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  #51  
Old February 24th, 2007, 08:08 PM

Covenant Covenant is offline
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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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  #52  
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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  #53  
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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  #54  
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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  #55  
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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  #56  
Old February 25th, 2007, 10:45 AM
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Default Re: New Dawn - need players and server

The host is the one who shuts up, since I am not playing...

Unless you were referring to Mind Elemental. Either he or the players should come to some conclusion. From what I gathered, Worthy Heroes has no voice of dissent so far.
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  #57  
Old February 25th, 2007, 01:02 PM
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Default Re: New Dawn - need players and server

I'm in favor of Worthy Heroes.
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  #58  
Old February 25th, 2007, 01:31 PM

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Default Re: New Dawn - need players and server

This is a scenario map, and unfortunatly the research level and indepdant level are fixed and cannot be changed.

I brought up the ten turn truce as a suggestion, but I am fine either way. I do favor the ten turn truce more though. Without the rule I am quite certain at least 3 or 4 nations will be wiped out within the first 10 turns. But without the tuce I would just design my nation in being able to handle rushes.

This is a non serious, unbalancaed map, as is. No rule will change that much. Caleum starts off with only two adjacent provinces, because they are up in the mountains and this makes sense role playing wise. But it puts Caleum at a disadvantage strategy wise.The same appies to Marverni being surrounded by only forest,etc .Nations don't start off balanced. I signed up for this map because I think it would be fun role playing wise. But it isn't the best map strategy wise.

If we use the ten turn truce rule (small map = ten provinces per player) I would see it as extending the scenario. When the wars start, they would start when these nations are already empires.And looking at the map it looks like the nations should start off as empires (i.e Marverni occupying the area called Marverni woods, and Agartha owning the complete underground, etc.)

I think the ten turn rule is the best way to balance things. It would give the nations whose main advantage is high magic a chance to catch up, and would prevent someone from using a dominion 10 dragon to take out a neigboring nation within 2 turns. Plus it adds in interesting scenario aspects.

My second choice would be to limit people to only using awake pretenders (which could be an intersting scenario aspect as well.) But I don't like that as much, because pretender creation is fun, and I don't want to limit it. But either option for me is fine.
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  #59  
Old February 25th, 2007, 08:51 PM
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Default Re: New Dawn - need players and server

I'm happy with the role playing aspect of the map. I love to play Dwarvish races. Vanheim is the closest I can find here. That's why I love Vanheim.

I am a wargamer and a role-player. I don't get much satisfaction out of exploiting loop-holes, or from early take-downs. I like a fair, balanced wargame and a long, hard-fought campaign. Dwarves do not rush anywhere. But they are known to be great sprinters!

Haroog,
SR
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  #60  
Old February 26th, 2007, 03:49 AM

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Default Re: New Dawn - need players and server

We all gave our input. Lets now have the host make the decision.
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