View Full Version : [Official] Proposed Rule Change


BCLG100
Apr 10, 2010, 07:55 AM
As self appointed maestro of CDZ I propose the following


The turn timer be set at 22 hours to thus equal 24 hours of actual game time


The reasons being;
1. The game has taken far too long to get going as it is, the excessive turns where nothing is happening is only going to increasingly kill interest
2. This doesn't mean at a later juncture the turn timer cannot subsequently be increased.
3. Anyone can play these turns, they are just moving warriors/scouts there is next to no micromanagement that can/has to be done.

Now some may say that it has only been a few days but this will hopefully pre-empt very long delays in the future. If someone can explain any good reason as to what needs to be discussed right now then my stance is changeable but my proposition is not so i would appreciate a team vote.

(i.e. there is no need for 40 hours discussion on where to move a scout, heck there really isn't much need to have any discussion- aim for the hills!)

azzaman333
Apr 10, 2010, 08:25 AM
There's plenty of things to argue about these days still.

ash88
Apr 10, 2010, 08:40 AM
2. This doesn't mean at a later juncture the turn timer cannot subsequently be increased.


I agree, and this is the strongest argument imho. The turn timer can be looked at as a flexible thing. For the sake of interest I think it's best if this is strongly considered.

If some teams need a few more turns to sort out the initial "general strategy" debates then that's fine too. Afterall, we want everyone playing at their best to have a good game. If that's the case maybe suggest what turn (approx) this could be implemented at?

champinoman
Apr 10, 2010, 09:19 AM
May I ask a stupid question? Why does 22 hours equal 24?

Darkness
Apr 10, 2010, 09:44 AM
May I ask a stupid question? Why does 22 hours equal 24?

Because the gameclock runs slower than the real clock. Usually when you set the turntimer at 22 hours one turn will pass in 24 hours real-time...

BTW, I am, obviously, totally in favour of changing the gameclock to 22 hours. We can always change it back to longer later on but right now there's not much time needed. All you need to do is move a scout or a warrior each turn.

azzaman333
Apr 10, 2010, 09:48 AM
I'd rather have the 48 hours still, tbh. It is a demogame afterall, most teams will be heavily discussing every minute detail.

BCLG100
Apr 10, 2010, 12:48 PM
What do they need to discuss for the next 50 or so turns other than the movement of a few units and the arranging of a few citizens that cannot be discussed during one day?

AlphaShard
Apr 10, 2010, 01:41 PM
What do they need to discuss for the next 50 or so turns other than the movement of a few units and the arranging of a few citizens that cannot be discussed during one day?

What to tech, what to build, which tiles get improved in what order and whether to chop or save and Farm vs Cottage. Not to mention Wonders, etc but that's long term stuff.

Rik Meleet
Apr 10, 2010, 01:49 PM
There's plenty of things to argue about these days still.Just wondering; is it absolutely essential that those discussions need to be completed before a new turn starts ?

There are 2 types of discussion; longterm and shortterm. Longterm are for strategy; like how close to build cities together, to go aggressively fighting and conquering or to focus on buildup.
Shortterm are for instance; scout north or north-east; improve which tile first; build a worker or a warrior etc.
Longterm discussions do not require to be completed before the turn ends and shortterm discussions can be done quicker or even in advance.

Ronnie1
Apr 10, 2010, 03:26 PM
What to tech, what to build, which tiles get improved in what order and whether to chop or save and Farm vs Cottage. Not to mention Wonders, etc but that's long term stuff.
Typically, a research takes 7+ turns at minimum....how many turns(days) does it take to decide what to tech next?

No one even HAS a worker yet...

If you want to build Stonehenge, you better get on it!

remake20
Apr 10, 2010, 03:31 PM
I think it should be 22 hours now, but once we get going (say turn 75) we change it to 40 hours. I really don't see why it's taking so long for people to make their moves it could be done much faster and if you are planing for the future you don't have to have it done THIS turn do you?

AlphaShard
Apr 10, 2010, 03:33 PM
Wait. What? How are you reading our threads? Stonehenge is ours!

remake20
Apr 10, 2010, 03:36 PM
I hate to break it to you, but I think the barbs got Stonehenge. Or that would be my thought.

DaveShack
Apr 10, 2010, 04:03 PM
I am categorically opposed to any rule which could result in a team's turn being skipped.
An effective turn timer of 24 will most likely have that result. IMO the absolute minimum is an effective timer of 48, and I'm tempted to up it to 72.

Ronnie1
Apr 10, 2010, 04:22 PM
I am categorically opposed to any rule which could result in a team's turn being skipped.
An effective turn timer of 24 will most likely have that result. IMO the absolute minimum is an effective timer of 48, and I'm tempted to up it to 72.

I understand what your point is Dave...but THEY are SKIPPING it on purpose for the past 33+ hours....no one has even logged from team Carthage(not sure which team is playing that civ).

Darkness
Apr 10, 2010, 04:30 PM
I am categorically opposed to any rule which could result in a team's turn being skipped.
An effective turn timer of 24 will most likely have that result. IMO the absolute minimum is an effective timer of 48, and I'm tempted to up it to 72.

All teams appear to have at least a dozen members, right? At least one of them should be able to log in, move one unit and press enter. A 72 hour time turner will kill interest in this game very, very rapidly.

Pitboss games work fine with a 24 hour effective timer, why should this one be different? Especially since there are multiple people on a team who can all move units and press enter. It's not that difficult, really... ;)

RegentMan
Apr 10, 2010, 04:47 PM
Team Quatronia is polling the question. Please give us more than 22 hours to respond. ;)

Sommerswerd
Apr 10, 2010, 05:05 PM
I am categorically opposed to any rule which could result in a team's turn being skipped.
An effective turn timer of 24 will most likely have that result. IMO the absolute minimum is an effective timer of 48, and I'm tempted to up it to 72.:agree:

azzaman333
Apr 10, 2010, 06:43 PM
What do they need to discuss for the next 50 or so turns other than the movement of a few units and the arranging of a few citizens that cannot be discussed during one day?

If the teams wanted to move at a faster pace, there'd be no need for a turn timer change. Each team just plays faster.

DaveMcW
Apr 10, 2010, 07:01 PM
Maybe add a line saying the timer goes back to 40 hours after the first war is declared?

BCLG100
Apr 10, 2010, 07:33 PM
I am categorically opposed to any rule which could result in a team's turn being skipped.
An effective turn timer of 24 will most likely have that result. IMO the absolute minimum is an effective timer of 48, and I'm tempted to up it to 72.

Why? this is a team game, surely the best team should win and this means the team who can best play as a team and not the team that can sustain the interest of members during exorbitantly long turn times, these long turn times are only killing interest especially depending on the map there could be literally nothing to do for a period of time!

The reason why I have suggested the change is that currently there is no reason why turns should take any longer than 24 hours for the immediate future of the game, there is nothing that needs to be polled on a turn by turn basis.

DaveShack
Apr 10, 2010, 09:16 PM
Obviously, there is some reason that a team has not played quickly. You must respect their position on how to play the multi-team democracy game.

There is absolutely no difference between possibly losing a team because turns are too slow, and possibly losing a team because turns are too fast.

Sommerswerd
Apr 10, 2010, 10:05 PM
There is absolutely no difference between possibly losing a team because turns are too slow, and possibly losing a team because turns are too fast. :agree: If we shorten the timer, all that will happen is numerous indefinite pauses.:( Nobody wants that.

ash88
Apr 10, 2010, 11:17 PM
I am categorically opposed to any rule which could result in a team's turn being skipped.
An effective turn timer of 24 will most likely have that result. IMO the absolute minimum is an effective timer of 48, and I'm tempted to up it to 72.

If that is the mindset why stop at 72? I mean, someone could potentially miss that, no? If we start down that path why not just have the turn end when it ends - when all teams have completed it... no turn timer.

If its not obvious I'm against this idea, but 72 hours seems as arbitrary a number as 128 or 256.

On the flip side, I often forget about a TV Show if the commercials are more then 3 minutes... point is that the pace of the game has to be factored in or we might as not have a turn timer at all.

I'm not dismissing the point that teams need time to come to a decision... likewise I don't think that "pace" should be dismissed as a point. Since both are valid points... how can we arrive at a decision?

Why is 72 the magic number? Why has 48 been decided on? Why is 24 to short? If this is a democratic game then lets vote on a number like everything else.

AlphaShard
Apr 10, 2010, 11:34 PM
We did vote on the 48 hour game timer.

I do agree that deadlines are there for a reason. All MP games use a timer to make sure people are responsible enough to manage thier time and with such large teams they should find that time. I think if a team is lagging it might be good to give notice on what is the hold up but again with the timer ticking down
they should be able to figure out what to do.

We've. Had some debates as well in Team Sirius on where to move our unit and allow every one time enough to respond as not everyone is on the same time zone.

Lord Parkin
Apr 11, 2010, 01:54 AM
All of the previous democracy games run at CFC were under PBEM or sequential turns format, and consequently we regularly had a wait of a week or so even between the early turns (because everyone had to play in order). This is the first CFC multi-team democracy game where we've been using the simultaneous turn format, and we've already cut down the length between turns to a maximum of 2 days. While it's nice to get a turn finished faster than that sometimes, I hardly see how a maximum wait of 2 days between turns is "killing the game". Those of you who didn't play in the last democracy games don't know how lucky you are. ;)

In short, I see no reason to reduce the timer. If everyone is able to play in the first day, the turn will end early. Really I think we're trying to patch the wrong problem here - we should be encouraging activity and new members in the smaller teams, and reminding the teams (except Merlot I guess) that anyone should be able to play provided that the team has made a decision on a movement. :)

Indiansmoke
Apr 11, 2010, 02:19 AM
Are all you democratic teams voting on the issue?

Team Merlot wants to reduce it to 24 hours for now.

Darkness
Apr 11, 2010, 02:41 AM
Are all you democratic teams voting on the issue?

Team Merlot wants to reduce it to 24 hours for now.

Team CDZ obviously (since our captain started this thread) also wants to reduce to 24 hours for now.

Niklas
Apr 11, 2010, 05:48 AM
Team Mavericks is voting on it.

My personal worry is to do with diplomacy. Right now we all have no reason to talk to one another, but once we start meeting each other there's going to be a lot of talking done. And diplomacy should be allowed to take its time - the diplomatic aspect is clearly one of the more defining pieces of a democracy game.

If we reduce the timer to 22 hours now, what will it take to extend it again? If two teams are the first to meet each other, those two teams might want more time, while the other four might be happy to keep going - clearly a majority vote at that point would be biased and quite unfair. It would also hold the potential of revealing spoiler information, e.g. all teams can figure out that those other two teams have met.

I think this issue needs to be resolved now, before we move to reduce the timer. My personal feeling is that if we reduce the timer now, any team should anonymously (via the game admins) have the right to ask for it to be extended again, and that wish should be automatically granted. That clearly requires that all teams agree to adhere to the spirit of the reduction, and not ask to extend the timer just because they wanted it longer in the first place. Tricky issue.

AlphaShard
Apr 11, 2010, 06:41 AM
In short, I see no reason to reduce the timer. If everyone is able to play in the first day, the turn will end early. Really I think we're trying to patch the wrong problem here - we should be encouraging activity and new members in the smaller teams, and reminding the teams (except Merlot I guess) that anyone should be able to play provided that the team has made a decision on a movement. :)


I agree with this and Sirius is voting as well, so far it seems unianmously for no change. I think the pace of the game has been going fine especially if the last game was a week per turn. Again not everyone is in the same time zone or has the same free time alotment to play the game and post on the forum. I think some people need to have a little more patience is all.

remake20
Apr 11, 2010, 07:23 AM
Team AMAZON has so far not put up a poll on the issue yet. But I will leave that up to Sommer.

Caledorn
Apr 11, 2010, 08:15 AM
Just a thought here, in regards to what Niklas says in his post - which is a very good point. A good idea might be to clarify this rule change into something akin to "The turn timer will be extended immediately to 48 hours again when one team encounters another team to allow for diplomatic discussions" ? :)

champinoman
Apr 11, 2010, 08:43 AM
And what if teams don't want to reveal they have found anyone?

Snaaty
Apr 11, 2010, 08:46 AM
it should be done via a pm to one of the admins - so if you arent the team finding someone, you only can guess wich of the 5 others have met

:goodjob:it would be a good thing if it could be handled like that

AlphaShard
Apr 11, 2010, 09:17 AM
I suggest if we have to change the timer now that we change it back at 1 AD

Sommerswerd
Apr 11, 2010, 09:24 AM
No matter how it is done, if the timer changes, everyone will know that 2 other teams have made contact. That seems unfair. If you are the teams that meet first, why does your first contact get announced with an auspicious changing of the turn timer, but everyone else gets to meet in secret? Perhaps the teams that meet first wish to take advantage of their fortune and keep their meeting a secret.

Once everyone knows that contact has been made by others, they will be able to make adjustments in their plans to account for this vital info. Thay might accelerate their own efforts to meets others, whereas without this knowledge, they would have made no changes.

javidbing
Apr 11, 2010, 09:36 AM
They should change it to 22 hours then up it after we've built stonehenge

AlphaShard
Apr 11, 2010, 10:16 AM
Considering the turns just started up again I see no need to change the timer, just play game guys.

BCLG100
Apr 11, 2010, 10:18 AM
Team Mavericks is voting on it.

My personal worry is to do with diplomacy. Right now we all have no reason to talk to one another, but once we start meeting each other there's going to be a lot of talking done. And diplomacy should be allowed to take its time - the diplomatic aspect is clearly one of the more defining pieces of a democracy game.

If we reduce the timer to 22 hours now, what will it take to extend it again? If two teams are the first to meet each other, those two teams might want more time, while the other four might be happy to keep going - clearly a majority vote at that point would be biased and quite unfair. It would also hold the potential of revealing spoiler information, e.g. all teams can figure out that those other two teams have met.

I think this issue needs to be resolved now, before we move to reduce the timer. My personal feeling is that if we reduce the timer now, any team should anonymously (via the game admins) have the right to ask for it to be extended again, and that wish should be automatically granted. That clearly requires that all teams agree to adhere to the spirit of the reduction, and not ask to extend the timer just because they wanted it longer in the first place. Tricky issue.

I don't think it should be granted automatically but voted on again however if there was a reason for the turn timer being 48 hours I am quite sure that people would agree, this is a game played for fun so obviously we do not want people not to have any. The problem is right now that there simply is no reason for it to be 48 hours and therefore may as well be 24.

Another option is that we agree to review the situation at turn 50 regardless of what is happening in the world with the option also to allow a revote at any other point. That way people can just tactically wait till turn 50 if it is an issue about giving away diplomacy etc.

grant2004
Apr 11, 2010, 10:40 AM
I'm also not very happy about the pace so far, most teams seem like they get their moves done in under 6 hours, but we end up having to wait for one or two who take 30. This last turn seemed to be a bit faster. Hopefully this discussion will send the message that we'd really like to see people make these simple decisions quickly and get their moves in. I'll be voting to keep the timer as is because making someone loose a turn would not be good, and I expect that teams will be more concious of getting their warrior moves in without too much delay.

DaveShack
Apr 11, 2010, 10:55 AM
The problem is right now that there simply is no reason for it to be 48 hours and therefore may as well be 24.

This defines the crux of the problem. In your opinion there is no reason for it to be 48 hours, but you're not playing on the team(s) who are taking time for their turns. They have a reason. And I'm not sure you should question that reason.

damnrunner
Apr 11, 2010, 12:06 PM
The easy solution is for teams to just end turns faster. I am not playing turns for Amazon but the turn by turn play right now should not be rocket science for any of the teams.

BCLG100
Apr 11, 2010, 12:22 PM
This defines the crux of the problem. In your opinion there is no reason for it to be 48 hours, but you're not playing on the team(s) who are taking time for their turns. They have a reason. And I'm not sure you should question that reason.

Indeed which is why it is a vote to see which other teams do not see a need for it to be 48 hours. Perhaps i am misreading your posts but on one hand you seem to be saying that each team should be allowed 48 hours to do whatever their democratic team wants them to do but then with your other hand you're dismissing the democratic nature of altering the turn times through a valid discussion and vote.

edit- Also this doesn't appear to be just my opinion, numerous other people have expressed concerns about what is taking so long.

Lord Parkin
Apr 11, 2010, 02:23 PM
Team Sirius presently has a 12-0 unanimous vote in favour of keeping the 48 hour Pitboss timer.

Sommerswerd
Apr 11, 2010, 04:03 PM
The AMAZONs poll by request. Since no-one on AMAZON requested a poll on changing the timer, it means that as of right now, AMAZON is in favor of keeping the status quo (48hour timer).

DaveShack
Apr 11, 2010, 05:13 PM
What happens if the teams voting no simply cannot play in 24 hours? Do we kick them out of the game?

AlphaShard
Apr 11, 2010, 05:21 PM
Considering we've now taken two turns in less then a day I think this rule judgement is really pointless. People really do need time to vote on things.

BCLG100
Apr 11, 2010, 05:34 PM
What happens if the teams voting no simply cannot play in 24 hours? Do we kick them out of the game?

Perhaps someone could post anything to explain just why for the foreseeable future there needs to be 40 hours required then it would explain to those of us who are at a loss to what is going on as I am sure I am not the only one that wonders this.

Why would they get kicked out of the game anyway? the game would carry on just they might miss a turn, how likely is it that not a single member on a team can not log in, move a unit and hit enter in a single 24 hour period?

Considering we've now taken two turns in less then a day I think this rule judgement is really pointless. People really do need time to vote on things.

How so? that argument means that it is pointless to have any turn timer and yet it is acknowledged we need one. The point is to encourage players to play their turn in a reasonable time, thus far this thread seems to have had an effect but what happens when this slips off the front page/no new posts?

AlphaShard
Apr 11, 2010, 05:42 PM
Meaning we need time for people to chime in about other things then Warrior movement that are not in the same Timezone as me. Specfically the fact for example that Parkin and I are on the exact oppoiste points on the planet. So yeah we'd appreciate some time for debate and being able to discuss things.

BCLG100
Apr 11, 2010, 05:59 PM
Meaning we need time for people to chime in about other things then Warrior movement that are not in the same Timezone as me. Specfically the fact for example that Parkin and I are on the exact oppoiste points on the planet. So yeah we'd appreciate some time for debate and being able to discuss things.

Thank you, if you guys think that you need the 40 hours to debate where to move the warrior then that is at least a reason for it. CDZ would obviously disagree and state that there are only so many options when moving a warrior and thus we would prefer the team vote to continue just so this topic can be laid to rest if need be/the time altered.

ash88
Apr 11, 2010, 07:28 PM
What happens if the teams voting no simply cannot play in 24 hours? Do we kick them out of the game?

What happens if a team cannot play in 48 hours? Do we kick them out of the game currently? Of course not - so why ask the question? Why are we making this more confusing then it needs to be? Is it a case that if we make this as ridiculously and needlessly confusing as possible people will resolve to keep things as they are? It seems that way to me. But people here are better able to evaluate and think through the issue then in your average forum, afterall, we are Civ4 players, we are just a little better then everyone else. :smug:

I think that instead of painting fictional scenarios where all members of a team are unable to play a turn in a 24 hour period, or whatever the next imagined roadblock is, we should just vote on this. People here are reasonably intelligent and can weigh the good with the bad. :think:

Amusingly, It seems to me that all of the points being made for the "48 hour rule" could equally be used to support a 72 hour turn timer, or a 128 hour turn time, or (strongest of alll) no turn timer at all. So why stop at 72 hours? Lets see how slow we can go... :sarcasm:

But seriously, that shows that this isn't about what is "right" or "wrong" - its about personal preference. So lets just finish up with the vote and be done with it. No? That's the spirit of this game isn't it? For better for worse? Didn't someone mention something about democracy? I thought I read that...

Besides, people here want a good game - if we switch and teams do have some crazy major problem (like an EM Pulse going off over half of our globe) there is always room to switch it back... There is no need to write a novella on what could happen in 24 hours to prevent an entire team from playing. Just try it out. You might even like it. (Besides, all the cool kids are doing it).:cooool:

AlphaShard
Apr 11, 2010, 07:42 PM
It's not just about the logging into
the game to make the moves. It's about giving people in the teams all a chance to put input on what is goig to happen

ash88
Apr 11, 2010, 07:48 PM
It's not just about the logging into
the game to make the moves. It's about giving people in the teams all a chance to put input on what is goig to happen

I respect that opinion. I respect it enough to say that you should be allowed to vote on this then! (as part of your team) :)

And I will defend with my dying breath (on this forum) your right to vote even though we disagree.:thumbsup:

Just out of curiosity though - what if your team can't arrive at a decision in 40 hours? What do you guys do then? If we bumped the turn timer to 70 hours and your team was unable to come to a decision in 70 hours, what would you do then? I'm just curious. If indecision left you completely inert how long would be reasonable for us to wait for you? Should we even have a turn timer? I mean, what if there is a really tough decision?

Then there is also teams that choose not to handle their own internal method of decision making with reason...

I read here a few posts ago that a one team hadn't even put this to a vote internally yet because no one had suggested that it be voted on in their internal forums yet, even though everyone is fully aware of it - it isn't an "issue" until it is formally made an "issue." I wondered when I read that if there was an official form that needed to be filled out.

The bureaucracy is expanding to meet the needs of the expanding bureaucracy.

Is anyone here familiar with the story of Buridan's ass (http://en.wikipedia.org/wiki/Buridan%27s_ass)? (ass = Donkey) I hope he isn't playing, because a 40 hour turn timer won't be long enough.

Cheers all :lol:

Earthling
Apr 11, 2010, 08:04 PM
Quatronia's present vote is in favor of the keeping the current turn timer; with none against (had an abstain option though).

DaveShack
Apr 11, 2010, 11:23 PM
That's 3 teams in favor of keeping the existing timer, 2 in favor of lowering it.

Indiansmoke
Apr 12, 2010, 01:54 AM
The pace has picked up I am happy to see and the game is moving nicelly through the first turns :)

BCLG100
Apr 12, 2010, 03:44 AM
That's 3 teams in favor of keeping the existing timer, 2 in favor of lowering it.

Well then the poll is over, a draw would imply that things remain as they are. However, I would encourage teams to play their turns at a decent pace in the future, delays are only going to kill interest in a game.

ash88
Apr 12, 2010, 06:21 AM
That's 3 teams in favor of keeping the existing timer, 2 in favor of lowering it.

Good, Truth and Justice Prevail! ... oh wait... I was on the "losing" side. Ah well - I appreciate the structure that lets these things be sorted out democratically. :)

Cheers.

Niklas
Apr 12, 2010, 08:25 AM
It seems that the vote of Team Mavericks is no longer really necessary. For the record our vote is to keep the existing timer, making it 4 vs 2.

AlphaShard
Apr 12, 2010, 10:16 AM
Just curious BCLG100 but are people in your team really that impaitent with the pace that they want to quit?

Krill
Apr 12, 2010, 03:28 PM
Playing slow kills all of these games.

azzaman333
Apr 12, 2010, 03:49 PM
Playing slow kills all of these games.

A 48 hour turn timer is nothing compared to the last game though.

BCLG100
Apr 12, 2010, 04:34 PM
Just curious BCLG100 but are people in your team really that impaitent with the pace that they want to quit?

I don't believe I said that anyone would quit right now but it is hard to maintain an interest in a game moving at a glacial pace where it continues indefinitely.

Playing slow kills all of these games.

Indeed

A 48 hour turn timer is nothing compared to the last game though.

This isn't the last game though and lessons should hopefully have been learnt from that.

ash88
Apr 12, 2010, 04:53 PM
Playing slow kills all of these games.

It's why I never bothered playing before. I suppose that "better than last game" is the bar by which all things are measured here. It's unfortunate that vision is so shackled by the miniscule steps forward from the past instead of being measured against an ideal for the future :)

I suppose thats why most things in life are mediocre :think:

Ah well - a vote is a vote. I'm looking forward to our next game in 2012 when people take the next step and meausre progress against this game. :mischief:

"This 12 hour turn time??? no way - 24 at most!!! I remember when we walked both ways to school in the snow uphill. We had our 48 hour turn timer and we liked it just fine."

:D

Lord Parkin
Apr 12, 2010, 05:16 PM
I'm amazed that some people consider a maximum of 2 days between turns "glacial". To me it's quite appropriate for the level of discussion we're having on our team. Perhaps other teams aren't discussing/spamming opinions enough. :p

By the way, FYI, there is a reason why we haven't ended our turn yet. We haven't accidentally forgotten to play. ;) This one turn might take us a bit more time to reach a decision, but after this we should be able to play fairly quickly for the next few dozen turns. :)

BCLG100
Apr 12, 2010, 06:00 PM
I'm amazed that some people consider a maximum of 2 days between turns "glacial". To me it's quite appropriate for the level of discussion we're having on our team. Perhaps other teams aren't discussing/spamming opinions enough. :p

By the way, FYI, there is a reason why we haven't ended our turn yet. We haven't accidentally forgotten to play. ;) This one turn might take us a bit more time to reach a decision, but after this we should be able to play fairly quickly for the next few dozen turns. :)

There is that option or there is the other option that the teams playing are not actually feeling the need to debate which direction to send a warrior and so trust those playing the turns to make an adequate decision :)

RegentMan
Apr 12, 2010, 06:12 PM
Because the only thing to talk about is warrior exploration.

AlphaShard
Apr 12, 2010, 06:34 PM
Because the only thing to talk about is warrior exploration.

:hatsoff:

BCLG100
Apr 12, 2010, 06:57 PM
Because the only thing to talk about is warrior exploration.

I wasn't aware that your team had built any workers/settlers which required an immediate discussion in preperation of the impending turn rather than in the future and therefore unable to maintain two distinct conversations at any one time, my apologies.

Earthling
Apr 12, 2010, 08:15 PM
Not every team clicked on "future tech" at the start and ending up teching mining first. ;)

Robi D
Apr 12, 2010, 09:05 PM
I'm amazed that some people consider a maximum of 2 days between turns "glacial". To me it's quite appropriate for the level of discussion we're having on our team. Perhaps other teams aren't discussing/spamming opinions enough. :p

If this was turn 150 with half a dozen cities to organise what tiles to work, and what builds to do along with the orders of dozens of units and workers to discuss, plus possible communication with other teams, then no, 2 days isn't "glacial", however on turn 5 with one city working one tile, with one build in progress and one unit to move then yes i'd say its "glacial".

While i don't deny there is a lot to discuss in terms of future research, future city locations ect, none of these effect the timing of pushing the enter button to end the current turn as these thing wont be happening for several turns leaving plenty of time to discuss, vote and poll even if the turns were only a day long

Lord Parkin
Apr 12, 2010, 11:44 PM
Speak for yourself. ;) Sirius has easily had a couple of hundred posts of discussion just in the past day or two, mostly discussing and analysing our specific move this turn from every conceivable angle. :p

Robi D
Apr 13, 2010, 12:04 AM
Speak for yourself. ;) Sirius has easily had a couple of hundred posts of discussion just in the past day or two, mostly discussing and analysing our specific move this turn from every conceivable angle. :p

You guys obviously have too much time on your hands, we should reduce the turn timer to save you from your selves:D

Indiansmoke
Apr 13, 2010, 01:33 AM
Well, 2 day turns hopefully will not be the norm and interest will keep up.

Lord Parkin
Apr 13, 2010, 01:35 AM
You're in luck, we've now finished discussions and played our turn. And with most of a day to spare. ;)

azzaman333
Apr 13, 2010, 01:36 AM
Speak for yourself. ;) Sirius has easily had a couple of hundred posts of discussion just in the past day or two, mostly discussing and analysing our specific move this turn from every conceivable angle. :p

And as an added bonus, it's an easy and fast way to raise post count.

Lord Parkin
Apr 13, 2010, 02:00 AM
I noticed just now that Team Sirius presently has 1,346 posts (and rising fast). That's pretty much a third of the total posts that Team Saturn had in the last game (4,142). And we're only at turn 7. :lol:

champinoman
Apr 13, 2010, 03:07 AM
And as an added bonus, it's an easy and fast way to raise post count.

My bad, I thought that was the primary goal. I think my post count has more than doubled since this game started a week ago :P

AlphaShard
Apr 13, 2010, 04:22 AM
Yeah my post count has gone up signifcantly as well!

Robi D
Apr 13, 2010, 04:27 AM
I noticed just now that Team Sirius presently has 1,346 posts (and rising fast). That's pretty much a third of the total posts that Team Saturn had in the last game (4,142). And we're only at turn 7. :lol:

The bureaucracy is expanding to meet the needs of the expanding bureaucracy

AlphaShard
Apr 13, 2010, 05:04 AM
Well were having fun Robi and I hope you are too. :king:

Robi D
Apr 13, 2010, 07:21 AM
Hate to think you were posting that much because you were miserable;)

But it shows just how effeicient Team CDZ is who in 140 post worked out our first 4 techs, 5 builds, exploration path of our scout.

AlphaShard
Apr 13, 2010, 07:27 AM
Post count has nothing to do with effciency. You deliberated quicker, good for you. That doesn't mean your more efficient or better then the other teams.

azzaman333
Apr 13, 2010, 07:29 AM
Hate to think you were posting that much because you were miserable;)

But it shows just how effeicient Team CDZ is who in 140 post worked out our first 4 tech, 5 build, exploration path of our scout and that DaveMcW switched the axis on the map

Of course you're more efficient, you don't have extremely stubborn people who constantly argue about every minor detail.

BCLG100
Apr 13, 2010, 07:31 AM
Well, that is essentially the defenition of 'efficiency' so it does mean that we were more efficient than your team but it doesn't mean we were better.

edit-@alphashard

AlphaShard
Apr 13, 2010, 07:39 AM
The reason I said that was to point out that we again want to give people NOT in the same time zone time to chime in. Especially since some are on the opposite sides of the planet. It would just be bad form not to let Lord Parkin have have a say on what actions to take next I think. To me that would not be efficient as it could lead to angry team members.

Robi D
Apr 13, 2010, 07:45 AM
The reason I said that was to point out that we again want to give people NOT in the same time zone time to chime in.

Errm... I'm in Australia, BCLG is in the UK can't get more opposite then that, can you?
Not to mention players in continental Europe and the US:p

BCLG100
Apr 13, 2010, 07:51 AM
Indeed- the five most recent posters in cdz forum

Me- UK
Robi- Australia
Barbu- Canada
Akots- US/Russia (not sure which one these days!)
Ynnek- Germany

Not sure how many other timezones we need to grab but we're just about collecting them all.

champinoman
Apr 13, 2010, 08:59 AM
In all Siriusness, we really needed to make the decision on whether or not it was worth continuing to explore with our settler for a better site or to bite the bullet and settle on a nice juicy ice tile.

SilentConfusion
Apr 13, 2010, 09:09 AM
In all Siriusness, we really needed to make the decision on whether or not it was worth continuing to explore with our settler for a better site or to bite the bullet and settle on a nice juicy ice tile.

Ice can be very useful for a lot of things.

champinoman
Apr 13, 2010, 09:20 AM
Indeed, how else are we going to get the Great Lighthouse early?

AlphaShard
Apr 13, 2010, 09:33 AM
Indeed, how else are we going to get the Great Lighthouse early?

Yeah we gotta settle near the Barbarian culture there so we can flip the city.

Lord Parkin
Apr 13, 2010, 02:17 PM
CDZ is leading the game by 6 points. Quick, everyone dogpile them before they get too far ahead. :p

Robi D
Apr 13, 2010, 05:00 PM
Just remember to go left at Albuquerque

Indiansmoke
Apr 20, 2010, 08:49 AM
This turn took 45 real life hours...and we are still on turn 14....if we are to expect more that 1-2-3 people per team to stay interested the pace has to pick up, or we will end up like the previous game very very fast.

grant2004
Apr 20, 2010, 10:13 AM
Agreed, we were doing great there for a while with 6 hour turns. Maybe the other teams are reaching the critical turns where they have to be 100% finished discussing which long term plan they will follow before selecting an important city build or new tech. I hope that's the case and we'll get back to some rapid warrior move turns soon.

obsolete
Apr 20, 2010, 10:42 AM
CDZ is leading the game by 6 points. Quick, everyone dogpile them before they get too far ahead. :p

I logged in and kept trying to hit Alt + mouseclick on the team name to DoW, but nothing is happening.

Am I missing something? :blush:

AlphaShard
Apr 20, 2010, 03:18 PM
You have evidently done a deal with them in the last few turns and incurred the 10 turn peace treaty.

obsolete
Apr 21, 2010, 07:03 AM
Thanks for the heads-up.