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  #1  
Old August 2nd, 2007, 03:50 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

If we do adjacent-allies, how about 4 teams of 2, arranged either on a ringworld or on the corners of a non-wrapping square?

So, either each team has an enemy on each side, or each team gets a corner.

As for eras - if we're going to do "themes", we should do mid era. Early era themes (Niefelheim + Lanka vs Marverni + Ulm in a cage match to the death!) may not be fair.
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  #2  
Old August 2nd, 2007, 04:12 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Hmmm, I don't really have a preference on era, but I was thinking that the themes would have 3 nations apiece with maybe 2 players so you'd have the choice of not going with Marverni (for example), and we could fudge the themes a bit if necessary to make sure things like a Niefelhiem/Lanka pair up didn't happen. For EA I'd see something like this (I'm going from memory so I'm sure I left out some nations):

Lanka, Yomi, Kailissa<sp> (demonic and otherwordly)
Vanheim, Helhiem, and Tir Og however-the-hell-you-spell-it (Vanir and family)
Mictlan, Ulm, Sauromatia (barbarians)
T'ien Ch'i, Arcoscephale, Ermor (civilization)
C'tis, Pangea, Abyssia (half men)
R'yleh, Oceana, Atlantis (underwater)
Niefelhiem, Caelum, Marverni (frozen - biggest thematic fudging)
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  #3  
Old August 2nd, 2007, 04:20 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

We could even do a bidding for the teams if we felt like getting fancy.
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Old August 2nd, 2007, 04:42 PM

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Default Re: Allegiances (Team Game, Experimental - Recruit

I'd love to be in this game but I need to bow out. It will bite me in the *** in a few weeks for being in too many games at once.

-Ubercat
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Old August 2nd, 2007, 04:45 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

This is all sounding GREAT.

Let's do 2 vs 2 vs 2 vs 2. So, opening it up to 8. Micah, you're in.

I also like the idea of starting in the corners of a non-wrapping square, per DrPraetorious. DrPraetorious would you like to be our map builder?

I'm still open as to the Era. I like EA the best, but if EA is for some reason unfair for 2 v 2 themes, MA is cool by me.

BTW Baalz, i've been using your guide to bloodhunting for a MA game in playing Abysia. VERY helpful.
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Old August 2nd, 2007, 04:48 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Also, can someone explain the process of "bidding" for nations?
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Old August 2nd, 2007, 04:51 PM

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Default Re: Allegiances (Team Game, Experimental - Recruit

Well it was just a suggestion.

Each player pick one nation to be in the game. After that players bid on nation with pretender design points to see who get to play what nation.

That will make the stronger nations have somewhat weaker gods.
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Old August 2nd, 2007, 05:01 PM

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Default Re: Allegiances (Team Game, Experimental - Recruit

Bidding works by either having the players give up a portion of their design points to get the choice they want or giving some sort of bonus to the people/teams that don't get their first choice (or a combo, I guess).

For example, say we're dueling on a small map, Helheim vs Marverni. I would bid say, 500 design points on Helheim, which means if I get Helheim I'd leave 500 design points unspent when making my god. You can then do either one round or multiple rounds of bidding. If it's one round puts in a bid at the same time, and whoever bids the most "lost" points gets the nation at their specified handicap. If there are multiple rounds each player goes back and forth, nudging up the value until only one person is willing to take the handicap.

Similar situation with bonuses, only in reverse.

Oh, and Abysian blood hunting is easy, since you don't have to make any hard choices...you ALWAYS get a blood mage every turn with MA Aby...cap only sucks, but there's a certain simplicity that comes with it that's nice.
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  #9  
Old August 2nd, 2007, 05:13 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

The bonuses are more properly a "draft" then a bid. Everyone drafts their nation of choice, and anyone forced to take a round X draft pick gets (round X-1) bonuses.

Well, are the following teams balanced?
R'lyeh + Atlantis
Helheim + Tir
Mictlan + Sauromatia
Niefelheim + Caelum
Pangaea + Abysia (but not certain, EA C'tis can be powerful if allowed to fester)
Lanka + (Yomi or Kailasa, not sure)

and... I suspect T'ien Ch'i + Arco would be the strongest pair, but I'm not certain. Ermor's death magic really complements.

Anyhoo, yeah, that's close enough to balanced that, with a draft, it should work out okay.

Let's do the draft *before* I put the map together, so that I know whether to put a pair of water start locations in one of the quadrants.

Also, pick a province total, and a bonus to apply after each round assuming we are doing the draft.
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  #10  
Old August 2nd, 2007, 05:20 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Okay, the bidding thing makes sense to me. We can do that, if that's the route we want.

First, we should pick our era. I like EA, personally. If we went EA, and the 2 vs 2 vs 2 vs 2 approach, we could have four teams setup based on Baalz thematic structure above. Since he picked three nations per theme, that would leave each team of to pick one nation each.

The themes were:

DEMONIC: Lanka, Yomi, Kailissa
VANIR: Vanheim, Helhiem, and Tir Og
BARBARIANS: Mictlan, Ulm, Sauromatia
CIVILIZATION: T'ien Ch'i, Arcoscephale, Ermor
HALF-MEN: C'tis, Pangea, Abyssia
UNDERWATER: R'yleh, Oceana, Atlantis
FROZEN: Niefelhiem, Caelum, Marverni

Can we find four of these themes that seem to be a fair mix?

Would MA be more fair?

Once, we get this locked up, we can decide if we want to bid for the themes, or just random roll them.
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