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  #61  
Old September 4th, 2009, 10:30 AM

atul atul is offline
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Default Re: Overlords - Game Thread. 16 of 24 max players

I pretty much agree with Jarkko on NAPs. I too feel they are detrimental to the game in general, but since they're a industry standard there's a little to do.

Just a few questions about the game, if I may.

1) "if water nations are included UWGIM"

UWGIM?

2) Overlord nations "can't take neutral capitals". Can an overlord take a former capital from a third party if the original nation is dead? (i.e. neutral Marignon kills neutral Ermor and takes his capital. Can overlord Jotunheim come and take province Ermor from Marignon now?) And does taking mean storming the castle, or does moving into province to siege count also?

3) Domkilling allowed, I assume?

4) If overlord nations are to choose first, when are we choosing and with which nations are available? No blood sacrificing nations, sure, but there's either/or mention about stealthy preachers. How and when is that decided?

Thanks.
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  #62  
Old September 4th, 2009, 11:19 AM

rdonj rdonj is offline
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Default Re: Overlords - Game Thread. 16 of 24 max players

Lumen, lupus, welcome aboard. I am adding you to the list now.

Quote:
Originally Posted by Septimius Severus View Post
It is good to see so many NvV alumni signing up for this game, they are a fine group of players.

Rdonj, have all other settings been decided upon via the earlier concept thread? Map type (i.e. random with placed starts, pre-existing with placed starts, or custom with placed starts), nation selection process, etc?

It will be interesting to see who will prevail in this mixed FFA type game. Likely, one of the overlords will have a good chance with their perks and being helmed by an experienced player. Geography may play a role in deciding which players choose to work together initially but as it is FFA there can be only one winner.

If I am needed to reach a recruitment goal and no one else can be found you may count me in as a normal nation. Otherwise should someone need a sub I am likewise available, especially for any of my former teammates. Best of luck.
Unless something in this thread specifically states otherwise yeah, all the settings from the concept thread apply.

Thanks for offering to fill in if I need another player. I won't know until saturday but it's good to know I have the option.



Atul:
1) UWGIM is a mod burnsaber made to make being underwater and attacking underwater nations more interesting. It reduces the research and gem costs of water breathing items and I believe air breathing items, adds a few new spells, and makes some other minor adjustments. You might want to check it out. Link. As it so happens, QM is also adding portions of this to the next version of CBM along with unique gem gens. If the new version of CBM comes out before the game is started we will just use CBM to make creating the mod slightly less complicated for me.
2) Good question. I think my answer is that you can, but only if that player is within one capitol of winning. However this answer may change when I next visit IRC if the regulars there can convince me this is wrong.
3) Domkilling is perfectly acceptable, yes.
4) Overlord nations can begin picking as soon as I declare the signup phase over on saturday. That will probably be within two hours of this time. As for stealthy preachers, I am thinking for simplicity's sake, I will just wait and see what you guys pick. And if some of you have stealthy preachers and others don't, I am considering adding a generic, recruitable stealthy preacher to those that don't have one. If there is too much of a problem with this I will probably just ban stealth preach nations from being overlords for simplicity's sake.
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  #63  
Old September 4th, 2009, 11:26 AM

atul atul is offline
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Default Re: Overlords - Game Thread. 16 of 24 max players

Quote:
Originally Posted by rdonj View Post
2) Good question. I think my answer is that you can, but only if that player is within one capitol of winning. However this answer may change when I next visit IRC if the regulars there can convince me this is wrong.
So, in other words, achieving the alternative winning condition (other than being last one standing, i.e. 10 capitals for 3 turns) for overlords would require either domkilling or harvesting winning neutrals and/or other domkilling overlords?

I'm fine with any way, just want to make clear that everyone's playing by the same rules.

Hm, gotta admit though, if other neutrals' capitol's were free game there probably wouldn't be much incentive for neutrals to fight each other.

EDIT: and the question about what means taking the capital still stands. But thanks for all clarifications.
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  #64  
Old September 4th, 2009, 11:46 AM

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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

Sorry about that. For the purposes of this game, taking the capitol means putting it under siege and/or storming it.

However, you bring up a good point w/regards to the victory conditions. I had actually completely forgotten about the 10 capitol victory condition when I gave that answer. Acquiring netural capitols that way sounds extremely unfun to me, and at the moment you would HAVE to acquire at least one capitol in that fashion. So question #2 may be considered unanswered until further discussion can come to an arrangement that is sensible and fair.

I would ask everyone to please bear with me on this. The special rules for this game have had a lot of unintended conseqeunces that have taken a while to bubble to the surface. However once we get this all ironed out I am sure that this will go on to be a unique and, hopefully, rewarding experience for all players.
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  #65  
Old September 4th, 2009, 01:07 PM
Squirrelloid Squirrelloid is offline
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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

Re: taking normal capitols - eventually a normal is going to get killed by another normal. Pushing your dominion onto that territory and taking *that* capitol shouldn't be nearly as difficult on pushing your dominion onto an active player's capitol.

Similarly, Overlords should be encouraged to try to kill off the other overlords as the preferred victory condition - which current game rules definitely do encourage.
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  #66  
Old September 4th, 2009, 01:17 PM

atul atul is offline
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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

Quote:
Originally Posted by Squirrelloid View Post
Re: taking normal capitols - eventually a normal is going to get killed by another normal. Pushing your dominion onto that territory and taking *that* capitol shouldn't be nearly as difficult on pushing your dominion onto an active player's capitol.
Yeah, that was what I was asking, whether taking those neutral-conquered capitals is kosher. And apparently as rules currently stand, it isn't allowed either. If I understood rdonj's answer correctly.
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  #67  
Old September 4th, 2009, 01:22 PM

rdonj rdonj is offline
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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

How about this. You can take a neutral-conquered capitol if you have dominion there, but you still can't conquer their own capitol until all other overlords are defeated. Does that sound reasonable?
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  #68  
Old September 4th, 2009, 01:26 PM
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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

I thought overlords could attack any normal province they could push their dominion into? So a normal capitol they push their dominion into is fair game.
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  #69  
Old September 4th, 2009, 01:55 PM

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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

Nope, attacking capitals was explicitly banned.
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  #70  
Old September 4th, 2009, 02:25 PM
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Default Re: Overlords - Game Thread. 18 of 24 players, last day to sign up

So if I get this straight (as it currently goes), if a Normal takes another Normal's capital, he better hope he has some plan on keeping it out of an Overlord's dominion, or he can likely expect an immanent Overlord attack by said Overlord on that capital?
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