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Old October 10, 2001, 13:22   #1
Googlie
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Turns of AXT055 in Apolyton PBEM Tournament
Players are (in turn order):

vitamin j - Gaians ( vitaminj@icrazy.com )
smhfan86 - Peacekeepers ( callistosdarkside@home.com )
darius - Drones ( stephen.roy@snet.net )
Flubber - Cult ( sharris41@hotmail.com )

AI is Yang, Morgan and Aki-Zeta Five

Transcend level

Please read, digest and obey the rules posted at:

http://apolyton.net/forums/showthrea...threadid=14379

Please post turn notifications, comments, etc., below

AXT055-2102 sent to vitamin j

Good luck all
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Old October 10, 2001, 14:09   #2
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Flubber of the Cult checking in


I am located in Mountain time (North America) and try to check turns each morning and evening. I hope for a fast turn around time (particularly on the early turns where playing takes 2 minutes) or an email or board notification when there may be delays.

I look forward to meeting you all in-game where you will find me to be a peaceful cult.

Cheers and see you all soon.
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Old October 10, 2001, 20:24   #3
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Hey Flubber. I followed the Spartan challenge a little, so I'm a little nervous to take you on! Still, good luck to you and everbody.

2102 to the Peacekeepers.
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Old October 11, 2001, 00:56   #4
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just sent it to Darius - Drones.
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Old October 11, 2001, 07:47   #5
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Hey, everybody. Good to meet you. Smhfan, where are you from?

Turn to Flubber.
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Old October 11, 2001, 08:51   #6
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2103 on to the gaians
.
I hate to be a Pain in th a** but on my start I was missing my additional unit (the free independent worm the Cult gets-- or at least has gotten every time I have played them)-- I emailed googlie and he has admitted the oversight. . . and I have asked him to restart the game

Sorry again but when playing a faction that many think is "weak", I need every factional attribute. Both -1 ECON and -1 INDUSTRY are painful .

I guess this means that when googlie is done it is still vitaminj's turn but we will all have to redo our 2102 turns. Sorry

Last edited by Flubber; October 11, 2001 at 11:24.
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Old October 11, 2001, 11:57   #7
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Flubber is right

essentially nothing will change for anyone elsr - I'll just go back to the underlying scenario and add the worm, then go thru and set the same passwords etc. You'll all be in the same start positions.

Abject apologies (as I explained to F, I've never built a scenario with the Cult before, so the starting mindworm wasn't front and center like, say, Sparta's starting rover)

G.
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Old October 11, 2001, 12:10   #8
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Revised AXT055 - 2101 sent to vitamin j (I reset the year to 2101 to give y'all 400 turns worth of playing !!)

Again, apologies all round (I hope the pod pops give the same results for you all)

G.
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Old October 11, 2001, 19:50   #9
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Ok, once again...

2101 to the PKs.
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Old October 12, 2001, 12:35   #10
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2101 to Darius - Drones.

Question: How does trading tech work with human players? When you offer something, do you have to accept beforehand, and if they accept, do you get to see what they offer before the deal gets finalized.
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Old October 12, 2001, 13:04   #11
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If you go to the MP diplomacy screen you can see under "offer tech" any techs that you have that they do not and you can offer that tech. But no deal is final until both parties have hit "accept" on the SAME DEAL. That applies even to gifts. As a practical matter I usually do negotiations by email to reach a deal.

To speed the trade along I sometimes use gifts in turn to accomplish a trade. We might have agreed to trade techs but what I do is offer the tech for nothing and hit accept. When you get the turn you accept my gift before offering one in return and hitting accept. This requires trust but it has the advantage that a player can get a "traded" tech immediately by accepting the gift rather than making a counter-offer to be accepted. Of course I only do this if it is clear a deal has been reached

The more normal way is to offer a tech, have the responder offer something in return and only hit "accept" once the deal is set out on the screen.

Note that you can trade different numbers of techs, world maps energy, comm frequencies or any combination of these. You should also know that only 3 lines of any diplomatic "text" is visible to your opponent. This is again a reason to make diplomatic offers by email since complexity is not possible in the diplomatic dialogue box. it will be the last 3 lines that you type and hit enter before ending the transmission.

It is also handy to know that ANY change in the deal that has been accepted by the other side, negates their acceptance even if you are ADDING more stuff to give the other side. So if you have an involved trade and needed to give something extra, the best thing to do is accept the deal as your opponent has accepted it and then offer the additional stuff and hit "accept". On your opponents turn they will get whatever was in the big deal and then will have the option of "accepting" the additional stuff.

Even though we are not to have contact until we meet, there is no reason you cannot fool around in the comm screen area to figure out how it works. A little experimentation with the various stuff and you will find it is fairly intuitive.
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Old October 12, 2001, 19:32   #12
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2101 to Cha Flubber.
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Old October 12, 2001, 21:29   #13
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Thanx Flubber,

I just didn't know if you had to press accept beforehand. I was worried I'd offer someone a tech for nothing.
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Old October 12, 2001, 22:15   #14
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Turn passed


I understand we are playing with no diplomatic contact until we meet-- that would mean no treaties, truces or trades until our units meet-- If I am wrong let me know
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Old October 13, 2001, 16:13   #15
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Sorry about the treaties. I didn't know we weren't allowed to talk until we met.

Personally, I gotta wonder why Firaxis gave all the human players comm freqs to other humans in multiplayer. Unfair for the computer.
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Old October 13, 2001, 16:14   #16
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2102 to the PKs.
I was going to ask that very question, since smhfan86 just contacted me asking for a treaty. I didn't respond 'cause I wasn't sure... What if, for example, a faction with a rover moves adjacent to one of your units, then moves away with its second move. When your turn comes around, you won't see the unit, so you won't know you've made contact. And since we all have each others frequency in the commlink window, we won't be able to tell that way. I'm just wondering. I don't think I've met the PKs in this game yet ( at least I hope not! ) but I could have, and smhfan86 could be the only one that knows that.
If there was a thread somewhere outlining some common MP problems that would be cool.

vitamin j

edit: somewhat cross-posted...
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Old October 13, 2001, 16:27   #17
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2102 sent to Darius.

Just noticed there was a link to the rules at the top of the thread and going to read it now.

Sorry about my ignorance earlier.
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Old October 13, 2001, 16:35   #18
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I'm kinda confused on which rules we're using. in the link from the first post, it says there are tournament rules and pbem rules.

in the tournament rules it says we can start talking immediately, but it also says that we can see all the map, which we can't. so i assume it's the other rules we're following, which say we can't talk until we meet and so forth.
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Old October 13, 2001, 17:17   #19
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Right, we're playing an "other" map, not a "tournament" map. So communication is forbidden until we meet.

Vitamin j, if you encounter another human player without realizing it, I believe that player's status in your comm window will say "truce" instead of being blank. Can someone back me up on this?

Turn 2102 to Mr. Flubber.
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Old October 13, 2001, 17:19   #20
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I'm pretty sure the rules refer to free communication when using the tournament map. When using a random map, you have to meet in-game.

Edit: OK! Cross-posted again! I'm going away now...
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Old October 13, 2001, 17:31   #21
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Darius

I think you are right. Now I have no diplomatic status with you but I believe it defaults to truce once you meet.

So we should all reject any treaties for now. The reality is that we will not have met yet since googlie and tau "place" the factions. It should not happen that anyone is within meeting distance for at least a few turns. Its one of the advantages of having someone set up the game rather than trust the random generator which may place you smack-dab on top of the spartans
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Old October 13, 2001, 17:43   #22
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I have requested a resend as the turn I received was Darius's turn.
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Old October 13, 2001, 18:46   #23
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resend received -- Turn 2103 sent on to our friends in Planet
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Old October 13, 2001, 19:46   #24
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2103 to the PKs.
Flubber: I guess you are changing the turn year when you send it? Works for me! I've a hard enough time keeping track. And I'm last on the power graph!
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Old October 13, 2001, 20:03   #25
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2103 to Darius.
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Old October 13, 2001, 20:41   #26
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vitamin j: The year advances automatically. Otherwise, I'd never be able to keep track. And don't worry about the power graph this early. Any little thing, like discovering a tech, will make someone shoot up early in the game.

Turn to Flubber.
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Old October 13, 2001, 21:02   #27
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2104 onward
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Old October 13, 2001, 23:17   #28
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2104 to PKs
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Old October 14, 2001, 00:17   #29
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2104 to Darius.
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Old October 14, 2001, 12:13   #30
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The turn I received was smhfan's turn. I have requested a resend.
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