Posts: 6,141
Threads: 10
Joined: Mar 2012
I would prefer no rules. just because extra rules make it unfun. and whats the harm.
ninja - you realize that we can leave a scout unnamed until it reaches our intended diplo target? then rename it once safely where only that target can see it? so there won't be public diplo. of course I suppose you could have your own scout to spy on diplo, and thats fine  (or an actual spy, haha, that would be a very appropriate use of a spy, I think).
but I say no rules, including allowing us to change the message.
what if we legitimately change our mind? say we ask person a to declare war with us on person b.. then in the middle of the turn person B does something to make us back out of the war.. we should be able to change our message to person A, whether he's seen the diplomat or not. that just seems like a pointless rule that restricts for no reason  .
Please don't go. The drones need you. They look up to you.
Posts: 6,144
Threads: 55
Joined: Apr 2012
(January 8th, 2013, 18:12)Bigger Wrote: I would prefer no rules. just because extra rules make it unfun. and whats the harm.
ninja - you realize that we can leave a scout unnamed until it reaches our intended diplo target? then rename it once safely where only that target can see it? so there won't be public diplo. of course I suppose you could have your own scout to spy on diplo, and thats fine (or an actual spy, haha, that would be a very appropriate use of a spy, I think).
but I say no rules, including allowing us to change the message.
what if we legitimately change our mind? say we ask person a to declare war with us on person b.. then in the middle of the turn person B does something to make us back out of the war.. we should be able to change our message to person A, whether he's seen the diplomat or not. that just seems like a pointless rule that restricts for no reason .
I see your point, and I would be ok either way. I don't imagine that this will ever be a big problem anyway, and if it does then just declare war on the offending civ if you think his diplomat acted in bad faith  ... whoever wins obviously was right
Posts: 10,228
Threads: 83
Joined: May 2012
The reason is that its not as public.
I don't paticularly care though, Im sure no-one will try to exploit it anyways.
Do we want a post in the general discussions thread for a roler?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 4,138
Threads: 54
Joined: Dec 2009
Go ahead and ask Qgqqqqq
"You want to take my city of Troll%ng? Go ahead and try."
Posts: 6,141
Threads: 10
Joined: Mar 2012
(January 8th, 2013, 18:21)Cornflakes Wrote: (January 8th, 2013, 18:12)Bigger Wrote: I would prefer no rules. just because extra rules make it unfun. and whats the harm.
ninja - you realize that we can leave a scout unnamed until it reaches our intended diplo target? then rename it once safely where only that target can see it? so there won't be public diplo. of course I suppose you could have your own scout to spy on diplo, and thats fine (or an actual spy, haha, that would be a very appropriate use of a spy, I think).
but I say no rules, including allowing us to change the message.
what if we legitimately change our mind? say we ask person a to declare war with us on person b.. then in the middle of the turn person B does something to make us back out of the war.. we should be able to change our message to person A, whether he's seen the diplomat or not. that just seems like a pointless rule that restricts for no reason .
I see your point, and I would be ok either way. I don't imagine that this will ever be a big problem anyway, and if it does then just declare war on the offending civ if you think his diplomat acted in bad faith ... whoever wins obviously was right 
 I LOVE this method of resolving rule disputes!
Please don't go. The drones need you. They look up to you.
January 8th, 2013, 19:46
(This post was last modified: January 8th, 2013, 20:19 by Qgqqqqq.)
Posts: 10,228
Threads: 83
Joined: May 2012
Just bumping this.
Settings I don't think are decided are italicized.
RBMod ---->NO
WE -------->KHEMER ONLY
Spies ------>Yes/No civc switching/only stealing and counter-espionage/None allowed/Passive
Events ----->YES
Vassals ---->NO
Script ------>FULL_OF_RESOURCES LAKES 30%WATER LARGE
NTB -------->NO TECH BROKERING ALLOWED
AI Diplo ---->AMBASSADORS VARIANT
NTT -------->TECH TRADING ALLOWED
Wrap ------->CYLINDRICAL
Difficulty----->MONARCH
Barbs -------->NORMAL
Starting Units->SCOUT
Speed --------->Normal/Quick
Improved start->Yes/No/Only late-game strategic resources
Wonder bans? ->I suggested No STATUE OF ZEUS or APOSTOLIC PLACE VICTORY
Nukes------------> NONE ALLOWED
Corporations---->Yes/No production or food corps/None allowed
Blockades-------->Yes/Not pre-astronomy/No
Huts-------------->ALLOWED
Since decided (people can of course still argue over them):
Spies------------->NO CIVIC/RELIGION SWAPS
Speed------------>NORMAL
Corporations----> YES
Wonders--------->APOSTOLIC VICTORY VOTE DISALLOWED
Are there any settings I missed?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 6,141
Threads: 10
Joined: Mar 2012
if we're gonna use this weird scout diplomacy, I think we have to be able to build spies at least. I have no opinion on if any or all missions should be banned.
Please don't go. The drones need you. They look up to you.
Posts: 4,138
Threads: 54
Joined: Dec 2009
I believe Espionage is completely on except for swapping civic & religion missions
"You want to take my city of Troll%ng? Go ahead and try."
Posts: 4,138
Threads: 54
Joined: Dec 2009
To resolve a few things of Qgqqqq's list
Speed -> Normal
Improved Start -> No
Wonder Bans -> None
Corporations -> Yes
Blockades -> No
"You want to take my city of Troll%ng? Go ahead and try."
Posts: 10,228
Threads: 83
Joined: May 2012
Hmmm I would argue that apostolic victory should be disallowed.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
|