It depends if they enjoy our loathing at having to wait for them.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Ruff can you comment on WPC's ToxoXI's comment at civfanatics with something like this: we are bothered and would like to find a solution but other than shortening the timer we cannot see anything else, then ask for suggestions.
On the German team not ending their turns, TBH I do not see anything in the ruleset that forbids that kind of action explicitly ( if someone disagrees , can you kindly point me out the rule in question ? ). I know, it is not a cool action to take and I'm highly tempted to punish them if they do not start closing their turns. But at this moment I think I'll let this pass ...
So in resume:
[mod4]If the german team fails to finish their turn again until the end of this week, they will be punished ( the punishment is to be discussed with the teams if it is needed ) . Think on this as a last warning[/mod4]
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.
Wow! I assume that rolo has not talked to the Germans in private about this. Not the best approach from a game admin, I must say.
Chance is the Germans will be quite pissed about that and just give up, landing us in an even greater mess, as to how to handle a retired civ.
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
(December 5th, 2012, 14:47)NobleHelium Wrote: I would be happy to have an AI as our northern neighbor at this point...
But, that would be unfair to all the other teams. Perhaps there is at least one or two unspoiled, unaffiliated civ players out there, maybe on the ladder? This is jumping the gun, of course.
And, yeah, Rolo should have made a comment in private then put out a more nuanced public announcement. How'd this guy end up as admin, anyway?
Yeah, that is not the response I was expecting. I'll be crossing fingers that the German team just accepts this as a warning and gets a move on with their turns, and that they don't starting playing a game of brinksmanship ("Oh you think we played slow before? We'll show you how slow we can play! What are ya gonna do about it?") or walk away entirely.
If there's ever another Intersite game, it needs to be hosted here at Realms Beyond. CivFanatics has demonstrated repeatedly that they are not competent to hold this event.
People sometimes act so strangely if they can, even unconscionably, dehumanize (perhaps, too strong a word) others in their head. I find it hard to imagine someone giving a final warning as the first warning in person, but on the internet? It's easy to just ignore others' points as excuses and others' time as worthless.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.