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Old February 24th, 2007, 07:19 PM
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Reverend Zombie Reverend Zombie is offline
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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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Old February 24th, 2007, 08:06 PM
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Default Re: New Dawn - need players and server

It looks like we have one person strongly in favour of a truce, one person strongly against, and a bunch of people who can live with it. Darrel, you were the one who originally proposed it - where do you stand?

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Reverend Zombie said:
Setting indies to a 8 or 9 can help address your concerns without resorting to the 10-turn truce.

This only works for certain nations; Caelum can fly right over the indies, nations with stealthy units can sneak past, etc.

Even beelining for a neighbour would take 4 or 5 turns anyway, and would leave you vulnerable. I would rather not make either option a "my way or the highway" issue, so how about we go with the majority rule, and if we're still tied, have no truce?
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