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[Tech Thread] PBEM45 Greens

So according to my to-do list, the following remains:

6. All other settings are assumed to be as in the vets' game, right? So no barbs, no tech trading, special blockade rules, etc.
7. ???
8. Start the game!

(Does someone in authority have a consolidated list of all the settings and rules?)
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(October 28th, 2012, 07:52)TheHumanHydra Wrote: So according to my to-do list, the following remains:

6. All other settings are assumed to be as in the vets' game, right? So no barbs, no tech trading, special blockade rules, etc.
7. ???
8. Start the game!

(Does someone in authority have a consolidated list of all the settings and rules?)

I at least am fine with the settings in the Vets thread, so let's get the thing moving. smile

There is no mention of the game speed, but we have been talking about normal, right? I think quick would make everything obsolete too quickly.
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Save to Sareln.
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(October 28th, 2012, 08:32)Commodore Wrote: Save to Sareln.

Can you Commodore confirm the map size, speed, difficulty and world wrap?
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Here is a comprehensive list of all the game settings and rules I could derive from the vets' tech thread (based on the list at the start of that thread by regoarrarr):

Map
* Snakey archipelago similar to pbem17 (but not duplicate of)
* Make naval strategy as important as land strategy
* Enough land that Astronomy is not the One Right Choice
* Land connection between all starting capitals
* Map size - Small
* World wrap - Toroid
* Difficulty - Prince

Diplomacy
* AI Diplo - among other things, this includes no renaming units, no typing in the chat or trade screen, and no using cities / resources to try and spell things

Other Bans & Settings
* No Nukes
* No War Elephants
* No Spies
* No Huts
* No Events
* Played on BtS
* No Barbs
* No tech trading
* Blockades only with ships that have strength > 8 and movement > 4. (I'm assuming that means no frigates)
* No wonder bans (all wonders allowed)
* No corporations
* Everyone starts with a scout, not a warrior
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(October 28th, 2012, 08:38)Fintourist Wrote:
(October 28th, 2012, 08:32)Commodore Wrote: Save to Sareln.

Can you Commodore confirm the map size, speed, difficulty and world wrap?

Small, Normal, Prince; I can't figure WW from the settings screen.

If we're going to play normal, do you think it would be possible to set up a weekend sometime where we can get the "hit enter" turns done more quickly?

EDIT: To elaborate, by preference is heavily quick, but it's not a deal-breaker for me. Just realize that in a game that goes full to completion, it's a difference of about 133 turns, or put another way, with good consistent play from everyone, another 140 days / 4 - 5 months or so.

EDIT2: Umm, gamespeed appears to be set at normal, but Game Turn Limit is set to 330. Is that right?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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According to the vets' thread, it's supposed to be a toroid.

I would be fine with Quick as well; it's what I normally play on in single-player (though for the longest time I played on Marathon!).
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Thank you guys for collecting the information. Quick is of course better from the practical perspective, but my feel is that normal would be better suitable for a map like this, where logistics simply require more turns. And I am prepared to play this game fro a while. smile

I think it's a nice idea to find time for blitz session. However, at the moment I am almost constantly ready to play my turn so if you guys have similar situations, we should be able to get better speed than 1 turn per day.
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The 330 turn limit sounds like a problem then; or am I misremembering the standard turn-count for normal?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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I don't know, I think 330 turns with normal is ~1910 AD. If the game is not done by then would it be a problem to "one more turn"-thing?
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