akots
Poet
Based on all preceding discussion if I might suggest to play the game with Always War and Technology Trading turned ON. This would get rid of most of the somewhat absurd situations you are trying to describe here.
thx Krill, interesting post, i 've a note of understanding to
Civ R can make a double move (can it move in civ M - time/turnhalf) or when should/can the neutral civs move?
What difference does Tech Trading On make if it's Always War?Based on all preceding discussion if I might suggest to play the game with Always War and Technology Trading turned ON. This would get rid of most of the somewhat absurd situations you are trying to describe here.
I prefer to win by good play, not by invoking rules.
What will "punishments" achieve? What does complaining about pauses, double moves, teams switching their technology at the end of the turn, "unfair" gifting, etc. achieve? Winning by rule, IMO. Last game, we had a team that complained about another team switching tech (thus avoiding espionage) -- so what if they didn't think of it themselves... We had a team that complained about another team taking too long to play turns -- try having 90% of your team get hit by RL issues and then see how fast you play. There was a complaint about perceived "bad luck" that ended up chasing off a turnplayer who was innocent (or at least never proven guilty) and ending the game.
Meaning?
What difference does Tech Trading On make if it's Always War?
By the way, I'm against Always War regardless of Tech Trading settings, because it limits any resource trades / open border trades / etc, essentially limiting diplomacy to military talks only. While I'm sure some hardcore players would be in favour of that, there are a lot of people like myself who enjoy friendly diplomatic banter, and Always War pretty much kills that. This is a democracy game, not a ladder game.
Yes, I understood that. One point of having some minimal set of rules is to clearly identify what isn't tolerated in the MP community. I would agree with that. Most people are here to have fun and are like me -- rules are a necessary evil but I'm not too bothered by the possibility of them being broken. What does bother me is the small but extremely vocal subset of the players who often want lots of rules, so they can then complain and try to impose punishment the moment an opponent even seems to break one.@ Dave, I think darkness was meaning if we have rules we also need to have some form of punishment, else what is the point in having the rules? These rules should be established before the game starts.
@ Dave, I think darkness was meaning if we have rules we also need to have some form of punishment, else what is the point in having the rules? These rules should be established before the game starts.
We should only have the minimum necessary rules.
Krill, i have one question with the ruleset you presented. What happens if Civ M & N are both attacking Civ P, but then Civ N decides to backstab Civ M while still at war? (Say Civ P's military has been defeated, the war is in mop-up, and Civ N wants to gain the element of surprise by attacking Civ M before that civ is ready.) With sequential moves within the FWP or SWP that the two attacking civs share, it would prevent this from being an utter mess.
But what happens to the turn order afterwards, with 3 civs all at war against each other? Would the turn order then be split into thirds, with Civ M & Civ N using the FWP & SWP rules within the timeframe of their side of the turn to determine who goes first and second between Civs M & N? (I imagine Civ P would be first overall or last overall depending on whether they took FWP or SWP in the initial 2 v 1 war.)
I like Krill's proposed rules regarding pretty much everything in a *two*-party war. I do not agree with that ruleset when wars start to involve three or more teams; I feel the third/fourth/etc.. team declaring war should be able to do so whenever at their choice and only then be locked into that turn order from then on.
Yes, I understood that. One point of having some minimal set of rules is to clearly identify what isn't tolerated in the MP community. I would agree with that. Most people are here to have fun and are like me -- rules are a necessary evil but I'm not too bothered by the possibility of them being broken. What does bother me is the small but extremely vocal subset of the players who often want lots of rules, so they can then complain and try to impose punishment the moment an opponent even seems to break one.
There are very few things I would personally consider punishable in one of these games. Getting access to more than one team forum would violate both the game and the forum rules, and will get the perpetrator(s) a ban. There are a few really egregious exploits of game mechanics that would warrant compensatory actions (if possible) or a rollback.
Pausing should not be punishable, unless a reasonable unbiased person finds that there is no possible justification. Think about this -- what do you do in a SP game when you first meet a new civ, most importantly the first new civ? Do you stop a couple of minutes to consider whether to attack and see if you can pick up a first victim? In the MTDG world, you find out who it is, spread the news to your team, discuss what to do, send a message, wait for a reply, and then finish your turn. If contact has been delayed by the map and you have alphabet already, it is to your team's advantage to trade immediately, if the opportunity presents itself. You can't let 2 turns pass by waiting for a reply if you want to get the most benefit. In sequential turns it might be 5 days till you play again, but not in simul. There will be things that are make or break, that have to be decided before hitting enter. And don't get me started on the subject of turnplayers who might have to grab their passports and fly for 14 hours at any time. Suppose my team has 3 competent turn players but all 3 of them are hit by something the same day, perhaps we don't know till just before the turn ends. You can bet I'm going to punch pause first and then post in the forum. A turn skipped at just the wrong time could mean death for a team.
We should only have the minimum necessary rules.
Booting a civ to AI for a certain number of turns is an awful punishment, as it effectively kills the interest of a whole team at the fault of one individual. The obvious solution if such a circumstance arose would be to temporarily ban that particular player from acting as turn player for a certain period of time. No more, no less. Let someone else on the team step up to the plate. Deal with the cause of the problem, don't go sabotaging whole teams just out of some sort of primal lust for punishment.For instance, what if during a war someone continually accidently makes a DM? is the turn constantly rolled back and if so does the offender get punished or if it is an accident is play allowed to continue but what if it is repetitive at what point is the offender punished by say, having his civ kicked to AI for a certain number of turns?
Booting a civ to AI for a certain number of turns is an awful punishment, as it effectively kills the interest of a whole team at the fault of one individual. The obvious solution if such a circumstance arose would be to temporarily ban that particular player from acting as turn player for a certain period of time. No more, no less. Let someone else on the team step up to the plate. Deal with the cause of the problem, don't go sabotaging whole teams just out of some sort of primal lust for punishment.![]()
I don't think it is necesary to have punishment for braking the rules, just clear cut rules that are easy to follow and cover all aspects.
Why even have rules if there is no punishment for breaking them? There is always the possibility of one person trying to gain an unfair advantage, so let's just be prepared for that.
This seems a lot like what we call in the Netherlands "Struisvogelpolitiek". Ostrich-tendencies. Just stick your head in the sand and don't notice anything, and then problems will automatically pass you by...![]()
In the 3-4 years I have been playing pitbosses I have never seen someone braking the rules repetedly on purpose. I have seen people unaware of the rules or rules that did not cover many situations, but not people trying to brake them on purpose.
This is even more unlikely to happen here as this is a team game. So it will have to be a group of players that decide to brake them on purpose not a single person....