Thunderbrd
C2C War Dog
I like how Joe proposed the conservative thread so visually. Here's my attempt to do the same for the Progressive game selections.
Obviously, things ARE up for discussion here. But here's my suggested option arrangement:
Map Options (if you want a couple generated map screenies we can do that... just takes a long time to do is all):




Game Options:










Victory Options:

Bug Options - I don't think there are any other significant ones and even some of these may be locally selectable but for the most part, these are the ones we should agree on and my proposal for them:



I know Koshling brought up a disagreement with teleport hunting awards but since Joe included that off in the conservative game, would it be acceptable to have it on here?
My personal opinion on Revolutions is that if someone wants a game with that, they should probably make a 3rd proposal because I don't really want to see either game get wrapped up in this.
Also, as stated in the Conservative thread, perhaps we should have an equal amount of AI players set to start the game with us as we have human players so as to give some conquering room without it HAVING to be PVP right away (in most cases.) That may be more important here than there so that players less familiar with some of the combat mod stuff can practice a little.
I figure that Domination is always going to override Conquest and that the game probably shouldn't end early just because someone gets 3 times the territory and population count compared to the next closest... this can lead to some unusual victories that end the game earlier than I believe it should. Probably not so much against human players but still.
Some ground rules:
I will be available to answer any questions regarding the Combat Mod and other new stuff but I strongly suggest ALL players skim through the v37 Player's Guide (stickied in the main forum) and the combat mod guide links there (and point out anything that's still confusing or seems to have changed... there MAY be some small dynamic tweaks here and there since original documentation efforts.) Honestly, playing a test game on your own with these options is advised.
Ok... discussion and enrollment. Open to all who want in, but I warn you... you should know well how to play. You'll be up against some damn good players here, as our previous MP games have already proven.
Obviously, things ARE up for discussion here. But here's my suggested option arrangement:
Map Options (if you want a couple generated map screenies we can do that... just takes a long time to do is all):




Game Options:










Victory Options:

Bug Options - I don't think there are any other significant ones and even some of these may be locally selectable but for the most part, these are the ones we should agree on and my proposal for them:



I know Koshling brought up a disagreement with teleport hunting awards but since Joe included that off in the conservative game, would it be acceptable to have it on here?
My personal opinion on Revolutions is that if someone wants a game with that, they should probably make a 3rd proposal because I don't really want to see either game get wrapped up in this.
Also, as stated in the Conservative thread, perhaps we should have an equal amount of AI players set to start the game with us as we have human players so as to give some conquering room without it HAVING to be PVP right away (in most cases.) That may be more important here than there so that players less familiar with some of the combat mod stuff can practice a little.
I figure that Domination is always going to override Conquest and that the game probably shouldn't end early just because someone gets 3 times the territory and population count compared to the next closest... this can lead to some unusual victories that end the game earlier than I believe it should. Probably not so much against human players but still.
Some ground rules:
- I'm not going to say someone CAN'T do what Joseph did when exiting, as that was kinda a strategic act of war - self destruction in a guided fashion and after a LOT of thought I don't grudge him (or the game) for it. However, I'd prefer it if we stop worrying about trying to replace players and what can happen when a player wishes to exit the game. If you're not in this at the beginning, forget it. If you're wanting out of the game, just retire please. No tricky stuff to try to weight the game to a given player or players when you depart it. Just retire if you want out.
- No replaying rounds just to try to get better combat odds by doing things in a different order. A mistake and replaying the round due to a grave error in the way you took the turn is one thing. Bad combat results do not constitute a justified cause. You have to police yourself on this, but it starts being obvious if you do it often. So please... let's establish this as a more solid gentlemanly agreement this time.
- Players must be willing and able to take a turn daily. This means after 24 hours of your turn being up, you should have good cause and have given us that cause, preferably before that day even takes place. If you do not take a turn within 1 week of it being your turn, you'll be retired. If you repeatedly establish a pattern of taking longer than 24 hrs, the remaining players reserve the right to vote you retired out of the game cycle. We really do want as many participants as we can get! But the game is simply more fun if we're rolling through the turns and everybody playing wants that to take place as much as the next player. Playing multiple games can obviously cause some unusual delays as we get into later stages of the game which may allow for some renegotiating of this rule. Please don't let this rule intimidate you from joining... just communicate well with us and make plans for your pending difficulties to uphold your commitments to the game and all should be good.
- All players must give their password to me. This is not so that I can invade and check out your game. I'm an honorable player. But for purposes of enforcing the above rule and/or debugging, it is necessary to have a central holder of the passwords. I shall simply not establish a password for this game for the same reasons and ask for the same degree of respect and privacy to be shared.
- Select an alternative player early in the game that can take your turn for you if you've vanished without notice (should be taken after 48 hrs.) Understandably this selection can be made after we get an idea of who would be least to have an agenda regarding your turn outside of playing it to the generic best of their ability.
I will be available to answer any questions regarding the Combat Mod and other new stuff but I strongly suggest ALL players skim through the v37 Player's Guide (stickied in the main forum) and the combat mod guide links there (and point out anything that's still confusing or seems to have changed... there MAY be some small dynamic tweaks here and there since original documentation efforts.) Honestly, playing a test game on your own with these options is advised.
Ok... discussion and enrollment. Open to all who want in, but I warn you... you should know well how to play. You'll be up against some damn good players here, as our previous MP games have already proven.