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  #1  
Old February 24th, 2007, 02:05 PM
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Default Re: New Dawn - need players and server

Quote:
lch said:
One does not need imprisoned pretenders for dual blessing,

Sure, but it will force a trade-off on scales.
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  #2  
Old February 24th, 2007, 06:17 PM

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Default Re: New Dawn - need players and server

My only concern is getting stomped early on when there's absolutely nothing I can do to stop it. If someone is going to do that then there's really no reason to play--if the other players can't be bothered to allow their neighbors a fair shot at playing the game as well, we should know about it now.

So I'm a little concerned when the 10 turn truce is considered 'nerfing' by some people. It makes it sound like several people are planning on a) going high bless and b) rushing their neighbors straight off.

So I'm pretty unhappy with that. It's something I'd try to solve in-game if it comes up, but I'm not real interested in starting up a game just to be taken out turn 3, and have nothing I can do to stop it.
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Old February 24th, 2007, 06:42 PM
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Default Re: New Dawn - need players and server

I personally favour the ten-turn truce to counteract the effects of the fixed starting location. ReverendZombie, I'd point out that the truce could help you too -- even Helheim isn't invincible, as Ich found out.

Should we also set research to easy? Pashadawg did this with his own Dawn game, so I know it can be done - and it would not only offer another solution to rushing, it would also let us access spells that normally we wouldn't have the time to get on a map this size.
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  #4  
Old February 24th, 2007, 07:22 PM
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Default Re: New Dawn - need players and server

Quote:
Mind Elemental said:
I personally favour the ten-turn truce to counteract the effects of the fixed starting location. ReverendZombie, I'd point out that the truce could help you too -- even Helheim isn't invincible, as Ich found out.

I'm willing to take my lumps. As I said, this is my first time with Helheim, and I don't expect to do that well. I'm not that great of a player, anyway.
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  #5  
Old February 24th, 2007, 08:08 PM

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Default Re: New Dawn - need players and server

Alright, I'll drop the point then. No need to turn the Indies up, that'll just favor strong sacreds even more by making the weaker nations hurt by expansion. We can just use diplomacy as our counter against overly-aggressive ubernations and see what happens.
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Old February 25th, 2007, 07:14 AM
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Default Re: New Dawn - need players and server

Easy research sounds good.

So, did I understand this correctly?

No truce
Only sleeping or awake pretenders
Worthy Heroes mod
Easy research

I expect Helheim to rush me, after looking at the thread.
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  #7  
Old February 25th, 2007, 10:31 AM
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Default Re: New Dawn - need players and server

Quote:
Teraswaerto said:
Easy research sounds good.

So, did I understand this correctly?

No truce
Only sleeping or awake pretenders
Worthy Heroes mod
Easy research

I expect Helheim to rush me, after looking at the thread.
Ahh, I'm not a rusher, actually. I just don't like artificial house rules. Not saying you won't be the first person I come to blows with, but I don't make a "beeline" for anyone, usually.

I'll be happy with whatever the majority rules regarding truce, but my vote is no.

I want to suggest again that, given the concerns over blesses, a smallish map which features two of the nations who are the worst "offenders" in this regard might not be the best bet, especially since it has fixed starting sites that make "rushes" all the easier.

But I am not the host, so I should probably just shut up!
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  #8  
Old February 25th, 2007, 07:15 AM
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Default Re: New Dawn - need players and server

I am in favor of setting indies to seven (7) to counteract eary rush strategies. Setting them to 8 or 9 seems a bit too strong.

I'd rather play with normal research.

SR
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  #9  
Old February 25th, 2007, 07:41 AM
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Default Re: New Dawn - need players and server

The Heims ignore indies, and not just because they're all stealthy, but because they waltz through them, no matter how many you throw at them. So dabbling with the indy strength favors the Heims and makes it harder for the others to expand, instead.

I think easy research is more for blitzes and this map is large enough to see lots of powerful magic later on, unless you want to have 9 in everything at late game, but that's just my opinion. Easy research might help to develop Heim counters more easily, too, but don't crap your pants about the Heims too much, there's still diplomacy to take care of them.
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  #10  
Old February 24th, 2007, 07:19 PM
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Default Re: New Dawn - need players and server

Quote:
Covenant said:
My only concern is getting stomped early on when there's absolutely nothing I can do to stop it. If someone is going to do that then there's really no reason to play--if the other players can't be bothered to allow their neighbors a fair shot at playing the game as well, we should know about it now.
Setting indies to a 8 or 9 can help address your concerns without resorting to the 10-turn truce.

Quote:

So I'm a little concerned when the 10 turn truce is considered 'nerfing' by some people. It makes it sound like several people are planning on a) going high bless and b) rushing their neighbors straight off.

So I'm pretty unhappy with that. It's something I'd try to solve in-game if it comes up, but I'm not real interested in starting up a game just to be taken out turn 3, and have nothing I can do to stop it.
A full complement of players on a smallish map seems to naturally lend itself to early conflict.

Rather than layer on house rules, we might try a map more suited to the kind of game you are looking for.
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And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...

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