Quote:
tinkthank said:
I think this would be a great one:
GAME SETUP: MASSIVE PARAMETER VARIABILITY
<snip>
4. Under Alliance Settings, we find a screen in which we can decide:
- Whether alliances can be allowed at all (default: Off). Clicking the "off" button opens up a new screen from which we can select Alliances Allowed from Start and Alliances Allowed During Game
- Whether AIs can be pre-allied with one another or not (Default: Off). Clicking the "off" button opens a screen in which we can see all of the AI nations in the game on the left hand of the screen. On the right, there are 8 "team" pull-down menus; we can add any nation from the pull-down menu to any one of the teams, thus creating 1-8 pre-allied "sides" of AI alliances pre-set and unchangable for the course of the game.
- Whether Humans can be allied with AIs: Similar to the above screen, this default is Off, but one can make pre-allied Human and AI "teams".
- Whether Humans can be pre-allied with Humans: Default is Off. Clicking "On" will set up "teams" which are unchangeable for the course of the game. Options here include: Any one team member who wins the victory conditions will win the victory conditions for the whole team, or Cumulative Victory (all VPs, Provinces, Research, Dominion, etc. is counted together)
- Whether Humans can ally with Humans during the course of a game via the Alliance Interface: Default is Off. Clicking this will open up a screen in which you can stipulate
the minimum number of turns you must remain allied before you can select "Break Alliance" from the Alliance Interface in-game (default: 2)
the maximum number of other human players that can be allied with one another at one time (default: 2). Any players that have agreed to an alliance can move through the others' provinces unharmed and are treated as one nation for combat purposes (Nation 1's troops in Nation 2's province will fight together with Nation 2's troops and PD on the right side of the battlefield against any non-allied attacks; all buffs work for both sides.)
This presupposes an Alliance or Alliance Interface screen in-game. Using this would allow players to form Alliances within 2 turns time in-game. E.g.: Opening this screen would allow you to send a (binding in contractual sense) offer to another human nation for an Alliance for X number of turns, whereas X is a number between /minimum stipulated/ (see above) and "indefinate". The human player to which this offer is sent will receive notification in his Alliance screen next month, and she can choose to accept or deny. If players accept, the Alliance takes force on the start of the next thereafter as the very first event. If more than one Alliance is sent per month (e.g., if both nation 1 and 2 send an offer to the other at the same time), and both are accepted, the offer with the highest number of minimum turns of alliance is considered valid. Conflicting Alliances cannot be made -- the computer checks at the beginning of each turn whether an alliance can be legal or not, and if Alliances are accepted, making other offers sent in the meantime invalid, then these will be returned with the appropriate message (e.g. "Your offer for Alliance has been deemed invalid.", such as would be the case if Nation 1 allies with Nation 2, and Nation 2 offers an alliance to Nation 3, which is an enemy of Nation 1 -- in such a case, BOTH nations 1 and 2 must send an identical Alliance Offer to nation 3 simultaneously to have a valid contract.)
|
Easier to have a table similar to the Warlords games which has all nation banners on rows and columns and the intersection indicates the status between the nations: neutral (default), war or alliance. Making an alliance with someone at war with your allies would be impossible, but somebody in an alliance declaring war on his own would not automatically break alliances if you are already allied to both sides of the conflict.
Obviously one would have to choose sides at such a point, but it should happen through negotiation about which alliance to break and which not to, or if one can remain neutral in the conflict.
If such a grid system was used, sending proposals would also be easy, just bring up the grid, click on the intersection you want to change status, which would bring up the meny to send the proposal/declaration you want to that particular nation.
Edi