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June 5th, 2007, 07:58 PM
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Sergeant
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Re: Armadillo - new game (recruiting)
Quote:
llamabeast said:
Thanks Reverend. Okay, the first post has now been updated with some useful info (how to upload pretenders, links to mods etc).
Now the last question: What shall we set for the victory conditions? I've not got a lot of experience with this, but I'd suggest a player wins when they control some proportion of the provinces. This prevents an annoying teleport-onto-victory-points win, while still giving a clearly defined goal. And I think I would set it fairly low - 33% perhaps - so that the game doesn't deteriorate into a grind. By the time one of 21 players controls one third of the map, I think they've probably clearly won anyway.
Thoughts?
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That sounds like a good idea. 33% is great for a dense setup. No one has mentioned player 22. Are we going to recruit a replacement? or make the cut off at 21 and save a little on crowding? (plus getting the game started a bit faster)
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June 6th, 2007, 04:16 AM
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National Security Advisor
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Re: Armadillo - new game (recruiting)
Wow, seems like people don't have many opinions.
I am happy to leave it at 21 players. So now we're just waiting on six pretenders (including mine).
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June 6th, 2007, 04:20 AM
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Major
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Re: Armadillo - new game (recruiting)
It's possible to grab dozens of provinces on one turn by teleporting mages onto provinces with just PD protecting them. I'm not necessarily saying that's bad, just pointing out that % of provinces victory condition does not eliminate the possibility to win by teleport.
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June 6th, 2007, 04:47 AM
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General
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Re: Armadillo - new game (recruiting)
33% provinces seems fine with me. I have never played with province condition before.
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June 6th, 2007, 05:14 AM
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Re: Armadillo - new game (recruiting)
I can only second what Teraswaerto said. Playing with % provinces victory conditions benefits astral and air nations greatly. Not many people pay a great deal of attention to PD, and sometimes they even have all their units sitting in forts without using them for patrolling and the fort defenders can be defeated easily. That works if you want to protect your troops, but AFAIK provinces where you are just sieging the fort count towards your province count just the same...
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June 6th, 2007, 05:21 AM
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National Security Advisor
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Re: Armadillo - new game (recruiting)
Hmm, okay. Well do people think VPs would work better?
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June 6th, 2007, 09:01 AM
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Lieutenant Colonel
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Re: Armadillo - new game (recruiting)
Quote:
llamabeast said:
Hmm, okay. Well do people think VPs would work better?
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VPs seem even more susceptible to paradrop than percenatage provinces condition.
Victory conditions I like to use in games I host is 51% dominion victory, using the mid dominion value of 15 (it runs on a scale of 11-20 for each of your candles). I set the needed victory score to: 15 X (half of provinces plus 1) (or as close as I can get it with the damn slider!).
This eliminates the concern of paradrop, since victory is based on dominion spread, not province control.
I don't think many people are used to this condition, so I'm not sure it will fly.
But the game IS called Dominions, after all.. 
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June 6th, 2007, 09:18 AM
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Second Lieutenant
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Re: Armadillo - new game (recruiting)
Themetically a Dominion victory makes the most sense.
That 31% province victory sounds too low. 2 nations could easily reach that at almost the same time. I would prefer at least 41%
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June 6th, 2007, 08:56 AM
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Lieutenant Colonel
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Re: Armadillo - new game (recruiting)
Quote:
lch said:
Not many people pay a great deal of attention to PD, and sometimes they even have all their units sitting in forts without using them for patrolling and the fort defenders can be defeated easily.
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Perhaps we should consider ourselves warned, then, and pay special attention to point defense given the victory conditions.
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In strait places gar keep all store,
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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