Test pitboss

Okay, no worries. It was more that we waited around for a week for you to play the previous turn when most other people appeared to be back. The lack of any posting was also a bit confusing. Glad to have you back, though. :)

Sorry it took so long to respond here. It's been a busy week.


I don't think that's really a fair way of putting it. The alliance (or at least a form thereof) on our continent was forged soon after we all met, something like 10-20 turns into our game. Initially we thought we'd all be joining together to fight some other threat. Then, eventually, we figured out we were stuck on our own with no chance of contacting anyone else until post-Optics (a situation that most of the rest of you - apart from those on the southern continent - were not in).

The rest of the game was entirely the result of the fact that tech trading was on, IMHO. With only 3/16 nations stuck with no ability to contact anyone else, our only option was to pool all our techs together or die. If tech trading had been off, things might have turned out very differently indeed - nabaxo's very poor start (no Copper/Iron/Horses in easy reach!) probably would have been his doom, and then eventually either Carthage or myself probably would have taken over the whole continent. But with tech trading on, there was really no option but to form an alliance.

I might add that in no way was this "selling out to the frontrunner", because (1) it was so early in the game that I wasn't any kind of frontrunner, and (2) we were always equal trading partners (the others eventually gaining far more beaker-wise than I did).

To answer this, I'll state that I found Irgy's post about the metagame an interesting read. And while it doesn't change my position on how I feel these games should be played, it did reveal a bit about how the metagame had affected my own insights. You see, I have taken more than a cursory glance at CivStats records over the months and one consistency is how you end up decimating your opponents by 1000-2000 points each time.

Long story short, I knew early that entering into any type of agreement with you would become "the fool's gambit," a term I heard from Realms Beyond players to describe trading with (and thereby further enabling) someone more domestically powerful than yourself. Taking the metagame of past performance into account, you can almost automatically be considered a "front-runner" before you even placed your first city.

If I am aware of this, there's no way that a MP veteran like Elkad was not. He could have kept you in check with some coy diplomacy or an agreement with a deadline. He could have approached any one of us to work out some kind of arrangement to further balance you out. Instead he used you as a meal ticket, which is now reaping handsome rewards in the late game even though he doesn't have a snowball's chance of winning the game by official terms.

I have nothing against nabaxo, judging by his start and the fact that I haven't seen him in as many games. I can surmise that his deals were made just to stay alive.

Again, I feel I should point out that this alliance didn't suddenly "happen" as a result of anyone trying to throw the game. The three of us had been practically forced to work together from the very early game due to the map. It could hardly have been a surprise that we continued to work together later on. What were we supposed to do anyway, start a long and painful war that would remove any chance of any of us winning the game while the rest of you plowed ahead? I'm sure some of you would have liked that, but it wasn't exactly logical to expect us to turn on one another as long as doing so was suicide. This was even more the case once the ridiculous 7-man alliance started up. For a long time we thought we were doomed when we saw everyone else in the world pooling their resources to work together against us. I think we definitely deserve some credit for pulling through so far. (Actually we haven't even pulled through yet, as there are a lot of extremely potent threats out there.)

Now that you know my philosophy of the game, if I were your neighbor you wouldn't have had quecha's holding down the fort until Rifles. I'll tell you that much.

And I'm sorry, but calling our alliance "ridiculous" is quite tiresome, considering that even our reactionary measures were not enough to halt the inevitable. What did you expect us to do? Just trade in 2 man groups so you could coast to your usual victory?

I'll say more on this after the game, but let's just say for now that a large part of these losses could easily have been prevented. We've actually been quite bemused that we've been able to make headway so fast, and it's not because of any particular tactical brilliance on our part.

That sounds a bit smug if you ask me. Did you have to untie that hand from behind your back to type this? :lol:

How is it our fault that most of you turned off research a dozen or more turns ago? It was your choice to go for the route of alternative benefits (presumably gold => units). You could have been at least on par with us technologically - if not ahead - but you chose not to compete.

I'm not saying it's your fault. I am merely stating where the game is currently at, and why I am not getting much joy out of it. Rushing units was our only hope, and even that looks dim at this point.

Yet you could have chosen a while ago given me a run for my money on that wonder via multiple methods, and chose not to. How is that my fault? With 5 people working together towards the common purpose of denying me the Space Elevator, it wouldn't have been hard to succeed. Also, aside from the AI, only Irgy seems to have made any attempt towards the spaceship anyway. I'm a bit bemused by this, to be honest.

Not interested. With your espionage afforded by your allies, you could grab the SE the minute you notice I started building it. Plus I am not going to waste my time on space race when I'll perennially be 5 steps behind. Once again, just stating the facts.


I'll point out again that this wasn't any sudden action to throw the game; it had been building out of a necessary friendship since almost the start of the game. Also, may I ask again what the alternative was supposed to be? Elkad suddenly teaming up with nabaxo to try to wipe me out? That just would have been suicide for the three of us, throwing the game in an instant. Almost certainly throwing it to you... or maybe Irgy/2metra. (No offence to Dave/BCLG, but I think you guys will probably agree you're not competing for first place at this point. :) )

Besides, we seem to have a difference of philosophy here. With tech trading on, I view this as more of a "team" game. We have two teams at this point in this game - fairly evenly matched, in my opinion - and one of those includes myself, Elkad and nabaxo. If one of us manages to claim a victory, then in my view that is a team victory for us. As I see it, there can be no individual victory for me in this game - I simply could not have got to where I am without the wholehearted support and effort of my teammates. I know it, they know it, and you all know it. Assuming I win, they deserve every bit as much credit for the victory as me, in my view. I assumed the same would be true of your alliance, in that if any of you managed to win, it would be credited as a team victory.

If tech trading was off it would be a different story, of course. But to me, when you have tech trading on and form a strong tech alliance with other players, you can't pretend that your success is separate from theirs. They are as much a part of your victory as you are, and there's no way around it.

I don't know many people that are happy with tech trading games, and I am certainly not one of them. More accurately, I'd be happy with them if they weren't used as an excuse to band into some "ridiculous" first-strike tech party whereby the only recourse for others is to regroup quickly and band together in a sometimes more "ridiculous" (or so I've heard... ;) ) counteralliance. The actual MTDG seems to be a glaring example of this, even though I couldn't tell you much about it. Why the hell is there a 4-team alliance in a game with 6 teams? Since success cannot be separated, does that mean that the MTDG will have four winners? :crazyeye:

Out of curiousity, did that game have tech trading on?

Both the lame and the good had tech trading on. But tech trading can enrich the game so long as each player competes from the standpoint of self-interest.

Well it appears we simply see things differently. Firstly, any break-up of our alliance at this point would be playing to lose (and throw the game in your favour). And secondly - in my view, everyone on my team is playing to win, because as I said above I do not think any victory achieved by any one of us can be counted as an "individual achievement" at this point. If I win, they truly deserve the credit for the victory.

This isn't the first game I've played in that's ended this way. A while ago I was in a game that eventually devolved into two massive tech alliances, except I was one of the junior members. When someone in our alliance won the space race (not me), that victory was very much credited as a victory for the whole alliance. You simply can't pretend that the individual that the game claims has "won" deserves any more of the credit than the allies that helped them achieve that victory, at least in a game with tech alliances.

That's big of you to say so, and I do mean that. Yet the CivStats archives will know better. And the foreknowledge of the metagame will almost always ensure that you will successfully recruit someone willing to share your victory.
 
Okay, over to you guys for the second half of the turn. :)
 
More accurately, I'd be happy with them if they weren't used as an excuse to band into some "ridiculous" first-strike tech party whereby the only recourse for others is to regroup quickly and band together in a sometimes more "ridiculous" (or so I've heard... ;) ) counteralliance.

The trouble is it's simply a winning strategy. A 4-2 alliance is almost inevitable in a 6 player game. 3-3 is unstable unless one side is already winning decisively, as anyone can switch sides and be backing a winner. 5-1 is unstable as any 4 of the 5 can reject the other without losing their numbers advantage.

Playing individually is similarly unstable. You can say it's a bad idea to trade technology with the leader, but certainly the two in last place can only gain by banding together. And it just snowballs until everyone is clumped together. The only stable state seems to be these big alliances.

It's a problem with diplomacy in games in general, forming big alliances can happen even with tech trading off. What tech trading does though is lock in those alliances, although I can't quite nail down the reasons why that is.
 
What tech trading does though is lock in those alliances, although I can't quite nail down the reasons why that is.

The reason is simple - if any of the team members is attacked by his allies or displeased because of them, he can just switch sides. In the case of no-tech-trade game, this will be only a fraction of the alliance's power that switches sides. But in the case of tech-trading, the turncoat will give all the techs of his former team to his new friends. And that can be devastating for the former team.

And Donovan - I hope you enjoy the interesting forming and falling of alliance in one of the other games you play in ;)
 
We need a pause - 3 of our players are still not finished their turns with 2 hours left. Also, arbitrage must be made about BCLG's civ - as he did not showed up until now and I guess he will not do so any soon.
 
We need a pause - 3 of our players are still not finished their turns with 2 hours left. Also, arbitrage must be made about BCLG's civ - as he did not showed up until now and I guess he will not do so any soon.

Game should be paused now. I actually heard from BCLG, although he still hasn't come and played. Worth at least finding out what he's up to though.
 
OK, hope you guys can sort it out before too long. Looks like 4/5 of you have logged in, at least.
 
And Donovan - I hope you enjoy the interesting forming and falling of alliance in one of the other games you play in ;)

Yes, the Mavericks game is the one I was talking about as a good example of gameplay. Of course, there were the hurt feelings in the 4-team alliance when one of the members was betrayed, but the alliance had an expiration date. And the history of NAPs and diplomacy since t200 have kept everyone guessing.
 
Sorry, was just about done and then something came up. Will finish off now.
 
Sorry, but it looks like I will have to request a pause. I had to go straight from my first to second job today, so I wasn't able to log in like I usually would have.
 
Sorry, but it looks like I will have to request a pause. I had to go straight from my first to second job today, so I wasn't able to log in like I usually would have.
Erm... a little late for that now. Were you unable to pause yourself?

Anyway, the turn's flipped - so what now? Looks like we either have to reload 2metra's whole turn, or just carry on with Donovan's missed turn.
 
It looks like my race against the clock failed by moments, as I apparently logged in right as the turn rolled. The 8 minutes I spent in-game was used to update mandatory city builds and scout for any immediate threats (which I don't feel is too unreasonable).

LP, I've been pretty understanding of the rare times you have eclipsed the 24 hour mark and, given the amount of units in play, will continue to be. Perhaps a solution would be for you to pause the game at or before 24 hours, so that your enemies get a full day to play too. :cool:

In the interest of keeping things moving here, I will not request a reload. Game on!
 
Erm... a little late for that now. Were you unable to pause yourself?

Anyway, the turn's flipped - so what now? Looks like we either have to reload 2metra's whole turn, or just carry on with Donovan's missed turn.

Our messages seem to have crossed in the mail. I think the above covers it. ;)
 
Thanks Donovan, that's nice of you. I will indeed pause the game if necessary to ensure you guys have your 24 hours. (Actually I'd done that for part of the turn last turn, and intended to finish earlier - I just forgot at the end because something came up.)
 
I think I'll bump the timer up a bit too. It wasn't really rounding up to 48 like it should, and at this stage of the game misses are worse than slowdowns.
Yeah, sounds like a good idea.
 
Over to you guys. :)
 
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