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Did the AN get compensated for loosing out on its starting HP? I was wondering why this empire is on the bottom of the empire "pick me" pile besides being in contested starting region.
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To the best of my knowledge, Kingdoms weren't typically compensated (at least not in a substantial way) for losing their HPs when the format switched over to Exploratory.
AN does not get any bonuses for having their powers limited, it's just part of the package when a game is designated Pagan.
They're still not at all a bad Kingdom, having played them before.
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If it is still open, I would like to claim the SO, which I have never played before.
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Thanks, I will be taking you up on some free advice. I see this game has a similar cast of players so I need to "up" my game or else they might get board on my lack of competition.
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04-22-2015, 10:08 PM
(This post was last modified: 04-22-2015, 10:10 PM by Ry Vor.)
Very good, we have our 15 Lords for this game stressing Independence while allowing full diplomacy. Rules summary below: these are player enforced. We will look to create this game tomorrow, Thursday.
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.
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).
This thread is closed - look for the new one tomorrow under Active Games, but remember, the idea is not to tie down long term arrangements in the early game.