C3C PBEM Newborns

GPS denyd.

Something's really wrong with this game. My worker couldn't be told to stop its task and move away on my turn. I started the task the turn before, but now it couldn't run from the barbarian that was next to it. Is that a PBEM thing? Because in hotseat and other normal games you can run by cancelling the task (as long as it was not started in the same turn). I'm not very happy with this because now I've lost my worker for no good reason. :(
 
Yes, in PBEM your improvements are effective on the 2 turn to completion mark IBT rather than on the 1 turn to completion IBT. However, they are frozen for the last turn. The first time I noticed it I got irked but I never had that barb badluck along with it ...

On the bright side your future workers will all be IND and they'll catch up, but this is a really small consolation, I know.
 
Same care to be taken with overturn moves with units in general, they tend to go one turn ahead of time in the IBT (I avoid that now so I never really explored how it works) and be frozen next turn.
 
I had a similar expierence in another PBEM where I was timing a completed chop to jump start a granary build and ended up adding the shields to a completed settler.

GPS to Jokeslayer
 
GPS Tribute
 
are we allowed to deduce things
:wow: Intel is about half of what player vs player is about ... do!
F11 ...
 
Oh, I know that. But the score bar shows our scores when we have not even met each other. But now that you bring up F11, (and maybe F7 and F10 count too), I guess it doesn't matter.

And since we have no AI, I guess we could also bargain over wonders, as silly as that may actually sound. Ooh, and play mind games too!
 
There's always a big debate over whether a great start is good or just paints a big target on your back. I did find it interesting that of the 8 traits, there are 2 AGR, 2 SCI, 2 COM with a single IND & SEA. I'll also watch with great interest as to what happens if there are 2 continents with a pair of tribes on each. The choice between trying to eliminate your neighbor and have the entire island to yourself must be weighed against partnering with them for research.

GPS to Jokeslayer
 
Exactly, denyd. Though a good start with only one other person on your continent makes you less of a target and more of a person to want to work with since you'd obviously make better use of your land (with less corruption) than would your neighbor, so efficiency is increased if he works with you. Besides, war would fail since there is nobody else to ally with him against you.

I guess that basically means we're all going to pair up. Unless someone's crazy.
 
GPS Tribute - while I agree 2 moves a day is nice, 1 a day is still a good standard.
 
GPS to Jokeslayer
 
GPS Tribute

denyd said:
I did find it interesting that of the 8 traits, there are 2 AGR, 2 SCI, 2 COM with a single IND & SEA.
It's generally regarded as a fact that traits like AGR and IND are good for development and hence the whole game, COM, SCI and MIL get bigger as the game progresses as opposed to traits like EXP, SEA and REL that have limited usefulness in most of the game time. So usually the first 2 are regarded as good all-around while it takes specific maps for EXP and SEA to be good. REL does save you a lot of anarchy turns but then it's all it does, in general.
 
A couple of questions:

Since we're moving at 20 years per turn instead of the usual 50 for this time of the game, will cultural doubling still occur as usual after 1000 years?

How about tourist income, still after 1000 years?

Do you know if that pace will remain constant for the entire 540 turns?

Normally barbarians aren't free to roam until about 3000 BC, is that still the case? If so, how did Tribute manage to find those little devils? He didn't have time to build a unit, so he shouldn't have been able to get them from a hut.
 
Blarst changed them all to 20 (don't ask why, artists ...), so the entire game will span 440*20+100*1 = 8900 years. This *should* mean tourist income and culture doubling will happen after a "flat rate" of 1000 years, 50 turns, until the final stretch. Re: barbs, I'm clueless.
 
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