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February 2nd, 2007, 09:21 PM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: New Game: Accelerated Start [ DISCUSS ]
I'm definitely interested. I'm a bit worried that the borders wouldn't be at all secure, but they're not really anyways.
__________________
Just because you're paranoid doesn't mean they're not out to get you.
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February 2nd, 2007, 11:09 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: New Game: Accelerated Start [ DISCUSS ]
How would this setup effect borders any more than a regular game?
Another question: what do you guys think about Victory Points? It seems like a logical thing to add to a game designed to move quickly. Perhaps Capital-VPs only? So that you dont need to specifically castle any VP provs?
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February 3rd, 2007, 07:41 AM
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Second Lieutenant
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Join Date: Oct 2004
Location: Tucson Az
Posts: 463
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Re: New Game: Accelerated Start [ DISCUSS ]
It would have the possibility of creating bizarre national boundaries. One can start nations somewhat evenly apart but their 8 other provinces are random no?
No clue on vp's, I defer to the majority and I would like a position in this game. I think the games you start/run are well run and enjoyable!
Rathar
P.S. I think the 10 sage and 3 turn no combat idea to be a good one. It allows empires to gain a touch of potential personality?...?
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February 3rd, 2007, 02:10 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: New Game: Accelerated Start [ DISCUSS ]
I like the idea of capital vps only. Maybe hold 35-40% of the capitals + your own?
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February 3rd, 2007, 02:58 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: New Game: Accelerated Start [ DISCUSS ]
Hmm, yes I suppose that is true. The way the game allocates your starting provinces appears to be just picking them in sequence starting at your capital and then just moving to another province randomly. It does occassionally produce strange borders. But then, that is why there will be an extra 6 indy provs per player  You will have to carve your own borders out of those!!
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February 3rd, 2007, 03:10 PM
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Corporal
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Join Date: Oct 2006
Posts: 50
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Re: New Game: Accelerated Start [ DISCUSS ]
I'm certainly up for this, whatever form it takes.
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February 3rd, 2007, 03:52 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
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Re: New Game: Accelerated Start [ DISCUSS ]
I do sense a LOT of luck though being incorporated into this game. Imagine the guy who starts with 5 farmlands compared to one who started with like 5 or 6 provinces with below 3K population.
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February 3rd, 2007, 08:46 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
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Re: New Game: Accelerated Start [ DISCUSS ]
There is always luck. I have started as ulm on farmland with 2 adjacent neighbors before (one water). I say, the more provinces per play, the better chance of having a less dramatic effect due to luck.
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February 4th, 2007, 12:21 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: New Game: Accelerated Start [ DISCUSS ]
There will be an element of luck to the layout of the starting province allotments. But really... its not so much more than the regular amount of luck that you face in any game with your capital's starting position.
In other news, I tested out modding in Sages to a capital and its working fine. After 3 turns (the proposed initial cease-fire period) I was able to get up to level 4 in one school on Easy Research. I think that that is just about right. Nations who rely on magic will be able to quickly advance whatever school is important to them. And by the time the initial cease-fire is up they should have a handful of good mages to make use of it.
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February 4th, 2007, 06:38 AM
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Sergeant
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Join Date: Feb 2007
Location: Newcastle, Australia
Posts: 246
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Re: New Game: Accelerated Start [ DISCUSS ]
I'd like to play in your game, I'm new to MP but have been playing sp for a few weeks.
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