December 1st, 2012, 09:24
(This post was last modified: December 1st, 2012, 09:39 by Ruff_Hi.)
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"Team RB has asked me to post the following:
Proposal: Turn timer decrease from the current allotment to 24hrs
Request: Can teams that have effectively finished their turn be good pitboss-citizens and hit the 'end of turn' button so that the game keeps moving and all other teams are not forced to wait for the timer to roll
This post has been spurred by the current war. Team RB was under the impression that the turn timer would be split (ie a 40hr timer would be come 2x20hr timers for the teams at war). It is now apparent that this is not the case and that turn timer becomes sequential for the teams at war (ie the team in the 2nd section's 40hrs doesn't start until the team in the first section has finished their turn - either by End-of-Turn button or timer).
As it stands now, if the two teams who are at war don't use the End-of-Turn button each turn could run for 96hrs."
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
December 1st, 2012, 09:33
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(December 1st, 2012, 09:24)Ruff_Hi Wrote: "Team RB has asked me to post the following:
Proposal: Turn timer decrease from the current allotment to 24hrs
Request: Can teams that have effectively finished their turn be good pitboss-citizens and hit the 'end of turn' button so that the game keeps moving and all other teams are not forced to wait for the timer to roll
This post has been spurned by the current war. Team RB was under the impression that the turn timer would be split (ie a 40hr timer would be come 2x20hr timers for the teams at war). It is now apparent that this is not the case and that turn timer becomes sequential for the teams at war (ie the team in the 2nd section's 40hrs doesn't start until the team in the first section has finished their turn - either by End-of-Turn button or timer).
As it stands now, if the two teams who are at war don't use the End-of-Turn button each turn could run for 96hrs."
Please send this immediately before someone does so with more venom.
December 1st, 2012, 09:35
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December 1st, 2012, 09:39
(This post was last modified: December 1st, 2012, 09:42 by Ruff_Hi.)
Posts: 6,126
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I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
December 1st, 2012, 09:55
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Topic already raised at CFC. Looks like other people where confused about the rules as well.
mh
December 1st, 2012, 11:07
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ok - I think my post fits really nicely with the current discussion at CFC. I am going to post it in 2hrs.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
December 1st, 2012, 11:21
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(December 1st, 2012, 05:09)Lewwyn Wrote: The true issue here is that the German team never hits the red button. That's what we need to address.
This.
Darrell
December 1st, 2012, 12:17
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(December 1st, 2012, 08:21)spacetyrantxenu Wrote: Unless the Germans start using the red button very soon I'm going to advocate for a PYFT jihad until the Germans are eliminated, as soon as is practicable (pick one, HAs, catapults, knights, whatever does it with minimal damage to us).
Step one: make contact with all of the Germans' neighbors. Step two: through diplo identify how much more civ we'd all get to play if the Germans were dead. Step three: organize and execute a PYFT dogpile and partition Inca out of existence.
Death to the infidels of the turn timer!!! 
What about just sending a polite but firm message to the germans, asking them to PYFT? Otherwise, we might have to do something like a HA jihad, or else this game will probably just fall apart. 96 hour turns is just ridiculous.
December 1st, 2012, 12:33
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I prefer ultimatums but your method is probably more effective. At least from reading the game thread at CFC other teams are sick of the long turns, too, so maybe we'll get a change in behavior from team Germany.
...although I'd like to see Nic post a reply over at CFC in case the Germans don't learn how to use the red button.
December 1st, 2012, 13:54
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FYI everyone who hasn't seen: http://forums.civfanatics.com/showthread...165&page=4
(that's with 20 posts/page, so the page # could be off depending on settings)
There seems to be a consensus among many teams are not happy about the German team never ending turn. We don't have to avoid the topic, I think we can be straight with everyone (while still being polite of course). Ruff seems to be doing a nice job so far, but yes, let's just press the point that we should be ending turn. I'm actually happy to send a message to the German team directly if you'd like - we've tried to avoid this becoming a diplo thing, but I can make it one if we think it would be effective.
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