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  • Originally posted by The_Aussie_Lurker
    Alliances should rely on one of the following:

    1. Shared Religion (including Pagan).

    2. Shared Ideology (2-3 Civics identical, but at least a shared Government Civic).

    3. Shared border (obviously this can easily go the other way).

    4. Shared Corporate links.

    5. Good Story-telling.

    Obviously the more of these in common, the more an alliance makes sense. This doesn't mean players can't engage in short term co-operation (like mutual trade in techs & resources) but should exclude Defense Pacts, Vassal States & Permanent Alliances.

    What do you reckon, does that sound fair?

    Also, as far as tech trading goes. Techs can only be GIVEN to Civs who are clearly trailing on the leaderboard (last 3 places). Otherwise, techs must be exchanged for other techs or recieve a DECENT market rate in gold (obviously this comes down to TRUST people ). No Tech Brokering is a MUST & definitely no Alphabet trading.

    What do you reckon, sound good?

    Aussie_Lurker.

    Yes... This seems acceptable.
    So. These are the only rules supposed to be added for the next diplogame?

    So in basis.
    1. Alliances MUST have an ingame base (as suggested), and MUST be referenced in the story thread.

    2. Tech trading is limited to Allies AND far behind civs. (bottom 3)

    3. Top 3 on scoreboard may not Ally with eachother.

    -I favor this because it creates a very interesting dynamic.
    If one player is in the top 3, allied with for example player 4, then the top player will have an interest to NOT let nr.4 rise on the scorechart. Which is most certainly not in the interest of nr.4 who wants to do better. As such, stronger nations will immediately feel hostility towards rising powers, which is extremely realistic and highly dynamic gamewise.

    Now there are problems such as the scoreboard not being a perfect analysis of power and that it may be manipulated, but in reality, players will try to do their best, that is the main point of the game, and as such keeping yourself down just to stay allied is highly counterproductive, it would then be more productive to break the alliance and seek new bedfellows. This is what the game needs.


    I also strongly favor anonymity because even though it is imperfect, and we will try to guess who is who, we can never be certain unless the player in question confirms it and that would obviously not happen. In that respect I would suspect that Player A is deity, cause the style of play resembles him and his story seem deity-ish, but I can't be sure that it is, cause maybe, just maybe it is Aussie_Lurker adopting deity's successful strategy from previous games and writing stories in a way that is atypical for him but similar to someone else... and so on. And furthermore, I would not attempt consciously to discover who it is, I will relate to the Empire first and foremost, not the player. All communication will be IC, which can ONLY be good.



    And as for my Ethiopian "friends" I wanted to settle there but realized I could never pull it off, it was too far away and the English kept threatening me for expanding east (they were strong then and I was weak). But my posturing made it seem as I had given something in sacrifice and could request something in return. At the same time I knew the English wished to settle there and that they would be hostile towards you, so letting you settle there soured your relationship with them, I had hoped to the point of war, whereupon I would take sides (most likely with Ethiopia) and gain from that. I did not consider hostilities with Ethiopia, but you not knowing that was of great value to me. Devious? Me?
    Diplogamer formerly known as LzPrst

    Comment


    • 1. Yes, we need subs for tonight. Apparantly both Russia and Germany need a sub. (LzPrst, any change you can plug your laptop into something )

      2. The rules as being fleshed out are music in my ears. I'd say: let also the powergraph be important for the '3 best civs'. It's obvious that we must be a bit reasonable in this, and not go totally legel over someone who was 3rd spot for 2 turns.

      3. Indeed a good idea to let people know about any alliance in the story thread. It removes some unfortunate backstabbing, though people can be creative, but I think it comes with some advantages!

      I'll move the Diplorules posts to the diplorules thread.
      Formerly known as "CyberShy"
      Carpe Diem tamen Memento Mori

      Comment


      • 4. Good idea to only give techs to the bottom 3, and always have to TRADE techs for other techs or a reasonable ammount of money (ie. 1 beaker = 0.5 gold). One could say that in a trade there can't be a difference more then 20% of the beakers. (ie. meditation for education is a no-go)
        Formerly known as "CyberShy"
        Carpe Diem tamen Memento Mori

        Comment


        • One could expand a bit and say that in 10+ player games alliances with one of the bottom-2 players can have a 4th allie.
          Formerly known as "CyberShy"
          Carpe Diem tamen Memento Mori

          Comment


          • Should we start the HOTW 12 thread?

            There is still much life in the current game - but nevertheless it would be nice to start forming the next game with players, setting etc.

            Comment


            • Maybe a bit too early..........?
              If we want 9 players max (not me, but that seems to be the majority wish) then we may just chose to not accept new players anyway.
              Formerly known as "CyberShy"
              Carpe Diem tamen Memento Mori

              Comment


              • Well i think the more players the better - but then the more we got the more problems we got (connectivity & reliability)

                Comment


                • Players:
                  Civilization Leader also known as Former players / Subs
                  ArvcranIncaHuayna Capac
                  The_Aussie_Lurker (2*)EthiopiaZara Yaqob
                  Mr.Lincoln (1) / LzPrst (3)RussiaStalin Mr.Lincoln (s1,7,10,11), LzPrst (s2-6), AI (s8,9)
                  Dacole (2)EnglandElizabethDaniel, Cole LzPrst (s1), AI (s8-10), sub (s11)
                  Beta (1)RomeAugustusToxoxi Mr.Lincoln (s6)
                  Nolan (4)ByzantineJustinian Icondor233 AI (s3)
                  CyberShy (5)AmericaLincolnRho'd Berth
                  Deity (15)PortugalJoao II
                  AsmodeousNative AmericaSitting Bull AI (s1), Deity Dude (s2), AI (s10)
                  Toni (3)DutchWillem van Oranje
                  Frank Johnson (15)GermanyBismarckDangime OzzyKP (s10,11)


                  * The number behind the players name indicated the number of Diplomacy Games played by this player, as can be found in the Diplogame FAQ.

                  Session details:
                  Session 1: 96 turns
                  Session 2: 90 turns
                  Session 3: 63 turns
                  Session 4: 57 turns
                  Session 5: 58 turns
                  Session 6: 14 turns
                  Session 7: 36 turns
                  Session 8: 30 turns
                  Session 9: 50 turns
                  Session 10: 17 turns
                  Session 11: 1 turn

                  If we take a look at the # of players and the # of turns, then we see no direct relation between the # of players and the # of turns.

                  We had 3 excellent sessions with 11 players
                  We had 2 excellent sessions with 10 players
                  We had 1 good session with 11 players
                  We had 1 excellent session with 9 players

                  We had 1 pathatic session with 11 players (Deity blackout)
                  We had 1 bad session with 11 players
                  We had 1 bad session with 9 players
                  We had 1 poor session with 9 players

                  Score:
                  11 players: 6 total, 3 excellent, 1 good, 1 bad, 1 pathatic
                  10 players: 2 total, 2 excellent
                  9 players: 3 total, 1 excellent, 1 poor, 1 bad

                  Conclusion
                  66% of the 11 players sessions were good or excellent
                  100% of the 10 players sessions were excellent
                  33% of the 9 players sessions were excellent

                  The bad sessions have nothing to do with the number of players, but with one person having issues. Like Deity last session, or Avcran last sessions (time out during the initialisation of the turn).

                  That can happen in a 7 player game and also in an 13 player game.

                  I'm fine with 9 players next session, I don't like it, but if that's what the majority wants, then I'll go with the flow
                  Formerly known as "CyberShy"
                  Carpe Diem tamen Memento Mori

                  Comment


                  • Originally posted by Mr.Lincoln
                    speaking of HOTW 12... I am debating if A. you guys would allow me to own my own civ B. If you guys will make me be a sub or C. IF i should be a sub or not... i would enjoy some opinions about that...thanks
                    Mr L, I think you'd make an excellent member of the sub brigade.

                    Maybe too much pressure for you to show each week?
                    "Old age and skill will overcome youth and treachery. "
                    *deity of THE DEITIANS*
                    icq: 8388924

                    Comment


                    • I think we should discuss whether there should be some restrictions on city razing.

                      Pesonally I've never done it and really don't like it.

                      It has happened in history but over a certasin size it seems very unrealistic to to totally raze a city.

                      Thoughts?
                      "Old age and skill will overcome youth and treachery. "
                      *deity of THE DEITIANS*
                      icq: 8388924

                      Comment


                      • I also think we should use passwords to totally eliminate any suspicions.

                        We can't play on with saved game without all players since the last upgrade to BTS, so that's good. We just need to close the remaining loophole.

                        AND make sure that two non players like thread mods and/or a game keeper know the passes.
                        "Old age and skill will overcome youth and treachery. "
                        *deity of THE DEITIANS*
                        icq: 8388924

                        Comment


                        • NO PASSWORDS
                          Captain of Team Apolyton - ISDG 2012

                          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

                          Comment


                          • Originally posted by OzzyKP
                            NO PASSWORDS
                            I hear what you say (if ever so feintly in the distance...

                            but I reckon when we start the game we all use passwords - save turn one when all confirm starts are OK go back in to ensure passwords are working.

                            It's worth the effort and I think with anonymity the odd player may weaken under the pressure of total paranoia!
                            "Old age and skill will overcome youth and treachery. "
                            *deity of THE DEITIANS*
                            icq: 8388924

                            Comment


                            • Originally posted by deity


                              I hear what you say (if ever so feintly in the distance...

                              but I reckon when we start the game we all use passwords - save turn one when all confirm starts are OK go back in to ensure passwords are working.

                              It's worth the effort and I think with anonymity the odd player may weaken under the pressure of total paranoia!
                              And then never be able to have a sub?

                              Me.

                              Comment


                              • Or when we have some new player we don't know very well who ends up not remembering his password, or who mysteriously leaves the game later on, then things get ****ed up. Just like it has happened every time so far.
                                Captain of Team Apolyton - ISDG 2012

                                When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

                                Comment

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