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  #121  
Old September 19th, 2009, 03:36 AM

Valerius Valerius is offline
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Default Re: Momentum 2 - Running

Beginning with the next turn we will be moving to 48 hour hosting. While we will technically be at 48 hour hosting, given the way things have gone so far I think we'll effectively still be at around a 24 hour pace.

Also, I know things aren't looking good for some nations and, though I never mentioned anything about this in the first post, I appreciate everyone playing it through to the end. We haven't had one stale in this game despite the quick pace!
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  #122  
Old September 20th, 2009, 05:45 AM

yandav yandav is offline
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Default Re: Momentum 2 - Running

Sorry for the silly question but: what are the victory conditions? (I'd suggest the greatest number of lizards )
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  #123  
Old September 20th, 2009, 08:26 AM
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AreaOfEffect AreaOfEffect is offline
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Default Re: Momentum 2 - Running

Whoever gets Jotunheim capitol of course.

Edit:Technically that means Jotunheim won a long long time ago.
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  #124  
Old September 20th, 2009, 04:08 PM

Valerius Valerius is offline
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Default Re: Momentum 2 - Running

The game is set for default victory conditions - eliminate all other pretenders' provinces or dominion. Or of course, as is usually the case, all opponents concede. So we won't have to worry about any controversy regarding VPs.

Hosting has been changed to 48 hours but let's try to keep up with the quick pace we've set thus far.
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  #125  
Old September 21st, 2009, 03:45 PM
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Default Re: Momentum 2 - Running

My experience tells me that if you expand the hosting time, people will always take longer to submit their turns, sometimes disproportionately. Procrastination always manages to grab hold of at least one person every turn. Its not always the same person, but it happens nonetheless and the only force that tends to counter it is the pressure of a short deadline.

My point is that you can kiss the 12 hour turns goodbye forever. Say hello to an average of 42 hour turns, assuming people won't start staling that is.
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  #126  
Old September 21st, 2009, 03:58 PM

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Default Re: Momentum 2 - Running

It is not realistic to have 12 hour turns this far into game. Anyway, I liked a day off Dominions after the killer tempo we had.
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  #127  
Old September 21st, 2009, 04:11 PM

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Default Re: Momentum 2 - Running

I somewhat reluctantly changed the hosting time because things were moving so quickly. But I think it's important to stay with the game description I posted and that did indicate a switch to 48 hours at this point. Though if no one objected I'd be happy to switch back to 24 hours or maybe 36 as a compromise.

The other thing is, if anyone gets to the point that they feel they're finished please set yourself AI rather than just stale and have the game take the full hosting period. And don't forget to submit the turn after you issue AI orders since the game will wait for that turn file.

BTW, I changed the e-mail notifications from 6 hours before hosting to 9 hours before hosting.
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  #128  
Old September 21st, 2009, 05:08 PM

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Default Re: Momentum 2 - Running

As the only player I know of to be close to dying, I will state now that I plan to fight until the bitter end without staling out.

But essentially congrats to AoE on eliminating me. Your rush came at just the right time, and a costly mistake with my cyclops spelled my doom. Hopefully you can translate this momentum into victory. Thanks also to Psycho for the aid, the few gems I have left from the resistance will go to you on my last turn.
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  #129  
Old September 21st, 2009, 06:10 PM

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Default Re: Momentum 2 - Running

Quote:
Originally Posted by Alpine Joe View Post
... the few gems I have left from the resistance will go to you on my last turn.
You can actually still send gems/items/gold once you have been defeated. Since you get sent a file turn file telling you that you have been defeated, so you can use that turn to send whatever you have left in your kingdom to other players. Doing it this way (instead of sending stuff out the turn you 'expect' to die) also makes sure you remember to send in that final .2h file
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  #130  
Old September 21st, 2009, 06:42 PM
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Default Re: Momentum 2 - Running

I know its unrealistic to maintain ~12 hours turns at certain points of the game, I'm just noting a fact of human nature. Its even more noticeable when people move from 48 hours to 72.

I'm okay with a 48 hour turn limit for now, and I'm certainly not upset. As a general rule I wouldn't decrease the limit once its been extended as it can really mess some people up.
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