Re: The Council of Wyrms
Hey, QM just pointed me to this game and I had a look through the rules and your thread. Even tho I'm not going to be playing due to time constraints I just wanted to point something out about the rules.
1) When even a couple of wars have broken out the council will be literally swamped with requests to attack provinces. Say there are three wars going at one time, so six combatants. Each combatant attacks and average of... i dunno 4 provs a turn? So you are wading through 24 proposals a turn (and all the diplo that entails) - and thats just for combat proposals.
2) The constraints on rogue behavior (no sneak attacks, all targets publicly announced) practically force a player to go rogue to wage any kind of meaningful warfare.
3) The penalty for being a rogue nation is not effective enough to deter it. Yes, council nations can attack you at will... but if you think about it, this is no different than a normal FFA game. And there is nothing stopping the rogue nation from getting NAPs with thier council neighbors.
I'd suggest that you amend the rules such that a nation only needs to petition the council for the ability to go to war with another nation. And, if granted, that the ability be time limited somehow.. say 5 turns or so. That way you:
1) dont clutter up your council system with reams of province attack requests
2) give combatants a freer hand in the day-to-day mechanics of warfare but still constrain the overall fighting in the world
3) make rogue status more rare tho still useful (like if you lose your vote to extend a war, or want to launch a sneak-attack preemptive strike)
just my 2 cents...
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