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  #21  
Old June 29th, 2003, 09:24 AM
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Default Re: New PBW game for newbies

That's a good idea I hadn't thought of, Joachim. And actually, I was thinking about it, and I don't think he'd miss much even if he'd let the AI run it for a while. It'll still explore and colonize for him for a while, maybe not as efficiently, but he'll have plenty of time to catch up. It's going to be a long game
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  #22  
Old June 29th, 2003, 04:48 PM
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Default Re: New PBW game for newbies

AI really sucks. And initial exploration / buildup is very important, as the success there lays the base for the size of your empire later. Every producing shipyard is the key for an average of 2 more colonies per turn, which in turn can build up and form the base for another 2 colonies per turn, thus multiplying the early success. One producing shipyard less in turn 10 may mean about 20 colonies less in turn 30, and 50 colonies less in turn 40.

I think it's less disadvantegous to let the AI take over some turns in the 40-60 range than right at the start, even if the AI seems to do more later by handling more ships and planets. But the effect is not so severe at that time because its less critical, due to already formed borders, pre-planned production queues, and limits of expansion.

Cybersol, if you want to play that game, look for a standby who can do the first turns. I would do if you want. Just make sure you take over after your vaccation. I don't want to play the whole game since I think tech trading and intel allowed with no limitations to alliances will put too much emphasis on diplomacy, which I do neither like nor have time for. If you can form a reliable from-the-first-hour-alliance it will win the game, no matter how good you are doing strategically as a lone wolf. Especially with alliance wins enabled.
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  #23  
Old June 29th, 2003, 09:59 PM
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Default Re: New PBW game for newbies

Quote:
Originally posted by Joachim:
Cybersol, you dont want to just find someone to cover for you? 2 weeks should only be a few turns given so many players.
I didn't think anyone would want to play for the first 10 turns of a game and not finish, but Roanon seems to have volunteered to do just that.

Quote:
Originally posted by Ares:
That's a good idea I hadn't thought of, Joachim. And actually, I was thinking about it, and I don't think he'd miss much even if he'd let the AI run it for a while. It'll still explore and colonize for him for a while, maybe not as efficiently, but he'll have plenty of time to catch up. It's going to be a long game.
Quote:
Originally posted by Roanon:
AI really sucks. And initial exploration / buildup is very important, as the success there lays the base for the size of your empire later. Every producing shipyard is the key for an average of 2 more colonies per turn, which in turn can build up and form the base for another 2 colonies per turn, thus multiplying the early success. One producing shipyard less in turn 10 may mean about 20 colonies less in turn 30, and 50 colonies less in turn 40.

I think it's less disadvantegous to let the AI take over some turns in the 40-60 range than right at the start, even if the AI seems to do more later by handling more ships and planets. But the effect is not so severe at that time because its less critical, due to already formed borders, pre-planned production queues, and limits of expansion.

Cybersol, if you want to play that game, look for a standby who can do the first turns. I would do if you want. Just make sure you take over after your vaccation. I don't want to play the whole game since I think tech trading and intel allowed with no limitations to alliances will put too much emphasis on diplomacy, which I do neither like nor have time for. If you can form a reliable from-the-first-hour-alliance it will win the game, no matter how good you are doing strategically as a lone wolf. Especially with alliance wins enabled.
Roanon, you seem to have a similar philosophy about the importance of initial game expansion and the value of compounding. I would be thankful if you would be willing to start things out. We should get in touch by email, so I am going to send you a PM with my email address.
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  #24  
Old June 30th, 2003, 09:47 AM
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Default Re: New PBW game for newbies

I know something the PBW site doesn't know. I decoded the game master's password. Only took 24 hours of hard work. I would tell you, but then I would have to kill you. Oh yeah, I might do that later anyway. (Ok so I should put down the nonsense threads and back away from the computer)

On a more serious note. How is the restart going?
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  #25  
Old June 30th, 2003, 03:07 PM

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Default Re: New PBW game for newbies

I'm back from my WE...
What's up ? people arguing about game parameters ? no new turn since Wednesday ?
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  #26  
Old July 2nd, 2003, 08:24 AM

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Default Re: New PBW game for newbies

Seems that we've started from scratch with an entirely new map... But the scores are still visible for everyone, was it the settings you wanted, Ares ?
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  #27  
Old July 3rd, 2003, 09:27 PM
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Default Re: New PBW game for newbies

A couple of players are gone, so we have a couple of slots open again! We're still in the first few turns, so you won't miss much!

Edit: Yes, Trooper, it was.

[ July 03, 2003, 20:27: Message edited by: Ares ]
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A lot of the stuff in the text is redundant 'cause it says the same thing over and over...
-Quote from an Army instructor ending the Ongoing Military Intelligence Global Oxymoron Debate (OMIGOD)
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