04-14-2015, 11:40 PM
Below are the recently started non-Warlords games:
166 - Steel Pagan Anonymous Rex
167 - Primeval New Player Mentor
168 - 12 Player Steel Diplomacy Rex
169 - Steel Anonymous SVC
170 - Magic, Team Only Victory
171 - 12 Player Steel Pagan SVC
172 - New Player Primeval Mentor
How about something new?
Full Steel Independence
I'd like to try a full 15 player game with diplomacy, but with limitations on the ability of one kingdom to support another at least in the early going. There is Secret Victory (SVC) potential. To state the spirit of this game, the idea is there will not be pre-conceived alliances or early gold funding. Players should go into this game with the idea of being independent through the early game at least. Please do not try to negotiate/collect non-aggression pacts (NAP's) lasting more than 6 turns before turn 6 at the earliest. Some of this has to be player-enforced, it won't be coded. If this is successful in that players feel it makes a more entertaining full diplomacy game regardless of diplomatic style of the player, we may code it later. The idea is its something of an intermediate ground between full diplomacy and anonymous.
Kingdom Selection:
1. Players posting first for a kingdom they have never played in the Resurgence (state that you haven't played the kingdom in your post claiming your kingdom -we have records to check, BTW, so if you haven't played it, you get the kingdom, otherwise someone that hasn't can bump you out) get the first pass for kingdoms, in the order they sign up. Players are encouraged to try a new kingdom;
2. Then, first come, first served for claiming kingdoms still remaining. You can still pick early but if you're bumped because you've played the kingdom before and someone that hasn't claims it, you'll have to change your selection;
Here are the special rules for this game:
1. No allies can be declared before Turn 6 and players should not exchange full turn results with non-allies, although intel can be shared;
2. No trading between kingdoms before Turn 6;
3. No Long term NAPS (longer than 6 turns) before Turn 6. There should be no forum controversy about "having an understanding with that player" before turn 6 that goes past turn six. You can agree to consider extending an agreement earlier, but no player is considered committed to that. Throughout history, no two countries have been "allies forever", we should have that more realistic and tenuous diplomacy;
4. No gifting to kingdoms throughout the game (no use of order #215);
5. No trade between kingdoms at Turn 6 or later at greater than 6 to 1 with a cap of 60k per any single trade order (so 10k food for 60k gold is the highest allowed).
Please don't make suggestions for changes to this Independence format. If a player feels he can't abide by the spirit of this contest, he should wait for the next signup thread.
Claim your Independence and Your Kingdom Now!
166 - Steel Pagan Anonymous Rex
167 - Primeval New Player Mentor
168 - 12 Player Steel Diplomacy Rex
169 - Steel Anonymous SVC
170 - Magic, Team Only Victory
171 - 12 Player Steel Pagan SVC
172 - New Player Primeval Mentor
How about something new?
Full Steel Independence
I'd like to try a full 15 player game with diplomacy, but with limitations on the ability of one kingdom to support another at least in the early going. There is Secret Victory (SVC) potential. To state the spirit of this game, the idea is there will not be pre-conceived alliances or early gold funding. Players should go into this game with the idea of being independent through the early game at least. Please do not try to negotiate/collect non-aggression pacts (NAP's) lasting more than 6 turns before turn 6 at the earliest. Some of this has to be player-enforced, it won't be coded. If this is successful in that players feel it makes a more entertaining full diplomacy game regardless of diplomatic style of the player, we may code it later. The idea is its something of an intermediate ground between full diplomacy and anonymous.
Kingdom Selection:
1. Players posting first for a kingdom they have never played in the Resurgence (state that you haven't played the kingdom in your post claiming your kingdom -we have records to check, BTW, so if you haven't played it, you get the kingdom, otherwise someone that hasn't can bump you out) get the first pass for kingdoms, in the order they sign up. Players are encouraged to try a new kingdom;
2. Then, first come, first served for claiming kingdoms still remaining. You can still pick early but if you're bumped because you've played the kingdom before and someone that hasn't claims it, you'll have to change your selection;
Here are the special rules for this game:
1. No allies can be declared before Turn 6 and players should not exchange full turn results with non-allies, although intel can be shared;
2. No trading between kingdoms before Turn 6;
3. No Long term NAPS (longer than 6 turns) before Turn 6. There should be no forum controversy about "having an understanding with that player" before turn 6 that goes past turn six. You can agree to consider extending an agreement earlier, but no player is considered committed to that. Throughout history, no two countries have been "allies forever", we should have that more realistic and tenuous diplomacy;
4. No gifting to kingdoms throughout the game (no use of order #215);
5. No trade between kingdoms at Turn 6 or later at greater than 6 to 1 with a cap of 60k per any single trade order (so 10k food for 60k gold is the highest allowed).
Please don't make suggestions for changes to this Independence format. If a player feels he can't abide by the spirit of this contest, he should wait for the next signup thread.
Claim your Independence and Your Kingdom Now!