I just checked my MMW is 1412 AD, I will check the turn when turn rolls over.
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Domination of Barbarians [Diplo Game] [Organization Thread]
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Based on positive feedback from some of the players in this game, I am considering hosting another diplogame on Fast speed. The game should be over in about 6 - 8 months with no pauses and a brisk timer.
I have tested our DoB Map on Fast speed and surprisingly, gameplay is still pretty good on Fast speed. I will start a new thread to discuss the possibility. I would use the same Map, with any suggestions/changes you guys come up with. I have already fixed the hole near Greenland that allows early access to the American continents.
The main thing I need suggestions on is simplifying/streamlining the ruleset. I want to have some protections in there to prevent steamrolling and rage-quitting, but I also want to allow more freedom and flexibility to wage war. I also really want the rules to be a lot less complicated this time. Anyway here is a link to the discussion thread: http://apolyton.net/showthread.php/2...52#post6248952
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Originally posted by Persia (DoB) View PostIf you find that RL stuff is keeping you from doing a good job with your civ, why not get a sub that can take the turns? It is in the rules that you can get a sub on your own, or you can ask Sommer to help you find a sub. That way you do not lose cities/troops simply from lack of presence. If the game takes a toll on your spare time, remember it is only a game.
Sommers, let us know how her first game goes
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I would be happy to participate.
Originally posted by Sommerswerd View PostBased on positive feedback from some of the players in this game, I am considering hosting another diplogame on Fast speed. The game should be over in about 6 - 8 months with no pauses and a brisk timer.
I have tested our DoB Map on Fast speed and surprisingly, gameplay is still pretty good on Fast speed. I will start a new thread to discuss the possibility. I would use the same Map, with any suggestions/changes you guys come up with. I have already fixed the hole near Greenland that allows early access to the American continents.
The main thing I need suggestions on is simplifying/streamlining the ruleset. I want to have some protections in there to prevent steamrolling and rage-quitting, but I also want to allow more freedom and flexibility to wage war. I also really want the rules to be a lot less complicated this time. Anyway here is a link to the discussion thread: http://apolyton.net/showthread.php/2...52#post6248952
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Does the MMW 5 turn countdown go into effect from when Nether refused my MMW terms, from when I offered MMW, or from when Nether requested MMW? My read of rules was that it began at point of refusal.
It is currently turn 603. I offered my MMW terms last turn (turn 602). Not sure if Nether refused terms at end of turn 602 or start of 603 but I am happy with using turn 602.
This would still put forced peace at turn 607 though and not 606 if the MMW countdown commences from when I think it does.
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Originally posted by England (DoB) View PostDoes the MMW 5 turn countdown go into effect from when Nether refused my MMW terms, from when I offered MMW, or from when Nether requested MMW? My read of rules was that it began at point of refusal.Originally posted by England (DoB) View PostIt is currently turn 603. I offered my MMW terms last turn (turn 602). Not sure if Nether refused terms at end of turn 602 or start of 603 but I am happy with using turn 602.
Originally posted by England (DoB) View PostThis would still put forced peace at turn 607 though and not 606 if the MMW countdown commences from when I think it does.Originally posted by Netherlands (DoB) View PostIf England asks for Netherlands cities without compensation, we refuse, let the war continue 5 more turns and be then be done.Originally posted by Netherlands (DoB) View Postyour terms are essentially for us to give up 2 cities for free, which we already rejected. Your terms are rejected and war must end on turn 606.
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