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-   -   The Council of Wyrms (http://forum.shrapnelgames.com/showthread.php?t=26149)

Ygorl October 26th, 2005 01:32 AM

Re: Proposed Rules V2
 
Ironhawk, I think people were/are trying to encourage more interwyrm communication. While the tactic you mention may not be strictly against the rules, if it happened to me I would immediately throw a proposal before the council to let me retake the province and even exact a little punishment (one other province?) from the nasty naughy wyrm who'd done it. Anyone who voted yea would become my new best friend; I'd probably also threaten any nay-sayers with invasion by a dancing singing army of bards, as punishment for being so obviously biased and mean-spirited.

Incidentally, C'tis now has a prophet who's perfectly capable of doing exactly this. Let's see... How did Grundle vote on Proposition 4? Aha... "Nay!" I'm scared of my fellow 'Islander... Are you?

Huntsman October 26th, 2005 09:56 AM

Re: Proposed Rules V2
 
Quote:

Ygorl said:
Ironhawk, I think people were/are trying to encourage more interwyrm communication. While the tactic you mention may not be strictly against the rules, if it happened to me I would immediately throw a proposal before the council to let me retake the province and even exact a little punishment (one other province?) from the nasty naughy wyrm who'd done it. Anyone who voted yea would become my new best friend; I'd probably also threaten any nay-sayers with invasion by a dancing singing army of bards, as punishment for being so obviously biased and mean-spirited.

INdeed, this is the whole point of being a Wyrm in this game, IMHO. We don't need more rules--just bring it to the council! The diplomacy should make the game more interesting.

Quote:

Incidentally, C'tis now has a prophet who's perfectly capable of doing exactly this. Let's see... How did Grundle vote on Proposition 4? Aha... "Nay!" I'm scared of my fellow 'Islander... Are you?

Awww, he's not such a bad guy once you get to know him. http://forum.shrapnelgames.com/image...es/biggrin.gif

Cainehill October 26th, 2005 11:10 AM

Re: Proposed Rules V2
 

Also, seems that if assassinations are considered okay and legit, the war-spy stratagem certainly should be. I know I'd consider it just as much a declaration of war, if not more so, for someone to sit there assassinating my researchers, battle mages, prophet, etc, as for them to wait turn after turn for my PD to detect them.

In addition, there's a relatively simply defense : Leave PD at 9 (can't remember if PD has to be 10 or 11 to detect spies), and their stealth weapon won't ever be detected, thus can't take the province. Toss some regular troops & commanders in with the PD, and the province is just as strongly protected as if the PD was higher.

Huntsman October 26th, 2005 11:23 AM

Re: The Council of Wyrms
 
How does one get images to show on the wiki? It seems like the wiki has to host the images but that feature is disabled. Is there a way to link to an offsite file?

The Panther October 26th, 2005 05:11 PM

Re: The Council of Wyrms
 
While I was in favor of the spirit of Prop 4, I did not like how it specified exact penalties. I think it should be left up to the Council to decide penalties (if any). No way can all situations be covered with a single specific rule. This is why I took out the 3-day attack window clause that was present in Version 1 of the rules. It was too specific and would likely not apply in all situations. Let the Council decide instead.

Certainly, any nation which is taking provinces by stealthy means (per the Ironhawk scenario) would likely have to be quite persuasive in Council to avoid being severely punished. Maybe he is simply retailiating for excessive assassinations or excessive stealth preaching (or whatever). Perhaps he is doing it for a very sound reason. Again, how good a case can you make in Council? This is the key point in all of this. For sure, many votes can be bought anyways, just like has always been true since the dawn of democracy. Remember President Bush and his pledge to reduce taxes during the 2000 election? He certainly bought my vote with that one, for I pay a heck of a lot of excessive taxes to the crooks in Washington!

Per the Cainehill comment above: Of course an enemy who is endlessly assassinating your beloved commanders is pretty much a heavy-handed hostile move. Certainly the Council would look favorably upon a request to retaliate for such an action (unless you have pissed off too many wyrms prior to said incident). I even doubt it would take much bribing to win such a vote.

As for the rules, I tried to make it as simple as possible: Attacking a province controlled by another nation requres a Council ruling. All other things revolve around this basic idea.

This means Ghost Riders are out (I saw that Prop 5 failed very strongly so other wyrms are in agreement with me here). This means assassinations are in, since it is not an attack on an enemy province. This means you can't automatically fault a guy with a stealth unit getting caught and being attacked, for the stealthy unit is not attacking the enemy province. In the end analysis, all grey areas mean a Council decision.

In fact, after reading all the thoughtful posts here, I have come to the opinion that tactical use of stealth might just be much more powerful in this game than in most games under normal FFA rules. And this is not necessarily a bad thing.

The Panther October 27th, 2005 09:00 PM

Re: The Council of Wyrms
 
I have all turns except for Ermor and Caelum. Hosting deadline is in a couple of hours.

The Panther October 27th, 2005 10:46 PM

Re: The Council of Wyrms
 
Turn 5 is out.

Machaka took 2 provinces this turn. Obviously, us wyrms will have to watch that wayward dragon very, very closely. Perhaps Machaka is taking provinces for some lucky wyrms which started near the spiders. http://forum.shrapnelgames.com/images/smilies/wink.gif

Man remains the only nation with 2 VPs.

The Panther October 30th, 2005 03:14 PM

Re: The Council of Wyrms
 
I have not received turns from the following nations:
Ctis
Ermor
Marignon

The deadline is 9 hours from now.

The Panther October 30th, 2005 09:55 PM

Atlantis turn needed
 
NOTE:

The Atlantis turn file does not work. Please send in a fixed turn as soon as posible.

All other turns have been received.

Edit: I decided to wait for Whollaborg to resend the turn and try to see what the problem might be. If I receive a good Atlantis file overnight, I will host the game in the morning.

PashaDawg October 31st, 2005 09:32 AM

Re: Atlantis turn needed
 
Sometimes it helps to have the file sent as a zip when it does not work the first time. Don't ask me why.

Arralen October 31st, 2005 03:10 PM

Re: Atlantis turn needed
 
Has something to do with 8-to-7 bit conversion by email servers/relays. All of them know what a zip file is and handle it accordingly, but few of them know about DOM files .. and start strange conversions on them.

=> Better always zip up your files. Saves transfer volume, by the way ...

Huntsman October 31st, 2005 04:03 PM

Re: Atlantis turn needed
 
Bah. Both my PBEM's are behind schedule so now I have to actually work today. http://forum.shrapnelgames.com/images/smilies/frown.gif

PashaDawg October 31st, 2005 11:55 PM

Re: Atlantis turn needed
 
For what it is worth, I don't like dealing with zip files as a PBEM host. It just adds more steps to my job. The screwed up turns happen quite infrequently.

Morkilus November 1st, 2005 02:44 AM

Re: Atlantis turn needed
 
Are we hosting turn 5 tomorrow night instead? No way I can get a turn 6 in by tomorrow night.

The Panther November 1st, 2005 11:21 AM

Re: Atlantis turn needed
 
I jst sent out the turns. There was a delay because my trial microsoft office package expired yesterday, throwing everything into chaos. I finally got it fixed.

The deadline for the next turn will be Thursday at 8 PM MST.

As for the current turn results, one more wyrm bit the dust, that being Kir'Dog of TC. If any other wyrms died who are not in the HoF, please remember to anounce the fact.

The_Tauren13 November 1st, 2005 12:07 PM

Re: Atlantis turn needed
 
Kir'Doq felt it was getting a little too cold, so decided to take a nice warm vacation in hell.

Wish November 1st, 2005 12:27 PM

Re: Atlantis turn needed
 
what did him in?

Huntsman November 1st, 2005 01:10 PM

Re: Atlantis turn needed
 
Quote:

Wish_For_Blood_Slaves said:
what did him in?

Probably a lance. http://forum.shrapnelgames.com/image...s/confused.gif

RonD November 1st, 2005 01:59 PM

Re: Atlantis turn needed
 
Whatever it was, most of TC's troops went along for the ride.

Wish November 1st, 2005 03:34 PM

Re: Atlantis turn needed
 
I went up against lances this last turn, and I survived. I don't think they are our achilles heel... so to speak.

The Panther November 3rd, 2005 11:30 AM

Turn 6
 
I have received all turns. I will go ahead and host this morning. The normal deadline is Sunday evening, but we may be able to host before then if people get their turns done quickly.

The Panther November 3rd, 2005 11:45 AM

Turn 7
 
Turn 7 is out. No wyrms appeared to have died this time.

The Panther November 6th, 2005 06:29 PM

Re: Turn 7
 
All turns received except for Abysia. Deadline at 8 this evening.

Cainehill November 6th, 2005 07:43 PM

Re: Turn 7
 
Quote:

The Panther said:
All turns received except for Abysia. Deadline at 8 this evening.

Sending it again - had mailed it on Friday.

The Panther November 6th, 2005 08:42 PM

Re: Turn 7
 
You didn't get a returned mail message? I never did get your mail.

Anyway, Turn 8 has hosted and the (formerly) great wyrms of R'lyeh and Arcosephale have joined the growing list of dead pretenders.

Next turn due 8 PM MST on Tuesday.

Wish November 6th, 2005 08:54 PM

Re: Turn 7
 
looks like the secret to marignons army size: mercs.

djo November 6th, 2005 09:02 PM

Re: Turn 7
 
Quote:

Wish_For_Blood_Slaves said:
looks like the secret to marignons army size: mercs.

Correction: the secret is turmoil 3/luck 3; that's how you afford the mercs.


With all those dead wyrms, it'd be a good time to push some through nasty legislation!

Zooko November 7th, 2005 12:08 AM

Re: Turn 7
 
I will Propose a Proposition.

Zooko November 7th, 2005 12:20 AM

Re: Turn 7
 
Is Kir'Doq of Tien Chi still dead?

Zooko November 7th, 2005 12:21 AM

Re: Turn 7
 
I see that Kir'Doq is recorded as having one death in the Pretender Builds section of the capitol, and is listed among the dead.

The Panther November 7th, 2005 02:19 AM

Re: Turn 7
 
A proposition is now open for voting.

Wish November 7th, 2005 12:26 PM

Re: Turn 7
 
I have put up a sister proposition to prop 6, for election of treasurer of council

Cainehill November 8th, 2005 12:15 PM

Re: Turn 7
 

Proposition 6 really needs a vote from C'tis or Man - a single "no" vote defeats 6 and 7.

The Panther November 8th, 2005 12:28 PM

Re: Turn 7
 
Quote:

Cainehill said:

Proposition 6 really needs a vote from C'tis or Man - a single "no" vote defeats 6 and 7.

Actually, Proposition 7 is illegal, for it violates Rule 4 of the Wyrm's charter which requires a yes/no vote only.

Also, Proposition 6 was defeated 5-3 since votes must be recorded within 24 hours. Man and C'tis abstained for failure to vote (according to Rule 4).

I am missing turns from:
Arco
Ermor
Man

Deadline is in about 12 hours.

Huntsman November 8th, 2005 01:16 PM

Re: Turn 7
 
Quote:

The Panther said:
Quote:

Cainehill said:

Proposition 6 really needs a vote from C'tis or Man - a single "no" vote defeats 6 and 7.

Actually, Proposition 7 is illegal, for it violates Rule 4 of the Wyrm's charter which requires a yes/no vote only.

Also, Proposition 6 was defeated 5-3 since votes must be recorded within 24 hours. Man and C'tis abstained for failure to vote (according to Rule 4).


I meant to go back and vote but forgot. After more thought on the subject I'd have voted No anyway.

Ygorl November 8th, 2005 01:35 PM

Re: Turn 7
 
Whoops. I was under the mistaken impression that we had until the turn hosted...
I was torn; my economy is not particularly strong, nor are my environs particularly rich, but at the same time I didn't want to be troubled with remembering to send in the 1 gold each turn.

RonD November 8th, 2005 01:53 PM

Re: Turn 7
 
The bombastic, reactionary views of my pretender aside, I never imagined the council as a charity for the less fortunate wyrms.

Huntsman November 8th, 2005 02:48 PM

Re: Turn 7
 
Quote:

RonD said:
The bombastic, reactionary views of my pretender aside, I never imagined the council as a charity for the less fortunate wyrms.

Me neither but the concept is interesting and we need some more propositions!

Ygorl November 8th, 2005 03:07 PM

Re: Turn 7
 
We'll get propositions aplenty once we've all carved out our little nations, I imagine...

Wish November 8th, 2005 04:50 PM

Re: Turn 7
 
yes, more likely once we've built up, and independant provinces are hard to find, then the diplomacy will come in

PashaDawg November 8th, 2005 11:59 PM

Re: Turn 7
 
Would it make more sense to have a 48-hour voting period? 24 hours is barely any time to debate.

Pasha

The Panther November 9th, 2005 12:22 AM

Re: Turn 7
 
Turn 8 has hosted. No wryms in the HOF died. Next deadline is Thursday, 8 PM, MST.

Three nations now have 2 VPs (including yours truly - Ronan the all-mighty wyrm). I was very happy to see Man turn aside and take the safe route to not enter into what could have been a bloody wrym battle between Ygorl and Ronan (complete with a deadly roll of the ol' dice).

Two nations still have yet to take a province. Nobody can yet afford a second castle (now THERE'S a big surprise!).

The Panther November 9th, 2005 12:26 AM

Re: Turn 7
 
Quote:

PashaDawg said:
Would it make more sense to have a 48-hour voting period? 24 hours is barely any time to debate.

Pasha

Put up a lawyerly type proposal and make a vote on it if you want. I did the 24 hours thing for two reasons:
1. There could be many proposals per turn later in the game needing decisive and frequent wyrm rulings.
2. With a proposal early on in the turn, you could force a vote result BEFORE you have to make another move IF you think it advantageous.

Also, note that there is a provision for a 48 hour vote on weekends and some holidays.

Ygorl November 9th, 2005 03:40 AM

Re: Turn 7
 
I didn't really want to risk seeing the deadliest wyrm in the world turn into one of the deadest. Leaving you your VP seemed the neighborly thing to do...
Cheers!

Wish November 9th, 2005 11:34 AM

Re: Turn 7
 
Quote:

The Panther said:
Two nations still have yet to take a province. Nobody can yet afford a second castle (now THERE'S a big surprise!).

on the contrary, mine is just not yet complete being built.

Morkilus November 10th, 2005 03:08 AM

Re: Turn 7
 
I will either stale or have to have a sub for turns 11 and 12, possibly 13 (next Tues, Thurs.) Staling is probably fine since I need more money for a priest anyway. No way I can take a province without a wyrm (heavy infantry all around)

The Panther November 10th, 2005 12:53 PM

Re: Turn 7
 
You should try to find a sub. Perhaps Alneyan can do it, for he has the master password for the game and won't even need yours.

I imagine it will be very easy to give someone instructions about what to do while you are gone.

The Panther November 10th, 2005 01:38 PM

Turn 9
 
I noticed this morning before I left for work that none of the four AE players have responded with 2h files as yet. While this is typical for Ermor and Abysia, it is more unusual for the other two A nations (Atlantis and Arco). Perhaps my COW AE email did not work or something got messed up. Also, I recall that Caelum has not yet responed and maybe one other player (also low in the alphabet) as well. All the COW M and COW RTUV players did respond. But this many non-responding players is a bit unusual when we are less than 12 hours from a hosting.

Question - Did the four players receive the AE turn files or not? If not, I can try to stop by my house at lunch today to resend it.

Panther

Cainehill November 10th, 2005 03:13 PM

Re: Turn 9
 
I got it, and my turn is on the way.

Huntsman November 10th, 2005 06:18 PM

Re: Turn 9
 
I just sent my turn.


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