Progressive MP game thread

Acularius next.....we have another New "friend"....:p
 
Seriously, Thunderbrd? The whole point of having the turn number in the turnlist file is so that each player can double check that they are doing the correct turn. This also relies on each and every player updating their last turn number correctly. When you don't do that, it undermines the whole thing. I have fixed it this time, but please pay more attention.

Turn 56 done, Thunderbrd is up (for turn 57, please update that).
 
<nvrmnd> wrong thread :p
 
Seriously, Thunderbrd? The whole point of having the turn number in the turnlist file is so that each player can double check that they are doing the correct turn. This also relies on each and every player updating their last turn number correctly. When you don't do that, it undermines the whole thing. I have fixed it this time, but please pay more attention.

Turn 56 done, Thunderbrd is up (for turn 57, please update that).
I really don't find it helpful so I'm rather confused at how it's supposed to be used. I thought I had updated it by adding another turn. Did I somehow not do that in this case?

(Why not helpful? Well... I play fullscreen and the game takes too long to recall what number the text file even says by the time it's loaded. And it even takes too long to exit the game to recall what number it was just on. So I'd have to write it down every time and I don't feel I need a number to make me remember what was happening in the game last time I took a turn. AKA, I will know immediately if I'm retaking a turn. The way I prepare for a commit ensures that the save file is not left on my system afterwards in MyGames so the only save file that can exist in the correlating MP folder is the one that just got taken... soon as it goes to be committed, it's gone from there and that folder is empty until the next turn has been loaded and played.)
 
I have to agree with TBrd here, the number in the file doesn't help me if I'm doing the same turn. I can't do a repeated turn and not notice right in the beginning of it. I've been updating my turn number on the assumption that the previous number is always right, and I just increment 1. At first I was relying on seeing in which turn the players prior to me were, but since TBrd missed once, I went to the increment tactic.

And I do that for a similar reason to TBrd's, I play fullscreen so I try not to switch back to windows while playing because this can cause CTDs when I get back, and I never pay attention to which is the turn number while I'm playing. When I'm done I exit to desktop. Then I realise I didn't pay attention to the turn and I don't want to boot up the game again just to find which is the turn. Like 5 minutes wasted for an info that I don't care and that doesn't help me.
 
Let me get this straight. Your memory is so good that you instantly know if you are playing a repeat turn, BUT your memory is so bad that you cannot recall a number you read just a few minutes ago? There is a severe logic disconnect there.

Fine, I will accept the presumption that you two instantly and automatically know if you are playing a repeat turn. That is wonderful for the two of you. However, not all of us are so fortunate to have perfect memories. Thus having a number to double-check with is helpful for some of us. Well, it is for me at the least, and I'm guessing that there are others. [If there are not, then we should come up with another system to reduce duplicate turns.] However, if the other people in the game are not updating their turn number properly, it makes me concerned that they may not be committing the correct turn.

Thunderbrd, when you did your turn 56, you updated the turn number from 55 to ... 55. That is not helpful. The point of the turn number in the turnlist is twofold:
1. It allows the current player to double check that they are doing the correct turn by comparing the number for the last turn that they completed with the number in-game in their current turn.
2. It allows the next player in the sequence to know that the previous player actually played and committed the correct turn. This only works if the previous player correctly updated their "Last Played Turn" number.

OK, so you two do not currently pay attention to the in-game turn number. Frankly, neither did I all that much, but now I do. Please try to pay more attention. Or I suppose that you two could just delete the turn numbers from the turnlist file IF everyone is comfortable with your flawless memories of whether you played a repeat turn or not.

As an aside, I also play fullscreen and exit to desktop when done, so those are not excuses.

Sorry if it seems like I am getting my shorts in a bunch over this, but it bothers me when someone says that something is not helpful, when I find it helpful.
 
Let me get this straight. Your memory is so good that you instantly know if you are playing a repeat turn, BUT your memory is so bad that you cannot recall a number you read just a few minutes ago? There is a severe logic disconnect there.
Nothing about taking a turn requires you give a rats ass about the turn number. When taking a turn you are generating planning and the whole thing creates experience. Experience is far more memorable than trying to hold on to a number in short term memory. I have GREAT long term memory and horrible short term memory - very tough to hold on to something so irrelevant for even a moment thanks to its irrelevancy.

Because this is a strategy game and I plan my strategies as deeply as I can, evaluating any possible way I can get an edge, I know what I'm waiting for in various places, what I'm headed for, how long I have before a city will grow or a building will complete or a tech (especially this as I obsess about how long it will be to the next tech) to complete, how many rounds are remaining for a key improvement to finish being built by the workers that are doing the job etc... Nowhere is the turn number a strategic factor in all that.
Thunderbrd, when you did your turn 56, you updated the turn number from 55 to ... 55. That is not helpful.
This is the only game where I have to count up higher than any other individuals on the list that I usually use as the guide to tell me what turn number I should be leaving it on. So since I'm used to using the other players as a guide, you can see how in this one being first on the list can so easily screw me up on that. I'm not saying I won't try... I get the intent of it.
 
I just have it on my second screen. Before I start my turn, I check the turn number. I know not everyone uses a second screen, but when I'm out and about I just put the number on my phone and check in a similar format.
Mostly the number is there for myself since there's about a 2 day time-lapse between turns and I KNOW I mess up on occasion.
The number in place is the turn your on when you update the repository.
So you check, the document and see if you are on the right turn. Increment it afterwards for your next turn. Or that's how I use it.

P.S
In the BUG settings I typically don't use the alternating clock and just leave the turn number on all the time.
 
Nothing about taking a turn requires you give a rats ass about the turn number. When taking a turn you are generating planning and the whole thing creates experience. Experience is far more memorable than trying to hold on to a number in short term memory. I have GREAT long term memory and horrible short term memory - very tough to hold on to something so irrelevant for even a moment thanks to its irrelevancy.

That's true, using more then one sense, visualizing situations, projecting stuff to happen, all this helps in remembering and training. My grandma always told me these stuffs. She wished that I would read aloud when I was studying something hard for school because then I'd read, speak and listen to the subject, which would help me memorize.

Because this is a strategy game and I plan my strategies as deeply as I can, evaluating any possible way I can get an edge, I know what I'm waiting for in various places, what I'm headed for, how long I have before a city will grow or a building will complete or a tech (especially this as I obsess about how long it will be to the next tech) to complete, how many rounds are remaining for a key improvement to finish being built by the workers that are doing the job etc... Nowhere is the turn number a strategic factor in all that.

Couldn't express myself better then this. We play very alike. It is impossible not to see almost immediately that a turn is being repeated. Even if I still didn't stumble upon something that clearly is a repeat, the flow of the turn seems familiar, which triggers me to check if something that I'm sure in which state it was last turn remains in that same state. If it happens to be in the same state then it's a repeat. Even on these yet small games, counting tech turns, building turns, explorers turns makes it easy to double check if something was indeed a repeat. And when the game is already big like in the Massive MP, then there are several aspects that can trigger the perception of being the same turn.

Especially when nothing is automated. I don't know you guys, but not even my mayors are allowed to do their job. Every pop point is assigned where I want them to be, every turn, like each worker does the improvement I want where I desire it to be. No group of workers work together, each individual worker does its task so to not lose the possible work of a worker which happens to be bounded into a group of workers where at least one other don't have move points any more. No city decided its buildings, no Espionage Point is spent elsewhere then on the targets I have, with the weights that I choose. Not a single exploring unit did a single movement that wasn't a command of mine.

My turn is divided into 3 parts: Mobilization and Infrastructure first, then City Management and Advisory Session (techs, civics, espionage, etc.) and finally War Tactics. And I save upon completing each step so if I have to go or a crash happens I don't have to do everything again. It takes at least 20 minutes to do my Massive MP turn, but many times it goes almost up to an hour.
 
It takes at least 20 minutes to do my Massive MP turn, but many times it goes almost up to an hour.
yep :D You're probably even a bit more critical a player than I am. I find that I'm not nearly as exacting when playing a normal game but in MP every turn is like the ultimate challenge in perfecting efficiency and planning.
Oh... looks like I've forgotten to mention that we took our turns.
 
Turns Done, Joseph is up

@Tbrd
I can't give this much attention to a single player anymore, it's too time consuming and usually makes me quit the game when it becomes too ubearable. This already happened to a game I was playing in C2C to train a bit for these MPs. I had 30 cities already, and I probably was entering the Classical Era. My turn was so long because of several domesticated animals roaming around to build everything in every city that it became completely unbearable
 
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Acularius next
 
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