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Diplogame Rules and Victory Discussion -
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An initial comment ... any thoughts to removing the space ship victory all together - although I do like the laternative of allowing multiple launches.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
We discussed removing the SS Victory option before and it was kept in, as the game in so many ways is a preparation for it. I dont think we should remove ANY of the victory conditions, but that we should reimplement the point system for victory. Having it fail once is not reason for dismissing it completely. it was designed for a purpose and we have seen in diplogame after diplogame that the troubles that led to its creation remain.
I think Ozzy's rule system is a viable and effective way of solving our problems.
It will contribute to all the problems present, without a long list of complicated and unintuitive rules. Sorry cyber, but your ideas for rules are simply too many and too restrictive for a diplogame, IMHO,
i find it strange that the most powerful nations keep friends with eachother so often. yes, it makes sense, but only one player will win, and so keeping your strongest rivals (even if they were/are your friends) down would make sense. i know i would support weaker nations against nr.1 or nr.2 if I was in the lead. but then again, I'm a devious bugger....
However, two of cybers rules seem very necessary.
4. Only have alliances that make sense. (based on religion, civics and/or geographical location, STRONG STORY BASIS)
7. Only trade techs within your alliance.
this would hopefully help reduce tech trading enough.
Sorry cyber, but your ideas for rules are simply too many and too restrictive for a diplogame, IMHO
Diplogames are restricting the 'normal mp games' with many rules. That's the exact idea behind a diplogame.
The scorelist will not let people change their game behavior since it's too abstract.
Some simple rules (and my rules are simple) can do a lot to the game.
The scorelist is:
- subjective, voting is never going to give a fair winner
- unfair, since it adds points to stuff (first to liberalism) for which the player already got rewards in the game, and thus extra points
- abstract, while playing you're not in touch with the scorelist, it's just some numbers that won't matter in the end.
More rules is always unpopular. People don't like rules. And it's obvious that people like a scorelist, because it's something we understand.
But good games always come with rules and restrictions. If we are busy shaping diplogaming then we obviously need new rules.
Rules to bend the diplo aspect of the game.
And I don't understand either why Toni and Ozzy allied in HOTW XIII (or 7?) but they did anyway. Maybe because they had the intention to cheat on each other later, maybe just because they could help each other to stay on the top. Fact is that they never went against each other.
I think we just need a rule to avoid too strong alliances, and no alliances between the top 3 players will help a lot to get that.
Formerly known as "CyberShy"
Carpe Diem tamen Memento Mori
I still think the concept of allying game long is an unrealistic parallel with history and not good for diplo games.
However in terms of playing the game it's going to work every time if you ally game long with one or many civs. It's a no brainer whether you work hard at it or not...
"Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
And this is why I refuse to automatically cooperate with Toni and a few others because how boring is it if I'm added to the list of their game long allies.
However, with anonymity it will be unknown and easier to both cooperate and backstab!
"Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
However in terms of playing the game it's going to work every time if you ally game long with one or many civs. It's a no brainer whether you work hard at it or not..
Funny then why did it only work out for me and Ozzy that game - there were other alliances out there - luck of brain functionality i guess!
Well Deity you were allied with (Lz/Kuno's friend then) all game long, and he was on the other side of the map. Maybe you should follow your own advices as well
The point i'm trying to make here is that no one is flawless,
Exactly, no one is flawless, and therefor we need some rules.
Toni and Ozzy played a good game, and there was no rule against their alliance.
But in a 'top 3 players can't be allies' rule environment, they would've been forced to split up, which would've made a better and more interesting game.
It's realistic anyway, that friends who become powerfull become enemies.
And alliances between civs on large distance is no problem, if they share something, a religion or an ideology (civics). Not just for the sake of it.
Why not make rules for that? It's not as if those rules are far stretched?
Formerly known as "CyberShy"
Carpe Diem tamen Memento Mori
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