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  • Refugee Question

    Is there a plan on what to do if a civ is wiped out early and the members want to remain involved in the game by switching to an active team?

    How are the previous two multiplayer team democracy games handeling it?

    Personally I think they should be able to join the civ that wiped them out without waiting (captured), maybe in extend it to any civ somehow involved in combat with them during the last turn.

    And maybe if their in game allies with another civ for the past five turns, allow them to instantly transfer to that team (they were on holiday in their allies land during the final days of their own civ)

    But if it's some other civ maybe there should be a five turn delay. (On the run trying to avoid capture between their capital and the desired civ they want to join?)
    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
    Templar Science Minister
    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

  • #2
    Planning to be wiped out?

    I think the only team (so far) that has been completely wiped out in the other two in-house demo games was Lux Invicta and several of their members joined other teams, while the leader Trip became the overseer of the game (Sauron's evil eye )

    Comment


    • #3
      I think members should be allowed to join, without delay or at least without much of it, any civ they had contact with, whether that be the civ who wiped them out, an ally of their original civ, or another civ altogether.

      What I'm not sure about is if refugees should be allowed at all to join a civ their old team never had contact with.

      Comment


      • #4
        I think members should be allowed to join, without delay or at least without much of it, any civ they had contact with, whether that be the civ who wiped them out, an ally of their original civ, or another civ altogether.

        What I'm not sure about is if refugees should be allowed at all to join a civ their old team never had contact with.


        (I'm to lazy to type it out, so I waited for someone else to do the job for me )
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

        Comment


        • #5
          An ally of the team they were on, sure. Absolutely not to an opponent with, and I'd say not to a team they had no contact with or were not friendly with ... too much information could be shared.

          I'd say that the teams left should vote on it if it happens, and with the assumption that part of the vote is how many turns delay are allowed.
          <Reverend> IRC is just multiplayer notepad.
          I like your SNOOPY POSTER! - While you Wait quote.

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          • #6
            Originally posted by snoopy369
            An ally of the team they were on, sure. Absolutely not to an opponent with
            Why not? It would be a little strange, but what's the harm?

            Comment


            • #7
              I say that if a team is wiped-out early in the game, we shouldn't have any stipulations on what team they can rejoin. If a team accepts them, fine. That's between the individual player and the team he/she wants to join.

              So the individual might have some intelligence on the party who wiped his first civ out.....so what? Such is war.

              If you wipe out an entire civ....of course you are going to have people running into the countryside with possible information that you would prefer be kept secret - but you did wipe-out their civilization! I say suck it up and move on! This is just another cost of war.
              ____________________________
              "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
              "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
              ____________________________

              Comment


              • #8
                Originally posted by Wittlich
                I say that if a team is wiped-out early in the game, we shouldn't have any stipulations on what team they can rejoin. If a team accepts them, fine. That's between the individual player and the team he/she wants to join.

                So the individual might have some intelligence on the party who wiped his first civ out.....so what? Such is war.

                If you wipe out an entire civ....of course you are going to have people running into the countryside with possible information that you would prefer be kept secret - but you did wipe-out their civilization! I say suck it up and move on! This is just another cost of war.
                The Horde agrees with this statement.

                Such is war. Indeed!!!
                Attached Files
                Gurka 17, People of the Valley
                I am of the Horde.

                Comment


                • #9
                  I'm fine with free movement of refugees.

                  However, I like the taste of capturing a civ and its inhabitants. This will truly make some integration efforts, hence, a little bit of a destabilization risk. Maybe the victorious civ can be allowed to "disband" the people they capture, which leaves them free to join a befriended civ.

                  I'm fine with whatever is decided, I just like the idea of extrapolation of the game's features.
                  don't worry about things you have no influence on...

                  Comment


                  • #10
                    Considering you have no choice in the matter of by whom you're conquered, that would be forcing refugees to stick to a team. I think you'd see entire teams not re-joining the game when their team was conquered, in that case. (Would you really want to join the team that wiped you out?) I think joining any team you had contact with gives as many options as possible without damaging the in-game mechanics of inter-continental contact and such.

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                    • #11
                      Originally posted by Kloreep
                      Considering you have no choice in the matter of by whom you're conquered, that would be forcing refugees to stick to a team. I think you'd see entire teams not re-joining the game when their team was conquered, in that case. (Would you really want to join the team that wiped you out?) I think joining any team you had contact with gives as many options as possible without damaging the in-game mechanics of inter-continental contact and such.
                      I'm glad you understand the interesting mechanisms I was aiming at...
                      don't worry about things you have no influence on...

                      Comment


                      • #12
                        I'm assuming that the "players" on the teams are members of the rulling class for the below:

                        ex leaders of have historicaly conquered countries went to their conquers for a virtiety of reasons:

                        1. Their own country's defeat convinces them that their conquers way of live / civilization is better.

                        2. Some of them are just going to sabotage their conquerors country from within if they get the chance.

                        3. Their fed up at thier own ex-leaders for not listening to them and glady go over to the conquers. (Only to later $&*( and moan about the new leaders not listening to them any more than the previous ones did.)

                        4. Occanisonly they had already sold out to that other civ, and had been actively working against their own country, but this type is seldom trusted by the conquerors. (Whom, if he sold them out he might sell us out ...)
                        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                        Templar Science Minister
                        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                        Comment


                        • #13
                          Sounds all quite feasible...

                          I especially got a good laugh from this one...

                          Originally posted by joncnunn
                          3. Their fed up at thier own ex-leaders for not listening to them and glady go over to the conquers. (Only to later $&*( and moan about the new leaders not listening to them any more than the previous ones did.)
                          So easy to see the Great Lord Xxxx in this role
                          Gurka 17, People of the Valley
                          I am of the Horde.

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                          • #14
                            Let refugees join any team they had contact with in-game. Sould give the refugees enough options while keeping close to the original SP game-mechanics.
                            Don't eat the yellow snow.

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                            • #15
                              "joining any team in the game" and "joining any team they had contact with" may turn out to be somewhat similar.
                              Let refugees join any team they had contact with in-game. Sould give the refugees enough options while keeping close to the original SP game-mechanics.
                              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                              Templar Science Minister
                              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                              Comment

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