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Re: Armadillo - new game (recruiting)
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Victory conditions I like to use in games I host is 51% dominion victory, using the mid dominion value of 15 (it runs on a scale of 11-20 for each of your candles). I set the needed victory score to: 15 X (half of provinces plus 1) (or as close as I can get it with the damn slider!). This eliminates the concern of paradrop, since victory is based on dominion spread, not province control. I don't think many people are used to this condition, so I'm not sure it will fly. But the game IS called Dominions, after all.. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Armadillo - new game (recruiting)
Themetically a Dominion victory makes the most sense.
That 31% province victory sounds too low. 2 nations could easily reach that at almost the same time. I would prefer at least 41% |
Re: Armadillo - new game (recruiting)
274 province map with 21 players is 13+ provinces per player.
33% provinces is 91+ provinces needed to win. Seems ok to me. The winner will after conquer the equivilent starting land of 6 other players. Anyone who does that and owns over a 1/3 of the map deserves victory. Anyone who gets 60+ provinces is going to get jumped by a bunch of other players anyway. I reckon the game will last 60 - 100+ turns with those victory conditions. But at the end of the day I am easy on what victory conditions we use. |
Re: Armadillo - new game (recruiting)
% province is not only susceptible to paradrop from Teleport and Cloud Trapeze, but Flying and Remote attack spells such as Call of the Wilds/Winds, Ghost Riders etc. too so I'd set the victory condition to at least 50-60% if you want to have it by provinces. Otherwise one only needs a couple of scouts to find weak spots.
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Re: Armadillo - new game (recruiting)
Opening my MODS folder, I see the following inside:
3 more folders 1) Black Tome (folder) 2) Mods (folder) 3) Maps (folder) Does that sound right? |
Re: Armadillo - new game (recruiting)
lch and Tera - I would have thought that by the time you can pull that off, you deserve to win. But if not - what would you suggest instead?
Reverend - sounds interesting, although I might be inclined to set victory a little lower. What do people think of this? Arghaii - no, sorry. I've now fixed the first post with better instructions - sorry! The contents of the 'mods' and 'maps' folders you have there should really go in the 'dominions3\mods' and 'dominions3\maps' folders themselves, if you see what I mean. i.e. you should only have one layer of directories within your dominions directory. Similarly you should put the contents of the 'Black Tome' folder straight into your 'mods' folder. Ugh, I'm making all this sound much more complicated than it is. |
Re: Armadillo - new game (recruiting)
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Or stronger dominion over one third of the map? (15 * (33% of provinces)) |
Re: Armadillo - new game (recruiting)
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I don't think remote attack spells are really a problem, as they have trouble breaking PD, cost more gems, and the ones like Ghost Riders and the Horror attacks leave the province in independent control. Similarly, win by dominion favors nations with blood sacrifice. I personally think it's best when games end naturally, when the remaining players concede that one player, or an alliance, is the winner. |
Re: Armadillo - new game (recruiting)
33% of the provinces sound good, but i would not make it to a fix condition (more like someone gets that percentage, lasting players decide if the one is still contested or not). So that if 2 players share half the map each they can play it to the end. This way paradropping wont count as a victory, as players can fight back afterwards and to win you really have to control the provinces.
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Re: Armadillo - new game (recruiting)
I like Reverend's dominion idea, and will probably use it in a future game. But being as it would probably affect pretender design significantly, I don't think we'll use it this game.
How about: In order to win, you have to take 33% of the provinces, and hold them for 3(5?) turns? Sound good? |
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