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  #1  
Old March 28th, 2008, 03:47 PM

CUnknown CUnknown is offline
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Default Re: Global War, recruiting!

Okay, sounds good QM. Let's make discussing military forces (anyones) off limits, and giving battle screenshots is also off-limits.

But, if you want to say "Hey, I think Ermor is researching to Tartarians, we should gang up on him."

Wait, is that okay?

See, I don't think that is okay, either.

Maybe just as long as all military plans are off limits, including yours. Like, is saying "Just thought you might want to know, Ermor is probably researching like crazy. I think he wants Tartarians, he'll probably get them in 5-10 turns." that okay? Thing is... if the person you are talking to knows you are attacking them currently, then that is almost an attempt at military coordination, imo.
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  #2  
Old March 28th, 2008, 03:55 PM

IndyPendant IndyPendant is offline
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Default Re: Global War, recruiting!

This. is. awesome!

I have to play this game. I would like to take MA Ermor, Neutral Faction.

And I will suspend my meta-gaming policies (for those that have any clue what I am talking about) for this game as well. ; )
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  #3  
Old March 28th, 2008, 06:13 PM

Drake49 Drake49 is offline
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Default Re: Global War, recruiting!

Making it work:
Evil Players:
Rather than counting on 'sportmanship' to make evil players follow the rules, let's give them a simple, logical, reason to be paranoid maniacs.

The victory conditions for each evil race are simple:
1.Eliminate all good and neutral players.
2.In order for an evil nation to win, the one aspect of the evil god that their evil aspect of the god truly hates must be defeated. This evil nation is their secret enemy.

In plain terms, each evil nation is told, on recieving Turn 1, which evil nation is it's secret enemy and must be defeated in order for them to win. Keeping this in mind, each evil race is free to share whatever information they like with other evil nations during pretender creation.
A few explanations:
A.There are no face-offs. The evil nation that you must destroy DID NOT recieve your nation as it's secret enemy. Thus, the nation that you must defeat is the only evil nation that you can be certain is not out to destroy you.
B.If all good and neutral players are eliminated, and only evil nation A has been eliminated, then only one evil nation wins, the evil nation that had evil nation A as it's secret enemy.
C.In no evil nations have been eliminated at the time all good and neutral nations have been eliminated, a wild internal fight will break out until one evil nation achieves the victory conditions. That evil nation is the only winner. The only exception is if multiple evil nations are eliminated in the same turn.
D.If more than one evil nation has been defeated at the time all good and neutral nations have been eliminated, then all the evil nations that have eliminated their enemy evil nation win.

That should keep the evil nations playing evil.

Neutral Nations:
To keep them from being elinated immediately, each neutral nation should start with 15 immobile Watchers in their capital. This makes rushing them virtually impossible.

Good Nations:
Given the problems added to evil nations, and the difficulty of a neutral nation defeating everyone else, a complete ban on Death and Blood is reasonable. A ban on blood-hunting to a nation with no blood hunters isn't very much of a restriction anyway. You are the only nations who can completely work together and don't have to worry about trying to kill each other. If you can't make that work, then your going to lose! However, banning non-death non-blood spells in addition is over the top.
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  #4  
Old March 28th, 2008, 06:23 PM

Ylvali Ylvali is offline
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Default Re: Global War, recruiting!

I like that addition to the evil nations. It would be more fun than not being able to communicate.
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  #5  
Old March 28th, 2008, 06:23 PM

CUnknown CUnknown is offline
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Default Re: Global War, recruiting!

Woah awesome idea, Drake49!

It makes me think I would have to drop out and be a full-time host, though. Someone would have to distribute the secret enemies.

Also, I worry that it might nerf Evil too badly, though.. maybe Good should drop back down to 4 players. It would make extra sense for me to drop out, then.

Let's consider these options, not make any concrete plans yet.

Edit: Actually, I think what would happen would be, Evil would ignore their secret enemies until Good is destroyed, then ignore Neutral until very late. These secret enemies are great for Neutral, horrible for Good. Good might should be able to keep 5 players.

I disagree with the 15 watcher idea, too. The Neutrals will be pretty stout already with 1500 gold and an iron mine, lol.
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  #6  
Old March 28th, 2008, 06:29 PM

quantum_mechani quantum_mechani is offline
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Default Re: Global War, recruiting!

I'm sure you could find someone to handle the evil nation enemies, if that's what we are using. It would be a shame to create this interesting of a game and then not be able to play it.
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  #7  
Old March 28th, 2008, 06:32 PM

quantum_mechani quantum_mechani is offline
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Default Re: Global War, recruiting!

Another thing, any particular rules regarding water nations?
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  #8  
Old March 28th, 2008, 06:36 PM

CUnknown CUnknown is offline
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Okay, cool, yeah, we can just get someone else to do it. We can give them the master password as well. They can be sort of a co-host and monitor people to make sure they are obeying the rules.

Any volunteers for the monitor position?

If we do this secret enemy thing, does that mean that Evil is able to communicate amongst themselves with no restrictions? Or will there still be restrictions? I think if they can trade normally, they will dominate all opposition, regardless of this secret enemy stuff.

I think restrictions on communication should remain. What do other people think?

I mean, the other option is just to balance the frickin' teams.. but.. it loses some charm that way for me. I like the unstoppable Evil hoard idea.

Edit: Water nations have no special rules. Were you thinking of any in particular?
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  #9  
Old March 28th, 2008, 06:55 PM

quantum_mechani quantum_mechani is offline
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Default Re: Global War, recruiting!

No particular rule ideas for water nations, I was just thinking of playing LE Ry'leh.

Assuming secret enemies, here is how I'd recommend communication should work:

Good <-> Good - Anything goes.

Good <-> Evil - Not allowed.

Good <-> Neutral - Both can trade anything but blood/death gems/items, and both can say anything they like as long as no future plans against players/provinces are discussed.

Evil <-> Neutral - Same as above, but can do blood/death.

Neutral <-> Neutral - Same.

Evil <-> Evil - Can't trade between themselves, and can't coordinate wars (same rules as with neutrals), and also can't make NAPs. Everything else is fair game (greetings, threats, rumors, real or fake information). Basically diplo between evils would boil down to just trying to feel out who is your real enemy, with the currency being information. I think it could be pretty fun wondering if some juicy/important info from another evil nation is legit, or simply trying to get you engaged in another war and then finish you off. No diplo, period, would still probably be an OK option too.
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  #10  
Old March 28th, 2008, 06:28 PM
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Default Re: Global War, recruiting!

The secret enemy idea is intriguing. It reminds me of those murder mystery games. Very interesting!
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