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Re: Diplomacy
Posted by Kel:-
"That said, I think it *is* fair to say that people who want other people to NOT be able to make joint victories are trying to get them to play the game according to their 'vision' of how it should be played. That is, while they may feel they are trying to give themselves more options, regardless, they are clearly trying to take away options from the people who want to ally." I would say it is the alliance players who are being unfair. The game Dominion allows only a single victor. If you play a game of dominiom you are expecting to have to defeat everyone - anything else is not the same game and it is unfair to spring this on someone. Kel "In summary, alliances have an implicit impact on your strategies while banning alliances explicitly limits those who want them." Alliances are OK joint wins are verboten. Kel "Dominions uniqueness does not boil down to it's diplomatic/political system. I enjoy the game, whether I form an alliance or not in that particular game. If your enjoyment of the game really all comes down to whether or not two people can permanently ally, you always have the option of making house rules for new games. That might actually prove to be a good way to avoid artificially limiting the games options as only people who want to play that way, will join that game." Allowing a joint win is a house rule. I am arguing more logic than sentiment here too - as I have said I would love a team Version & in practice would be happy with emergent, rather than (secretly) prearranged alliance wins. Pickles [ July 01, 2004, 10:38: Message edited by: Pickles ] |
Re: Diplomacy
"1) Most importantly, diplomacy becomes *the single* most important factor in the game once initial expansion is over. It doesn't really matter how well you manage your empire, or how well your armies fight. It only matters who is allied with who. Effectively, diplomacy becomes the game and the entire game becomes micromanagement overhead."
I have made this point myself, in conversation, but was countered, a lot, it is the most important factor but not the only one. I agree with Norfleets rebuttal of the rest though, with the added point that it does not seem not that easy to specialise as part of an ad hoc team in this game as you cannot share knowledge or search provinces for one another or coperate militarily etc. Pre arranged teams are different. Pickles |
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If Joe and Jack are the Last two people standing and you have been wiped out, do you really have any say in what happens to the game after that ? Of course not. Thus, anyone can joint win if they want. Heck, if 2 people who were *never* allied get bored with the game and they both want to end it, why should an eliminated player have a say in whether they keep going ? Quote:
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- Kel |
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Re: Diplomacy
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- Kel |
Re: Diplomacy
I do not think we are very far apart on this.
Kel says "Really, as far as a dual win goes, unless someone tells you about it, you really don't even have a way of knowing whether they are going to fight it out when there are only two people left, anyway." Except here - if you are expecting to play to the Last man and others are going to wimp out with a 3 way tie then you are disadvantaged throughout the game. What they do after you stop will have impacted on the way they behaved before. Someone else (Zapmeister?) made the same point earlier in the thread. Alliances are supposed to be temporary in the game as there can be only one. As you say it is not a problem in practice I will concede it is not worth discussing more Pickles |
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The fact is that humans are social animals and one way or another they will interact.(Diplomacy) Not using diplomacy is a type of diplomacy in itself. |
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Even the most hostile and aggressive player, however, cannot afford to attack everyone at once from the very beginning, and would welcome any gesture which allows him to focus on his current victim. |
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Second, calling it 'wimping out' is just plain inflammatory. For me, at least, Dom2 is a strategy game, not a rite of manhood. Quote:
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If dual wins *are* allowed, they may or may not be allied until they kill you. If dual wins *are not* allowed, they still may or may not be allied until they kill you. Quote:
- Kel |
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I've also found role playing is a giant help in forming relationships in game with ppl you don't know. Sort of an ice-breaker. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I go by what I've seen from previous games... it don't matter if xyz person says he's playing a trustworthy priest personality or not. My own personal code I follow during games is simple. As far as diplomacy I follow a paladin honor system until they break a treaty. Every treaty made afterwards is weak and almost ignored even for future games. I set all my treaties with a time limit of days. If they break a treaty... then from any game in the future I will go so far as to even kick them when they're down. As long as they always remain honorable to the treaties until the set expiration time those players could leave neighboring provinces completely empty. Even at the cost of losing the game I won't break my treaty unless they have been untrustworthy in the past turns or past games. To me this is more important then winning... because there will always be new games to play and knowing trustworthy and honorable players will be more valuable in the long term. |
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