Massive C2C Humans Vs Humans Game/Lets Play Setup

Don't worry Joe... I'm going to be playing outside of my element about as much as possible too. Sure I got Unlimited Wonders, Realistic Culture and Divine Prophets, but I'm also now having to suddenly learn Revolutions, like yourself, how to deal with city limits, how to work out army builds now that we do NOT have Infinite XP (oyvay!), how to adjust to limited National Units, how to work with Realistic Corporations, how to adjust my culture building strategy to consider that three tiles will not be accessed until early modern era either way, how to run withOUT choose religions (that's one of the toughest for me... but I embraced this challenge by voting neutral on it.) All that and a lightspeed gamespeed. I figure, however, since we can't take more than a turn a day at best, we'll be really paying attention to every detail during each turn so we're less likely to make mistakes even if we are out of our elements.

I think combat will be by far the most interesting element in a PVP game. I look forward to being surprised by a human intellect on the battlefield!
Oh damn, I will miss Infinite XP.

Revolutions isn't all that hard to manage... you just need to keep your cities relatively happy, not use revolution for a long time (incremental changes, not one big one, not so bad early game but late game with sprawling Empires... increment is good.), keep crime down. Generally, the 6 cities you get from Chiefdom (and you can usually do 7-8 depending on how many early game luxuries you have), is all you need for a while to get those resources that are pretty key to early game development. (I usually keep one spare for copper. Stone, is too important to pass up.) [The 7th or 8th one, is usually copper, then I beeline for Despotism or Monarchy if I REALLY need to do a huge expansion. If not, I tech on need, writing is usually the next thing I beeline after copper working]

Currently, on Eternity, I have Divine Cult, Slavery, and Chiefdom going... with 6 cities, considering a 7th city, on Monarch. No concern with revolutions.
It was problematic with the AI, because its crime would spiral out of control before... usually causing it to collapse. With Human players, I don't think they will allow crime to get so out of hand.
If anything, Revolutions, just keeps humans from snowballing on a major conquering spree across the known world without repercussions (which I've always thought was silly.) Revolutions also benefits from cultural buildings and spending, which helps stabilize your empire.
 
Or maybe to be teeny bit more fair have the AI do the 'missed' turn instead of just completely skipping.
 
Can anyone point me at a good rundown of Divine Prophets (Pedia the best source, or is there a good thread somewhere?), since I've never used it, and don't really know much about what it's impact is likely to be.
 
Can anyone point me at a good rundown of Divine Prophets (Pedia the best source, or is there a good thread somewhere?), since I've never used it, and don't really know much about what it's impact is likely to be.

As far as I'm aware, it just means that religion-founding techs will not automatically found the religion, but will give you a free Great Prophet instead, that you can use to found the religion anywhere you want...or use it for other Prophet actions.
 
I just tried to set up my SVN folders, and I got a message about the "host key". Is this normal? I think the folders are set up correctly, but there is nothing in them.

Also, I'm getting errors if I try to do anything with my firewall turned on. I have no trouble updating the regular SVN with the firewall on.

Not normal, and I have no idea what it means, but if you're seeing the folders you're probably fine. They are indeed currently empty. 'Assets' is actually going to be replaced with the full V27 image, so that it encompasses the BUG options too. That will happen as soon as V27 is released tomorrow (since padams12 is setting up the game he'll need to update the BUG options too in the SVN but I'll PM precise instruction to him for that)
 
Ok I'm going to bed now but I can set up the game in 12 hours and we can get started then... Still don't know what to do about that missing player though? What do you suggest? Oh and btw... Will v27 be released and uploaded to the svn so I can set up the bug options and the saw file in 12 hours?

Still, if he's not ready tomorrow I might have to unfortunately exclude him :( who knows how long it will take for him to get started... However could another human Player be added halfway though a game?

Btw while we wait for tomorrow I've set up a little funny experiment. I got into a strange religion called "rumarism" (dont look it up, its not logged on the internet) back a year ago and followed it for a year. I started pulling other people into this religion by finding them online then starting a chat with them. Anyway I got one of my chat logs from march 2012, posted it on a short stories forum and asked people if it sounds realistic, like two different people are actually having an online conversation... Little do the readers know that the conversation was actually real, including the content of the conversation.

Check it out here if you want while you wait for this game to start, lets see if those reviewers say "it's not realistic enough" when actually it is real lol ;)

http://www.online-literature.com/forums/showthread.php?72044-If-you-join-us-you-can-t-turn-back!
 
Can anyone point me at a good rundown of Divine Prophets (Pedia the best source, or is there a good thread somewhere?), since I've never used it, and don't really know much about what it's impact is likely to be.

It replaces the religion-founding on the discovery of the religion tech with a free Great Prophet. Then, Great Prophets can spread any religion that you have the technology for in any city. The first city that gets a particular religion becomes the Holy City for that religion. After the Holy City is decided, then you can still use a Great Prophet to spread a religion to any other city. It's just a really expensive way to do it.

I think the two strategic things to consider are: you can control which city becomes your holy city, and you can use the Great Prophet for its other abilities. When I did my v16 Let's Play, I used Divine Prophets and I decided to skip several religions with a chain of Great Prophet lightbulbing. I founded and used Zoroastrianism and Andeanism, and then did Baha'i and Scientology after I was in runaway mode. I skipped every other religion.
 
Ok I'm going to bed now but I can set up the game in 12 hours and we can get started then... Still don't know what to do about that missing player though? What do you suggest? Oh and btw... Will v27 be released and uploaded to the svn so I can set up the bug options and the saw file in 12 hours?

Suspect it might take a bit longer. The sequence is this:

ls612 creates and declares V27 (Saturday US morning)
I copy it over to the C2C MP SVN and push it to that (might happen Saturday morning, but possibly not until Saturday afternoon depending on what time ls12 gets done - I raid in EQ Saturday's from about midday to 4pm my time, so it all depends if I can get it done before midday, but since it will involve download and re-uploading EVERYTHING to a separate SVN that might be a bit of a reach)

You download it, set up the game, set the BUG options, and take your first turn

You push the BUG options to SVN

Then we're into regular turn stuff, so in turn (starting with you):

Edit the turn file to highlight the next person to play
Copy the savegame to the SVN
Push the SVN changes (the turn file + the savegame)
 
Every time I check the SVN for this game it asks for my password at least 3 times is this normal?

I enter the pass each time and I can eventually look at the log file, etc.

I may need a brief tutorial in uploading (isn't it called Commit?) thru the SVN.

I've played a total of 2 Direct IP games (with a Former MoOIII friend from Chicago) and some Lan games with my sons for multiplayer. So don't be surprised if I ask stupid questions.

JosEPh
 
Every time I check the SVN for this game it asks for my password at least 3 times is this normal?

I enter the pass each time and I can eventually look at the log file, etc.

I may need a brief tutorial in uploading (isn't it called Commit?) thru the SVN.

I've played a total of 2 Direct IP games (with a Former MoOIII friend from Chicago) and some Lan games with my sons for multiplayer. So don't be surprised if I ask stupid questions.

JosEPh

If it's asking for the password multiple times you might have a firewall issue or something, or there might be a Tortoise option somewhere to remember it that you don't have selected. It doesn't happen for me though, so it's hard to say exactly what might b causing that - both SVNs (the main one and the new one) are configured the same way at sourceforge, so they should be behaving the same really.

I've never played a hotseat game either, so I guess we'll all be figuring it out as we go to some extent.
 
Not normal, and I have no idea what it means, but if you're seeing the folders you're probably fine. They are indeed currently empty. 'Assets' is actually going to be replaced with the full V27 image, so that it encompasses the BUG options too. That will happen as soon as V27 is released tomorrow (since padams12 is setting up the game he'll need to update the BUG options too in the SVN but I'll PM precise instruction to him for that)

Is there something else I need to let through my firewall? Right now, I have my firewall letting TortoiseSVN through (the TortoiseProc.exe file), but it seems like I need to let something else through and I don't know what.
 
Is there something else I need to let through my firewall? Right now, I have my firewall letting TortoiseSVN through (the TortoiseProc.exe file), but it seems like I need to let something else through and I don't know what.

Most of Tortoise operates as a Shell extension, which means it runs as part of the Explorer process, so you might need to let that through.
 
I'd like to understand why upgrade costs have suddenly decreased before I release V27. Other than that we have a pretty good version right now (4189), so if the upgrade costs turn out not to be a bug release may be 4190. I'll post the exact number in the release announcement.
 
Ok I guess it will be a big process then, leave a comment on this thread once you have got the new svn ready for me to post the bug options to and the save file ;)

It's Saturday morning now (9:40am in Australia, Sydney) so America's Saturday morning will probably be my Sunday morning. So I guess this will have to wait for the Australian Sunday then leaving me with a much tighter schedule unfortunately :(

Once I have had the first turn we will all stop talking in this thread and start chatting about the game in the game tracker thread. Our first comments will most likely be about what civilization we end up as and if we like our starting locations. Just don't forget to start taking screenshots (not posting them yet) for when you make your lets plays. Remember to make a new Thread for your individual lets play and only make an episode every 10 turns so our lets play are all in sync ;)
 
I'd like to understand why upgrade costs have suddenly decreased before I release V27. Other than that we have a pretty good version right now (4189), so if the upgrade costs turn out not to be a bug release may be 4190. I'll post the exact number in the release announcement.

They didn't decrease, you read the post wrong. Unit upgrade costs Increased like you wanted. I now have to spend More gold to upgrade a simple Spiked Club to a Stone Axe, an Atl to Archer, etc., etc., etc..

It's the "reasoning" behind the Increased Unit Upgrade costs that I disagree with.
JosEPh
 
How do I create a sourceforge account?
www.sourceforge.com

Follow their links to create an account.

More importantly, where in the turn order would you fall? We've been wondering if you were going to let us know! Would you normally be taking your turn when you posted there?
 
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