17 PM
Nobody seems to mention, but is this game will be friendly like the one on the main page or it will be competitive?
Since if it is going to be friendly, we can I guess go with random map, since DMOC's saying something about someone balancing the map.
Maybe we could kick off this weekend?

Chimera1804
Mar 25, 2010, 06:20 PM
Frankly I'm not too worried about balancing, map size, number of games running or stuff like that...sooner the game starts the better.

babybluepants
Mar 25, 2010, 07:40 PM
I'm for one big game... building team spirit and all. My laptop might die... Then again, by the time we get to a late game, I'd hope to have a new one. :D

Are we doing unrestricted leaders for this?

this game will be friendly like the one on the main page or it will be competitive?
Seriously?! :mischief: We'll all be good friends, ofc.

DMOC
Mar 25, 2010, 09:10 PM
1. DMOC (Tech trading OFF)
2. Aline (Tech trading ON)
3. bobbyboy29 (Tech trading OFF)
4. ahmedhadzi (Tech trading ON)
5. Niklas (Tech trading ON)
6. Chimera1804 (Tech trading ON)
7. v8_mark (Tech Trading OFF)
8. Ischenous
9. Uncle Cheesedog
10. obsolete (via PM)
11. javidbing
12. babyblyepants (Tech Trading OFF)
13. Sweetacshon
14. Nakor (Tech Trading OFF)
15. Ceiliazul (Tech Trading ON)

Bobroberts - anyone willing to partner with him?

Total tally:

5 for TT off
5 for TT On

:rolleyes:

Anyone want to tie-break? :lol:

--------------

And about your comment on the map - the reason why I suggested we have someone balance it is not for competitive purposes, but to help out the player that starts in an ice-cold island by himself, isolated, meaning that the game simply isn't fun for him.

There is an option in the map creator that lets me dial back the amount of tundra/ice, but it's still not perfect.

We'll discuss map settings, etc. in the second planning thread, which I'll post soon.

bobbyboy29
Mar 25, 2010, 09:11 PM
Nobody seems to mention, but is this game will be friendly like the one on the main page or it will be competitive?


Umm yeh, since we're teammates here I sincerely doubt that anyone is going to go for a warrior rush or something because that would probably cause you more long term pain in that whoever you target (and probably the rest of the team) will be severly annoyed (furious even, depending on religion ;)) at you for a long time.

I would suggest that this game be a bit more of a learning game where people aren't too afraid to help their rivals out (especially the more inexperienced team members), the focus shouldn't be about winning the game, but more about seeing what works and what doesn't in terms of techpaths etc. Not to say there shouldn't be war, that too is an intrinsic part of the game, just that we should aim to be as constructive as possible and not war just for the sake of war...

DMOC
Mar 25, 2010, 09:12 PM
^

I was going to suggest a no-war clause until 3000 BC (or another timeline, suggestions welcome!).

ahmedhadzi
Mar 26, 2010, 07:21 AM
And about your comment on the map - the reason why I suggested we have someone balance it is not for competitive purposes, but to help out the player that starts in an ice-cold island by himself, isolated, meaning that the game simply isn't fun for him.

Then maybe you could make a map and just go into WB and change if necessary starting points, I think no one would mind that (unless you add some gold to your start:crazyeye:).

Ceiliazul
Mar 26, 2010, 08:39 AM
We could pick a trustworthy member of a different team to check our map. They gain nothing by nerfing the map, and if they make it REALLY good, maybe we'll be too involved in our intra-team game and get distracted from killing them in the big game...

It would take no time at all.

Niklas
Mar 26, 2010, 09:15 AM
I'm sure I could get someone to check our map for us, I have plenty of contacts with lots of experience in that kind of thing.

ahmedhadzi
Mar 26, 2010, 09:23 AM
I'm sure I could get someone to check our map for us, I have plenty of contacts with lots of experience in that kind of thing.

There you go! We could then discuss settings maybe by the end of the week and see if we can start by Wednesday or so. I think that is reasonable amount of time.

babybluepants
Mar 26, 2010, 09:29 AM
I'm sure I could get someone to check our map for us, I have plenty of contacts with lots of experience in that kind of thing.
I'm just playing the current BOTM, and IDK if I want you involved in this in any capacity. :D

Niklas
Mar 26, 2010, 09:34 AM
I never said I would do it myself, did I? :mischief:

Nakor
Mar 26, 2010, 12:49 PM
Hi BobRoberts, you can join me, or I'll join you.
Let's have the two oldies in the same team...

DMOC
Mar 26, 2010, 09:09 PM
Sure, so Nakor/BobR can form a team. :) And Niklas, it'd be great if you could find someone to check the map for us. :)

Sweetacshon
Mar 26, 2010, 10:56 PM
Hi BobRoberts, you can join me, or I'll join you.
Let's have the two oldies in the same team...

You beat me to it! I was going to say that a team would be perfect for me considering my current time restrictions. Anyone else want a team-mate?

babybluepants
Mar 27, 2010, 10:57 AM
I'll actually take you up on that offer, Sweet. :) On second thought, I may have a hard time playing a turn a day.

Sweetacshon
Mar 28, 2010, 03:02 PM
Done. :)

Ceiliazul
Mar 29, 2010, 12:45 PM
Sweetacshon & babybluepants
Nakor & BobRoberts
DMOC
Ahmedhadzi
Niklas
Bobbyboy29
Chimera1804
v8_mark
Ischenous
Uncle Cheesedog
Obsolete
Javidbing
Ceiliazul

13 civs on a huge map
TT: 5 On, 5 off, 5 no-vote

Need TT votes from Ischenous, Cheesedog, Javidbing, Sweet, Obsolete

Can we start this week?

babybluepants
Mar 29, 2010, 12:57 PM
According to DMOC's leader roll list, we have 15 civs in the game.

DMOC
Mar 29, 2010, 04:27 PM
There are going to be 15 civilizations.

Since we're dead even, I think it's best to go with the default settings (like the actual pitboss game here) so tech trading ON wins.