I suppose I am beating the proverbable dead horse here, but this is the last set of rules posted by deity before the game started (from page 2 of the thread)
Deity indicated in our King Chat that he thought the limits on tech stealing were made before the game started, but I do not see any limits mentioned. I have played in several Rah Rule games and tech stealing (including "friendly" thefts) are considered acceptable. It was always up to the victum to decide whether it was an act of war.
After the first round everyone but me agreed to force a declaration of war before stealing a tech. This will make it extremely difficult to pull off a theft, since the element of surprise is gone. In my opinion the penalties have become so high that stealing a tech is no longer a viable option.
I was under the impression that this would be a Diplo game, where we would have some things that we could negotiate. I suppose I should have declined to play when I saw that alliances and tech trading would not be allowed. In my opinion, negotiation is the best part of a Diplo game. In this game we can now not even negotiate whether to go to war or not, after a tech theft.
This game has gotten too restrictive for my tastes, and I feel I must now withdraw.
If there is someone else out there that can live with these restrictions, then they are welcome to take over the Borg Collective.
Originally posted by deity
I may be in the minority but I think because of the way the civ engine works it may be best to have no "alliances" and no tech trading? But stealing and capture are OK.
To sum up my SUGGESTIONS:
ONE Wonder per civ
NO Alliances
NO Tech trading
ONLY capture one undefended city per turn pre 1000BC (per civ)
ONLY capture 3 cities per turn per civ thereafter
Ceding units OK BUT NO double moves
No City bribe
Unit bribe OK
All tricks acceptable in Rah Rules are OK - like IRB is OK, etc
All the cheats not accepted in Rah rules NOT OK - NO caraporting, etc
I may be in the minority but I think because of the way the civ engine works it may be best to have no "alliances" and no tech trading? But stealing and capture are OK.
To sum up my SUGGESTIONS:
ONE Wonder per civ
NO Alliances
NO Tech trading
ONLY capture one undefended city per turn pre 1000BC (per civ)
ONLY capture 3 cities per turn per civ thereafter
Ceding units OK BUT NO double moves
No City bribe
Unit bribe OK
All tricks acceptable in Rah Rules are OK - like IRB is OK, etc
All the cheats not accepted in Rah rules NOT OK - NO caraporting, etc
After the first round everyone but me agreed to force a declaration of war before stealing a tech. This will make it extremely difficult to pull off a theft, since the element of surprise is gone. In my opinion the penalties have become so high that stealing a tech is no longer a viable option.
I was under the impression that this would be a Diplo game, where we would have some things that we could negotiate. I suppose I should have declined to play when I saw that alliances and tech trading would not be allowed. In my opinion, negotiation is the best part of a Diplo game. In this game we can now not even negotiate whether to go to war or not, after a tech theft.
This game has gotten too restrictive for my tastes, and I feel I must now withdraw.
If there is someone else out there that can live with these restrictions, then they are welcome to take over the Borg Collective.
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