| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#101 |
|
Chieftain
Join Date: Apr 2010
Posts: 75
|
I think I already did that and entered into one of the threads which apparently didn't belong to the team that I was assigned into, but I didn't read anything. Anyway I have forgiveness to ask.
|
|
|
|
|
|
#102 |
|
Fear him of the pink tie
![]() ![]() Join Date: Dec 2005
Location: London, UK
Posts: 3,572
|
How the Results Will Be Presented
Sorry for the delay in getting back to those who were asking about this. It took a while to decipher the ancient Holy texts that explained how Eldine would measure each team's success. Anyway..
As I think everyone understands, the Laurels will go to the three teams who satisfy all Eldine's special conditions and get the earliest victory dates. If no team meets all conditions, then noone gets any Laurels, and Eldine will leave the world in disgust and go find a universe that has a more intelligent species of life. The ordering of teams when the results are published will be firstly by how many conditions a team satisfied, and secondarily by the date of your UN or cultural victory. That implies that the wooden spoon will got to the team that gains a diplomatic or cultural victory while failing to meet the most of Eldine's conditions. If there's a tie on this, then victory date will be the tiebreaker (slowest date gets the wooden spoon). The results list will indicate what conditions (if any) a team missed, and I, Erkon and Eldine reserve the right to publically mock, insult and generally laugh at those teams that failed some of the conditions. Any team that didn't win a cultural or diplomatic victory goes in separate list of defeated teams and will suffer eternal shame. I, Erkon, and Eldine will probably not even consider it worth the effort to mock you, such will be your disgrace. I trust that every team will sincerely try to meet all conditions, but just in case any team finds it's not going to be possible to do so and cares about maximizing its ranking, here's how I'll measure how many conditions a team has missed in your final save file:
|
|
|
|
|
|
#103 | |
|
Gypsy Prince
Join Date: Jun 2004
Location: Maryland, USA
Posts: 3,968
|
Quote:
![]() I will think of it as missed conditions having different numbers of penalty points (rather missed conditions being multiple missed conditions) to preserve my sanity (assuming I have any) ![]() It is interesting that while each AI dead, over the war limit, or not in religion counts as a missed condition and adds more penalty points, the reception party (could have been 8 missed conditions for some number of penalty points) and the resources (could have been 4 missed conditions for some number of penalty points) can at most result in one missed condition, for one penalty point in each category. So party of seven is as bad as party of 0, and 3 resources is as bad as 0 resources ... right? About us running state religion ... are there additional missed conditions (or penalty points) for each city not properly converted? Or is n-1 converted cities as bad as 0 converted cities? (Welcome to the FIFTH level of Hell ... )dV(il) |
|
|
|
|
|
|
#104 |
|
Fear him of the pink tie
![]() ![]() Join Date: Dec 2005
Location: London, UK
Posts: 3,572
|
Yeah, penalty points would probably have been a better way of saying it, but I'm sure you understand the meaning
Obviously I would change it but then your subsequent post would look silly
|
|
|
|
|
|
#105 |
|
Deity
Join Date: May 2005
Posts: 11,731
|
|
|
|
|
|
|
#106 |
|
Gypsy Prince
Join Date: Jun 2004
Location: Maryland, USA
Posts: 3,968
|
|
|
|
|
|
|
#107 |
|
Deity
Join Date: May 2005
Posts: 11,731
|
|
|
|
|
|
|
#108 |
|
Fear him of the pink tie
![]() ![]() Join Date: Dec 2005
Location: London, UK
Posts: 3,572
|
Sorry if we missed anything.
Basically, the rules and penalty points as published in this thread, apply to all AI civs that ever come to exist during the course of the game. When we examine your final save to determine whether you have met all Eldine's requirements, any AIs that got created as colonies etc. will be viewed no differently from those AIs who were around at the start of the game. |
|
|
|
|
|
#109 |
|
Chieftain
Join Date: May 2010
Posts: 3
|
Hi, I'm a noob with a question.
I've been reading the first couple pages of one of the SGOTM 10s and some players are saying they tested the map to see how fast they could get a certain building, etc. while others are saying they "hope" the terrain that they explore is favorable. This confuses me because on the one hand the team can reveal the whole map and then plan what they want to do while OTOH the team doesn't know and isn't allowed to know what the map looks like by testing it (save, explore, load back up). Is there a rule on this, or what? |
|
|
|
|
|
#110 | |
|
Knucklehead
![]() ![]() ![]() Join Date: Feb 2003
Location: Plymouth, MA
Posts: 13,110
|
Welcome to CivFanatics and GOTM.
![]() Quote:
Some teams use WorldBuilder to create saves that are similar to what they see in their game to test certain actions. As no team should know what lies ahead, they have to guess at what the terrain may look like outside their known world.
__________________
Thanks to Mistfit for the Christmas Avatar. Any man who can drive safely while kissing a pretty girl is simply not giving the kiss the attention it deserves - Albert Einstein Get the new HoF Mod - BUFFY 3.19.003 |
|
|
|
|
|
|
#111 | |
|
Gypsy Prince
Join Date: Jun 2004
Location: Maryland, USA
Posts: 3,968
|
Quote:
@ Avulsion ... sounds painful! http://en.wikipedia.org/wiki/AvulsiondV |
|
|
|
|
|
|
#112 |
|
Deity
Join Date: May 2005
Posts: 11,731
|
Testing with Worldbuildered test games is fraught with danger. Don't ever do it!!! (j/k)
![]() We use it primarily to test our micromanagement: city builds, worker moves, etc. It's also handy for testing general game mechanics on occasion, if you don't know the code or are unsure of it. One has to be very careful to not be misled by the false game conditions and situations one encounters, because they're invariably far from what will actually happen in the real game, and human nature seems to be to believe/count on the false experiences. |
|
|
|
|
|
#113 | |
|
Gypsy Prince
Join Date: Jun 2004
Location: Maryland, USA
Posts: 3,968
|
Quote:
dV |
|
|
|
|
|
|
#114 |
|
Mac addict, php monkey
![]() ![]() |
Another serious danger - and it has happened in a GOTM competition - is when someone plays around with a save, believing it to be a test map, but actually they are using the real competition save. They play and replay the "test save", then play the actual game, and then get a nasty surprise when their submission is rejected because the "test" replays were on the real map.
__________________
-- Alan -- - Fold for TeamCFC Avatar image: Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 17 Maintenance Thread | Progress & Results | BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
|
|
|
|
|
#115 |
|
Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,812
|
Which is why I have a COMPLETELY SEPARATE FOLDER for test maps. I try to make it as hard as possible on myself to screw things up!
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
|
|
|
|
|
|
#116 | |
|
Deity
Join Date: May 2005
Posts: 11,731
|
Quote:
![]() I try to avoid the fatal mistake you described by always FIRST clicking on [esc] and verifying that I can enter Worldbuilder. Then I know I can't be in the real game save. |
|
|
|
|
|
|
#117 | |
|
Mac addict, php monkey
![]() ![]() |
Quote:
I used to worry that making test saves gave an unfair advantage to players with the time and expertise to use WB in this way. But the points you have raised demonstrate the limitations and dangers of relying on the technique.
__________________
-- Alan -- - Fold for TeamCFC Avatar image: Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 17 Maintenance Thread | Progress & Results | BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
|
|
|
|
|
|
#118 | |
|
Deity
![]() Join Date: Jun 2007
Location: Stockholm's B.F.C.
Posts: 4,456
|
Quote:
__________________
I didn't attend four years of evil graduate school to be called Mr. Evil by the likes of you. - Dr. Evil, PhD |
|
|
|
|
|
|
#119 |
|
Deity
Join Date: Feb 2006
Location: Melbourne Australia
Posts: 2,421
|
|
|
|
|
|
|
#120 |
|
Prince
Join Date: Aug 2002
Location: Oxford, England
Posts: 345
|
Good idea Lowther, I always get a bit uncomfortable playing test saves 'cos it is too easy to mistakenly use the real save.
__________________
In the course of my life I have found one thing to always be true: There are three types of people in this world: those who can count, and those who cant |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| SGOTM 11 Timing - Split from SGOTM 10 Maintenance Thread | BLubmuz | Civ4 - Succession GOTM | 211 | Apr 06, 2010 08:17 AM |
| SGOTM 10 Rules Discussion | Lexad | Civ4 - Succession GOTM | 192 | Nov 25, 2009 04:00 PM |
| SGOTM 11 - tao | AlanH | Civ3 - Succession GOTM (SGOTM) | 319 | Jan 29, 2007 08:53 PM |
| SGOTM 11 - X-Nuts | AlanH | Civ3 - Succession GOTM (SGOTM) | 480 | Jan 09, 2007 03:29 PM |
| SGOTM 11 - Wotan | AlanH | Civ3 - Succession GOTM (SGOTM) | 340 | Nov 01, 2006 11:34 PM |