Indiansmoke
Deity
No worries Sommer, your pen is strong enough to cover your in game clumpsiness
I'm quite sure that the majority of players will have attempted the GOTM at somepoint in time, reloads are not allowed there so where has this assumption that they are a guaranteed right emanated from that some now wish a reload to occur for every minor mistake.
GOTM has a rule and you can choose to play under it or not play. After I wasted a couple hundred hours playing them and either having my kids whack the keyboard badly enough to ruin my results or my old boat anchor of a system crashing (with a rigid policy that wouldn't let me grab an autosave), I just decided not to play GOTM any more.
GOTM is not like this type of game. If an individual screws up, they've only messed up their own game. A SGOTM is a little closer to this type of game, but even in SGOTM it only affects a handful of people who are all experts.
In a demogame, you might have 10-20 people on a team whose experience is ruined, and half of them (or more) might not be opening the game at all. And because it's a MP game, a mistake that blows away a team hurts everyone else too. What would happen if a team retired to AI right now? Some teams might get a lot more benefit than other teams.
A disaster could hit the MTDG. Do we want to just give up if it happens, or do we want to correct it and move on?
Why assume it will happen more than once? And how can having the admins decide whether it is "game changing" be considered to be "drop of a hat"?I'm still not sure I see how this reasoning warrants the inclusion of a reload opportunity for every team at the, relative, drop of a hat.
There is a big difference between being annoyed at having a 24 hour delay and having your civ's entire future go down the drain. I'm stipulating that in order to be worth a reload it's a game destroying event. And don't even try to say that a badly placed city isn't potentially game destroying, this early in the game, when the compound interest effect of missing out on half the potential hammers or commerce runs into the tens of thousands over the projected length of the game. This early a single badly placed city can mean the difference between winning and last place. Why else would we take so long choosing where to put it?On the same coin then, presumably there are numerous players who are quite good at this game, why is it just the so called 'bad' players which will ragequit? Presumably it can get annoying for those 'better' players to have to constantly pander to the necessity for baby steps for those concerned. Therefore, there surely there is also the chance they all get bored for the exact same reason and then leave the game, leaving an AI team with more teams liable to benefit.
So you have a difference of opinion about what could be disasterous? Those are just examples of things that might be viewed by some as potentially significant. I don't really know to be honest -- in case you haven't been paying attention I'm a very poor civ player. My contribution in posting a proposed rule is to move the process of debating it forward. It's not even really a proposed rule, it's an informal starting point for discussion.A disaster could indeed hit the MTDG but accidently clicking for a war does not count as a disaster in my book, especially as this is a bit harder to do in MP, nor is doing something accidental with a GP.
I'm 100% certain that there is a vast difference between building an acadmey or shrine vs settling a super specialist. Once again, thousands or even tens of thousands of difference in the total benefit over the lifetime of the game, counting compound interest.A team still receives a benefit from its misuse so it is hardly like it is the end of the world.
This is precisely why I'm suggesting that it be solely the admin's decision for any future events. If it is destructive to the game, then it must be dealt with. And I trust the admin to deny the request if it's not destructive. IMO we don't need anything more complicated than that.Now this game also had a rule, which on the face of it only allowed reloads for intentional DM's, that was the only reload rule I believed was in play when i signed up to play. Obviously there must be exceptions in some circumstances, perhaps sommers kid going to town on his laptop is one of them but in my view is that this is an exceptional circumstance and only really appropriate because it is so early in the game, lets not forget that by founding the city in the wrong place the team would still receive a city but perhaps it is just not as good as it could possibly be.
Why assume it will happen more than once? And how can having the admins decide whether it is "game changing" be considered to be "drop of a hat"?
There is a big difference between being annoyed at having a 24 hour delay and having your civ's entire future go down the drain. I'm stipulating that in order to be worth a reload it's a game destroying event. And don't even try to say that a badly placed city isn't potentially game destroying, this early in the game, when the compound interest effect of missing out on half the potential hammers or commerce runs into the tens of thousands over the projected length of the game. This early a single badly placed city can mean the difference between winning and last place. Why else would we take so long choosing where to put it?
So you have a difference of opinion about what could be disasterous? Those are just examples of things that might be viewed by some as potentially significant. I don't really know to be honest -- in case you haven't been paying attention I'm a very poor civ player. My contribution in posting a proposed rule is to move the process of debating it forward. It's not even really a proposed rule, it's an informal starting point for discussion.
I'm 100% certain that there is a vast difference between building an acadmey or shrine vs settling a super specialist. Once again, thousands or even tens of thousands of difference in the total benefit over the lifetime of the game, counting compound interest.
This is precisely why I'm suggesting that it be solely the admin's decision for any future events. If it is destructive to the game, then it must be dealt with. And I trust the admin to deny the request if it's not destructive. IMO we don't need anything more complicated than that.
The reason why, IMO is because who is turnplayer often is a matter of necessity. Whereas the diplomat is a matter of choice. Let me explain...And in regards to Sommer's question whether the whole team should be punished my answer is of course yes. I don't see why not. You could say that it was a mistake of the team to appoint a clumpsy turn player and I don't see why they should get away with it.
For example maybe we appointed the wrong diplomat or the wrong king and now we face a grave situation. Did we ask for a reload? I don't see why decisions that teams take on who should handle what should not cost them or why micromanagement errors should be rectified by reloads while diplo errors cannot!
As I said above, there is no "decision" made to allow someone to play the turn when there is ONLY ONE person available/willing to take a turn or set of turns. Do you see what I mean?Finally, IS does make a valid point with regards to mistakes by the turnplayer, why should the rest of the team not suffer? it was their decision to allow that person to take the turns and presumably they will accept the positives of their actions should there be any, why should they not accept the negatives also.
IMO, this is how all ruleset deviations should be done. Admins are in the best position to decide objectively whether a reload or other amendment should be allowed. Players opinion on the matter can be affected by the in-game situation and could vote for what they think benefits their team the most.This is precisely why I'm suggesting that it be solely the admin's decision for any future events. If it is destructive to the game, then it must be dealt with. And I trust the admin to deny the request if it's not destructive. IMO we don't need anything more complicated than that.
Also, while there might be a goof in diplomacy (i.e. sending a poorly worded letter or making an agreement that the team did not want), a goof in diplo can not be fixed with a reload, it must be fixed through diplomacy (i.e. sending a retraction, etc.). For that reason I respectfully disagree that the "wrong diplomat" situation can be compared to the "wrong turnplayer" one. The two situations are totally different, at least in terms of their relevance to this discussion about reloads. Poor diplo has nothing to do with reloads, and can not be remedied by reloads. Does that make sense? I hope that makes sense.
Of course there might be an accidental acceptance of, for example, an offer of a peace treaty in exchange for a gifted city, or all the team's cities (or some other offer in-game, via the diplomacy window). Now if the turnplayer accidentally accepts, when the team had no intention or desire of ending the war, I would call that a turnplayer error, rather than a diplomat error. In any case, I would say that that situation should warrant a reload... Do you disagree?
As I said above, there is no "decision" made to allow someone to play the turn when there is ONLY ONE person available/willing to take a turn or set of turns. Do you see what I mean?
One way to look at a turnplayer is the elected representative of the team, which is how I think you and Indiansmoke are looking at it. The argument, as I understand it, is that since the turnplayer is elected/appointed by the team, the team should be held responsible for any errors the turnplayer makes. However, not every team has the luxury of electing their turnplayer.
Some teams might only have one person available to play at any given time, so another way to look at the turnplayer is merely the vehicle through which the wishes of the team are expressed. If it is clearly demonstrable that the turnplayer failed to execute the turn according to the mandate of the team, and the error is easily corrected without damaging any of the other teams, I would be in favor of the reload.
Your comment about 'accepting the positives but not the negatives' misses the point, because it is not about positive results versus negative results. It is about DOING what the team decided to do, or NOT DOING what the team decided to do, regardless of the positive or negative results of the action.
Going a little into the 'straw-man' weeds... One hypothetical situation that I can imagine that could apply to your 'negatives versus positives' comment is where the team elects NOT to attack, and the turnplayer accidentally attacks anyway, but wins a miraculous low odds victory. In that case, I'm sure the team would just accept the result even though the turnplayer technically erred in the move. However, I seriously doubt that anyone would favor any reloads related to combat, or reloads that could possibly influence combat results... which is why I referred to that example as a straw-man.
The statement that I made, and which you were responding to with the above comment was not intended to change your mind, or to assert that poor play was more entitled to remedy than poor diplomacy. In fact by saying "reloads either" you make me feel pretty stongly that you missed my point, because you notice I did not say that poor diplo should not be remedied by reloads... I said that poor diplo COULD NOT be remedied by reloads.Poor play should not be remedied by reloads either.
Just to make sure I completely understand, and am not mis-stating your position (although I was really asking Indiansmoke the question), let me raise a straw-man again...Wholeheartedly. It is the error of the team and the team should accept the consequences, why should the rest of the game have to suffer because someone cannot control there fingers?
So in principle we are quite close. You think that city placement is the only possible game destroying event, while I believe it is possible there could be another kind of game destroying event but can't name one offhand. But I think you might agree that if one occurs it will be immediately obvious to even the casual observer, aka the admin. So just take the sample events out of the proposal, since they're what seem to cause the disagreement.I agree, as stated previously, in essence with the proposal however i believe that the only possible reload should be allowed for misplaced cities and therefore that should be the only thing able to go before an admin.
Umm, you're creeping me out here. A couple of houses ago, a piece of drywall did fall off my ceiling. Thankfully it was not anywhere near the computer.and a piece of drywall fell off their ceiling and hit the keyboard, causing them to accept
I was pointing this out to say one thing, and one thing only... That Indiansmoke's analogy... comparing a poor choice in diplomat to a poor choice in turnplayer... had no relevance to the discussion about reloading turns, because diplomatic error has NOTHING to do with reloads. So all I was saying was that turnplayer error and diplomat error are different (in the sense that one can be fixed by reloads, and one cannot), and cant be compared for the purposes of this discussion on reloads. Can we at least agree on this?
It seems that you are saying that if someone on CDZ (or any team for that matter) logged into the turn and the diplo screen was up, and there was an offer for them to gift ALL their cities, and a piece of drywall fell off their ceiling and hit the keyboard, causing them to accept, then you would oppose a reload. Is this what you are saying? If so... then I respectfully disagree, and I am curious whether anyone else shares this draconian view of turnplayer responsibility
Admins are in the best position to decide objectively whether a reload or other amendment should be allowed. Players opinion on the matter can be affected by the in-game situation and could vote for what they think benefits their team the most.
Reload requests go to the admins, who verify that the reload is for a significant (game-changing), and unintended event. The admins can request a pause to gather information, which does not count in any team's timeout limit; grant the reload using available information without requesting a pause; deny the reload without requesting a pause.