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Old 08-29-2009, 06:59 PM   #46 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

OK, nice to hear that, Bernout.
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Old 08-30-2009, 09:23 PM   #47 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Ok...it's time for me to get off my butt and get a proposal together for the next game. BTW, after having read through all the messages in this topic again I'm encouraged by how many new faces have shown up to post. I just hope the delayed game start hasn't had too many of them wander off.

So...here's my proposal which has FoW as its starting point. None of this is written in stone and is thus open for debate! For the veterans here, I've put in bold some of the changes from previous signups and from FoW in particular.

Bernout

---

TG BTS: PitSuc (Pitboss Succession aka SUC)


Game Start: ~2 weeks after game format is finalized


The Goal

This is the 5th game being hosted by the 6th Marine Division (|TG-MD6|) at TG. This time around the goal is to create a game environment that is friendlier to newer players as well as narrowing the competitive disadvantage that can result during a game.

As always, the main goal is to have fun playing one of the best strategy computer games! The server will have a 24 hour turn timer which makes the game accessible to casual gamers plus is friendly to players in all time zones. Now more than ever, players new to Civ4 or Civ4 multiplayer are welcome and encouraged to sign up and enjoy the experience!

Please read the remainder of this post in its entirety.


Expectations and Rules

This game will last months. If you don't have the patience to stick with the game until it ends then this is not the game for you.

It is a good idea, if possible, to have someone outside of the game who can substitute for you in the event of an extended absence. Letting the timer expire or turning your nation over to the AI temporarily are always options. Note that no player, including substitutes, are allowed to do turns for more than one nation unless there are no objections from any player in the game! Also, if you are going to disappear for longer than a couple of days, letting the timer expire in the process, please let everyone know so nothing unexpected is done with your nation while you are away.

TG's gaming philosophy will be in full effect. The simultaneous nature of the server means the game isn't truly turn based. It is possible to take back to back turns and gain an unfair advantage over another player, especially during a war. Rather than come up with a long list of rules, all players will be expected to avoid these type of situations to the best of their ability and we'll deal with problems as they arise. All issues are expected to be raised in a timely manner, no more than 1 turn after it happened.

The TG web site, especially this forum and private messaging (PM), are going to be the main means for players to discuss the game. Please check them on a regular basis once the game starts and remember that diplomacy is highly encouraged! A player list will be created once the game starts so that it is easy to send a PM to someone.

You will need official BTS patch 3.19. Note: if you used Direct 2 Download to get the game then you need to get your patches from them as well.

We will be using CivStats so that players can monitor the server status. Email notification will also be supported. More information will be provided upon game start.


Game Format

Custom Mod

A custom mod will be created based on the NoScore mod being used in the Fog of War (FOW) game. The intended changes from that mod will be:

1. Full compatibility with 3.19.

2. The "known civ" modifier will be increased so that nations lagging behind in tech will have an easier time catching up.


Download: TBD

Test Server: TBD

The mod should be unpacked into your Civ4 installation area (NOT the "My Games" area). Unpack into the ...\Civilization 4\Beyond the Sword\mods folder. No need to create a folder since unpacking it will create the required "[mod name]" folder.

Please connect to the test server and verify that you have the mod installed properly. No passwords are necessary or should be used when logging in as a nation.

The mod provides the following changes:
  • Limited score. Only Wonders count and with as small a value as possible.
  • No global demographics.
  • Custom deity difficulty level. Tech cost has been increased to that of a deity epic game. Also, all AI bonuses have been removed.
  • Barbarian events have been removed (although events are not active for this game).
  • List of technologies popped from a Hut have been reduced.
Huge thanks and credit to Niklas for creating this mod!


Succession Teams

A nation can be run by a team of up to 2 players. The primary player will be a "non-expert" who may be paired with a more experienced player. It will be up to the two players to figure out how they want to play the nation with the understanding that the primary player has the final say in any disagreements.

Also, it should be understood that the spirit of the game is to create a learning environment for less experienced players. Having a veteran end up completely running the nation for an extended period would be highly frowned upon.

Game Play Variants

There will be no gifting of military units. City gifting may take place as long as it does not violate the following rule.

Nations at game start will be limited to 8 cities total. This number will be increased by 1 when 50% of the players (rounded up) have reached this limit. When 50% of the players have reached the new limit it will be increased again, so on and so forth.


Nation Assignments

Primary players will be assigned player numbers based on an alphabetical list of TG account names. Nations and their leaders will be assigned randomly.

Difficulty Level

The difficulty level being used is Deity (custom version) for all players.

Settings:
  • Map: Inland Sea (as generated by the Full of Resources script). Also, starting locations may be modified by someone with the ability to do so who isn't playing in the game. Munro has volunteered for this if he is still available and willing to do it.
  • Size: TBD
  • Climate: Temperate
  • Sea Level: Low
  • Era: Ancient
  • Speed: Normal
  • World Wrap: Flat
  • Start: Inland

Game Options Selected:
  • Choose Religions
  • No Technology Trading
  • Permanent Alliances
  • No Vassal States
  • No Random Events

Full Option List:
  • No Advanced Start
  • City Razing
  • City Flipping From Culture
  • No City Flipping After Conquest
  • Barbarians
  • No Raging Barbarians
  • Restricted/Normal Leaders
  • Choose Religions
  • NoTechnology Trading
  • Permanent Alliances
  • No Require Complete Kills
  • No Vassal States
  • Tribal Villages
  • No Random Events
  • Espionage

Victory:
  • Time
  • Conquest
  • Domination - city limit rule may make this impossible
  • Cultural
  • Space Race
  • Diplomatic
  • Custom Diplomatic (see below)

Multiplayer:
  • Simultaneous Turns
  • Take Over AI
  • Turn Timer - 24 hours (approx. 28 hours of real time at game start)

End Game

The end of the game will be determined either by player vote or by an in game victory condition being met. In the case of the vote, the following procedure is to be followed:

1. A vote to end the game may be called by any player but may not be called within 30 days of the conclusion of a previous vote.

2. The vote will be held in these forums for a period of 1 week. Every attempt will be made to get a yes or no vote from each player but in the event a player can not be reached it shall be counted as a 'yes' vote.

3. At the end of the week, if a 2/3 yes vote (rounded up) results in the game ending then the agreed upon dominant player at that time will be the winner unless they concede the victory to someone else. Note that this game allows a team victory via a permanent alliance.

If the players of a nation wish to quit the game, and no other player in the game has an objection to it, then they may turn their nation over permanently to the AI or find a sub to take it over. Obviously the latter is preferred if possible.


Sign Up

The signup questions will be structured as follows:
  • Please acknowledge that you have read and understood the first message of this signup topic:
  • Have you connected to the test server:
  • Civ4 Player Name:
  • Time Zone:

  • What is your normal single player difficulty level which you play at (or would play at)?
  • How many multiplayer games have you participated in: 0, 1 - 2, 3 - 10, or 10+?
  • Would you consider yourself an expert player?
  • If you are an expert player, are you willing to be an advisor?
  • Is there someone who you wish to be partnered up with?

__________________

|TG-MD6| TG Primer


Last edited by Bernout; 08-31-2009 at 01:26 AM.
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Old 09-01-2009, 12:43 AM   #48 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Just for clarification here...what I'd like to do is spend the rest of this week getting feedback from you guys on the game format. In the meantime I'll bug Niklas and see if we can get the new mod nailed down and get a test server up and running.

If everything goes as planned I should be putting up an official sign up topic next week sometime and we'd have a game start 3rd or 4th week in September.

Bernout

Quote:
Originally Posted by Bernout View Post
Ok...it's time for me to get off my butt and get a proposal together for the next game. BTW, after having read through all the messages in this topic again I'm encouraged by how many new faces have shown up to post. I just hope the delayed game start hasn't had too many of them wander off.

So...here's my proposal which has FoW as its starting point. None of this is written in stone and is thus open for debate! For the veterans here, I've put in bold some of the changes from previous signups and from FoW in particular.

Bernout

---

TG BTS: PitSuc (Pitboss Succession aka SUC)


Game Start: ~2 weeks after game format is finalized


The Goal

This is the 5th game being hosted by the 6th Marine Division (|TG-MD6|) at TG. This time around the goal is to create a game environment that is friendlier to newer players as well as narrowing the competitive disadvantage that can result during a game.

As always, the main goal is to have fun playing one of the best strategy computer games! The server will have a 24 hour turn timer which makes the game accessible to casual gamers plus is friendly to players in all time zones. Now more than ever, players new to Civ4 or Civ4 multiplayer are welcome and encouraged to sign up and enjoy the experience!

Please read the remainder of this post in its entirety.


Expectations and Rules

This game will last months. If you don't have the patience to stick with the game until it ends then this is not the game for you.

It is a good idea, if possible, to have someone outside of the game who can substitute for you in the event of an extended absence. Letting the timer expire or turning your nation over to the AI temporarily are always options. Note that no player, including substitutes, are allowed to do turns for more than one nation unless there are no objections from any player in the game! Also, if you are going to disappear for longer than a couple of days, letting the timer expire in the process, please let everyone know so nothing unexpected is done with your nation while you are away.

TG's gaming philosophy will be in full effect. The simultaneous nature of the server means the game isn't truly turn based. It is possible to take back to back turns and gain an unfair advantage over another player, especially during a war. Rather than come up with a long list of rules, all players will be expected to avoid these type of situations to the best of their ability and we'll deal with problems as they arise. All issues are expected to be raised in a timely manner, no more than 1 turn after it happened.

The TG web site, especially this forum and private messaging (PM), are going to be the main means for players to discuss the game. Please check them on a regular basis once the game starts and remember that diplomacy is highly encouraged! A player list will be created once the game starts so that it is easy to send a PM to someone.

You will need official BTS patch 3.19. Note: if you used Direct 2 Download to get the game then you need to get your patches from them as well.

We will be using CivStats so that players can monitor the server status. Email notification will also be supported. More information will be provided upon game start.


Game Format

Custom Mod

A custom mod will be created based on the NoScore mod being used in the Fog of War (FOW) game. The intended changes from that mod will be:

1. Full compatibility with 3.19.

2. The "known civ" modifier will be increased so that nations lagging behind in tech will have an easier time catching up.


Download: TBD

Test Server: TBD

The mod should be unpacked into your Civ4 installation area (NOT the "My Games" area). Unpack into the ...\Civilization 4\Beyond the Sword\mods folder. No need to create a folder since unpacking it will create the required "[mod name]" folder.

Please connect to the test server and verify that you have the mod installed properly. No passwords are necessary or should be used when logging in as a nation.

The mod provides the following changes:
  • Limited score. Only Wonders count and with as small a value as possible.
  • No global demographics.
  • Custom deity difficulty level. Tech cost has been increased to that of a deity epic game. Also, all AI bonuses have been removed.
  • Barbarian events have been removed (although events are not active for this game).
  • List of technologies popped from a Hut have been reduced.
Huge thanks and credit to Niklas for creating this mod!


Succession Teams

A nation can be run by a team of up to 2 players. The primary player will be a "non-expert" who may be paired with a more experienced player. It will be up to the two players to figure out how they want to play the nation with the understanding that the primary player has the final say in any disagreements.

Also, it should be understood that the spirit of the game is to create a learning environment for less experienced players. Having a veteran end up completely running the nation for an extended period would be highly frowned upon.

Game Play Variants

There will be no gifting of military units. City gifting may take place as long as it does not violate the following rule.

Nations at game start will be limited to 8 cities total. This number will be increased by 1 when 50% of the players (rounded up) have reached this limit. When 50% of the players have reached the new limit it will be increased again, so on and so forth.


Nation Assignments

Primary players will be assigned player numbers based on an alphabetical list of TG account names. Nations and their leaders will be assigned randomly.

Difficulty Level

The difficulty level being used is Deity (custom version) for all players.

Settings:
  • Map: Inland Sea (as generated by the Full of Resources script). Also, starting locations may be modified by someone with the ability to do so who isn't playing in the game. Munro has volunteered for this if he is still available and willing to do it.
  • Size: TBD
  • Climate: Temperate
  • Sea Level: Low
  • Era: Ancient
  • Speed: Normal
  • World Wrap: Flat
  • Start: Inland

Game Options Selected:
  • Choose Religions
  • No Technology Trading
  • Permanent Alliances
  • No Vassal States
  • No Random Events

Full Option List:
  • No Advanced Start
  • City Razing
  • City Flipping From Culture
  • No City Flipping After Conquest
  • Barbarians
  • No Raging Barbarians
  • Restricted/Normal Leaders
  • Choose Religions
  • NoTechnology Trading
  • Permanent Alliances
  • No Require Complete Kills
  • No Vassal States
  • Tribal Villages
  • No Random Events
  • Espionage

Victory:
  • Time
  • Conquest
  • Domination - city limit rule may make this impossible
  • Cultural
  • Space Race
  • Diplomatic
  • Custom Diplomatic (see below)

Multiplayer:
  • Simultaneous Turns
  • Take Over AI
  • Turn Timer - 24 hours (approx. 28 hours of real time at game start)

End Game

The end of the game will be determined either by player vote or by an in game victory condition being met. In the case of the vote, the following procedure is to be followed:

1. A vote to end the game may be called by any player but may not be called within 30 days of the conclusion of a previous vote.

2. The vote will be held in these forums for a period of 1 week. Every attempt will be made to get a yes or no vote from each player but in the event a player can not be reached it shall be counted as a 'yes' vote.

3. At the end of the week, if a 2/3 yes vote (rounded up) results in the game ending then the agreed upon dominant player at that time will be the winner unless they concede the victory to someone else. Note that this game allows a team victory via a permanent alliance.

If the players of a nation wish to quit the game, and no other player in the game has an objection to it, then they may turn their nation over permanently to the AI or find a sub to take it over. Obviously the latter is preferred if possible.


Sign Up

The signup questions will be structured as follows:
  • Please acknowledge that you have read and understood the first message of this signup topic:
  • Have you connected to the test server:
  • Civ4 Player Name:
  • Time Zone:

  • What is your normal single player difficulty level which you play at (or would play at)?
  • How many multiplayer games have you participated in: 0, 1 - 2, 3 - 10, or 10+?
  • Would you consider yourself an expert player?
  • If you are an expert player, are you willing to be an advisor?
  • Is there someone who you wish to be partnered up with?

__________________

|TG-MD6| TG Primer

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Old 09-01-2009, 02:18 PM   #49 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Looks good to me, can see any issues other than the definition of an Expert player. I'm sure that one will be batted around for a while.
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Old 09-01-2009, 10:22 PM   #50 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Quote:
Originally Posted by Morgan View Post
Looks good to me, can see any issues other than the definition of an Expert player. I'm sure that one will be batted around for a while.
Like most things in life, everything is relative. I'm not too worried about drawing an exact line. It is more a case of looking at who signs up and then pairing people up as best we can.

Bernout
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Old 09-02-2009, 05:01 PM   #51 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

This coming year is looking like a rough one in RL ... H1N1 flu (I work in public health), having to recertify in my specialty (every ten years, have to take one of those damn exams again!), intensifying family obligations. So I am probably going to have to wind down on pitboss for now.

If you have some newcomers looking for an experienced partner, I could probably fill that role if you don't get enough mentors otherwise.

dV
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Old 09-04-2009, 03:49 PM   #52 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

When you say deity difficulty, that means we play with deity-level barbarians, right?

Lastly, what are the technologies that we can or cannot pop from huts because of this custom mod?
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Old 09-04-2009, 04:35 PM   #53 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Hut techs are limited to the first 2 tiers on the tech tree (plus the standard restriction, no religions). Starter techs plus pottery, sailing, Bronze working etc.. no iron working or math or astronomy.
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Old 09-04-2009, 07:04 PM   #54 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Personally I would prefer if the no score mod wasn't used as it alters the game significantly which might not be best when trying to teach beginners the game.
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Old 09-05-2009, 06:53 AM   #55 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Quote:
Originally Posted by Bernout View Post

The signup questions will be structured as follows:
  • Please acknowledge that you have read and understood the first message of this signup topic:
  • Have you connected to the test server:
  • Civ4 Player Name:
  • Time Zone:

  • What is your normal single player difficulty level which you play at (or would play at)?
  • How many multiplayer games have you participated in: 0, 1 - 2, 3 - 10, or 10+?
  • Would you consider yourself an expert player?
  • If you are an expert player, are you willing to be an advisor?
  • Is there someone who you wish to be partnered up with?


Okay, where can I sign up please? (sorry for stupid question, this is my first pitboss attempt ...)
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Old 09-05-2009, 07:57 AM   #56 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Does the city linmit increass with war, like if you take over a city, or do you have to raze that city?
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Old 09-05-2009, 11:42 AM   #57 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Quote:
No Technology Trading
Quote:
Custom deity difficulty level. Tech cost has been increased to that of a deity epic game. Also, all AI bonuses have been removed.
Does not compute. At least not with normal speed.
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Old 09-05-2009, 10:50 PM   #58 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Diety tech cost has been adjusted in the mod. It's roughly double Noble-Normal if I remember correctly, which works out to about the same cost as Diety-Epic.

The Fog of War game has the same setting, except that game has trading on.
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Old 09-05-2009, 11:15 PM   #59 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Yes I know. What I meant is that the tech costs will be too high if you can't tech trade -- IMO they should be lowered. If not it will make a huge difference in gameplay. That's perfectly fine if desired, but it should be carefully pointed out to anyone joining.

Don't think I have time for another game so if requested I can look at the map before the game starts too.

Last edited by Rusten; 09-05-2009 at 11:56 PM. Reason: was sleepy
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Old 09-06-2009, 01:05 AM   #60 (permalink)
 
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Re: New Pitboss Game Discussion (Jun 30/09)

Quote:
Originally Posted by oyzar View Post
Personally I would prefer if the no score mod wasn't used as it alters the game significantly which might not be best when trying to teach beginners the game.
I've given that some thought and it's a good point. Rusten also is right about the tech rate not being compatible with no tech trading. However, I do like the deity AI settings, hut limitations, and we also have the need to try modifying the "known civ" value to make catch up easier. So maybe a simplified version of the NoScore mod is in order?

I took a quick look at the BUFFY mod and it's an interesting idea. Not sure if we want to go that route though.

Quote:
Originally Posted by Kemal
Okay, where can I sign up please? (sorry for stupid question, this is my first pitboss attempt ...)
A seperate sign up topic will be created when the time comes. Stay tuned.

Quote:
Originally Posted by classical_hero
Does the city linmit increass with war, like if you take over a city, or do you have to raze that city?
War does not affect the limit. You'd have to raze it so that the city limit was not exceeded. Either that or gift it to someone who is under the limit. I think it's fair to allow a turn for that kind of diplomacy to happen.

I had thought about eliminating city gifting entirely but I think daV was right when he said that the city limit itself puts enough of a restriction on that. It'll be interesting to see how this plays out in game.

Quote:
Originally Posted by Rusten
Don't think I have time for another game so if requested I can look at the map before the game starts too.
It seems like quite a few of the more experienced players are in the same boat. I hope you will consider being an advisor in this game though! I would think that position shouldn't take up a whole lot of time.

Bernout
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