SGOTM3 Rome - Maintenance Thread

Yes. The original GOTM16 bic and all the SGOTM3 Bics and Bix have the army pillage flag un-checked. Armies cannot pillage within the GOTM mod, which is news to me. I'm sure this nugget is buried somewhere in the spec. :mischief:
 
tao said:
This is not new. IIRC the pillage capability was removed for GOTM (bic?) because it was considered exploitive,since the AI nearly never attacks armies.

My contribution to the discussion: The no pillage is annoying with the armies, especially as they're weak compared to what we're used to from C3C.

I can state unequivocally that the ai had no problem attacking a healthy legion army of ours with knights and LB's. (yes we finally got a leader)

@Mistfit - I think you've spammed beyond that perticular moniker, you can slow down now. :lol:

@Mauer - I have seen MB mention two timeframes to try and get everything completed in: eight weeks and ten weeks. Though I have also seen him post that there is technically no problem with two games going at once.
 
Mauer said:
Just wondering, what is the official submission date?

There is no submission date for SGOTM. The plan is to provide a new game every two months and for the games to be completed within 10 weeks, but this is not hard and fast.
 
mad-bax said:
There is no submission date for SGOTM. The plan is to provide a new game every two months and for the games to be completed within 10 weeks, but this is not hard and fast.

What if one or several team don't finish game in 10 weeks and keep dragging it for months. Shouldn't be there a hard limit like in chess game on how much time you give from start until finish??
Apologize in advance if i asked something stupid, this is my 1st SGOTM.
 
This came up last time around and finished up being a redundant question. We're less than a month into this one. I suggest we deal with it if and when it happens?
 
AlanH said:
This came up last time around and finished up being a redundant question. We're less than a month into this one. I suggest we deal with it if and when it happens?

Agreed, it is not right to come up with new rules in the middle of the game and for the current game we just have to keep going the way it is.
But i was Mad-Bax, I would set up some time restrictions for the next SGOTM. When team knows they have time limit it will have more discipline and play it faster. It obviously does not apply to X-Team. But some teams (and particularly staff team ;) ) are still in BCs.
 
I don't see that it matters. Even us lot have played 120 turns, another 120 turns and we may have a domination or conquest victory (although I doubt it :) ).

One team has already finished in around 1300 AD. Thats only 140 turns from where we are. I don't think it is our intention to milk it for all 540 turns :p
 
Lat time around it was the same. Players are on vacations and have other real life commitments. The biggest incentive last time was that the next game was appearing on the horizon. It concentrates minds wonderfully when they realise they either have to abandon the current game, or try to play two at once, or get this one finished :mischief:
 
samildanach said:
I don't see that it matters. Even us lot have played 120 turns, another 120 turns and we may have a domination or conquest victory (although I doubt it :) ).
Oh, ye of little faith! Your only question is which AI civ will have the conquest victory :mischief:

One team has already finished in around 1300 AD. Thats only 140 turns from where we are. I don't think it is our intention to milk it for all 540 turns :p
Since you're playing the variant I don't think a milk run is an option. A fastest victory prize is rarely won in 2050 AD :D
 
There is an option open to me, which is to use a guillotine. In effect I will advertise a date at which all the results will be set in stone. Teams that have not finished by this date would have their latest save recorded as a conquest loss.

In GOTM1 I advertised such a date since the game was trivial, and it may have been tempting for some to milk the game which would have been excruciating.

I have decided, that in general I will not advertise such a date, since I do not want to put teams under pressure, and because I simply don't know how long each game (and particularly the variant) will play. I try to fiddle with the variant until I *think* that most teams will finish within 10 weeks, but I cannot be sure. I'd look pretty silly if I set a date that no team could meet wouldn't I?

So... no dates unless I feel it's necessary.

BTW: The staff have only 3 players, and a fairly heavy schedule, but we are trying to pick up the pace a bit. Space is back :worship: so things are looking up.
 
AlanH said:
The biggest incentive last time was that the next game was appearing on the horizon.

That will probably do the job. :)
 
mad-bax said:
I try to fiddle with the variant until I *think* that most teams will finish within 10 weeks, but I cannot be sure. I'd look pretty silly if I set a date that no team could meet wouldn't I?

We are only 4 weeks into it. Even the slowest team, that would be us :) , are getting through 30 turns per week. That would take us up to 1500 AD one way or the other the game should be over by then.

If it begins to look like we are going too slow, then I suppose we could up the turns that each member has to play to 15.
 
samildanach said:
If it begins to look like we are going too slow, then I suppose we could up the turns that each member has to play to 15.
In SGOTM2, when we (team scout) started lagging, we went to 12-turn sets.
 
Armies cannot pillage in the GOTM mod at all. If you want to pillage you will have to stack another unit with the army. Because the solution is so trivial it seems to me (without really thinking about it) that it is pointless to make this change to armies. It is likely therefore that I will change this back to standard in future game.
 
Nor I... but it looks like a few games will finish soon - one way or the other. :D
 
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