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Old August 2nd, 2008, 06:59 PM
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Baalz Baalz is offline
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Default Re: Global War (started!)

Hmmm, I'm trying to decide how much of this game played out because of the setup of the game, and how much just because of the particular players involved. My suggestions:

Evil players cannot trade with any other than neutral players. Evil to evil trades can be brokered through neutrals via whatever mechanism is agreed upon. Neutrals are not required to turn a profit, they can do this for free if they can be convinced it's in their interest, intimidated, etc.

No restriction upon evil communication, evil can plan anything with anybody, with the exception that no peace agreement may be made with good. Thematically, don't be surprised if evil doesn't honor their word, players are encouraged to play evil races as untrustworthy backstabbers when it's in the nation's interest. Hint: get your secret enemies to commit to a bloody war before you hamstring them! Note: though evil cannot make peace with good, they can coordinate with good temporarily to screw another evil player.

Each evil has 3 secret enemies (out of 9 evils). That means that although evil is free to coordinate in any way with all other evils, they know 1/3 other evils are out to get them!

Evil victory: All good capitals in evil hands, you loose if your secret enemy holds their capital when this happens.

Neutrals get no overt benefit other than not being in a ceaseless war the entire game...that is quite enough! Neutrals win when there are 2 or less of each faction remaining (including neutrals!) in control of their capitals and neutrals are in control of 2 good capitals and 3 evil. Neutrals can and should work together with everyone...to a point. If good or evil is about to win, that's the bestt time for neutral to swoop in and try to snatch victory from the presumptive winners. Note: it's in good's interest to make sure a neutral player is not intimidated by evil into giving them an advantage! Support neutral in this case!

Good - full coordination with each other and an any trade they can negotiate with neutral. No trading with evil, nor peace agreements. Victory - good holds all good capitals and evil holds none of theirs. Good is intended to play as thematically good and should honor agreements made even if they are with untrustworthy evil - be cautious making a deal with the devil.
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