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  #1  
Old February 5th, 2007, 03:26 PM
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Default Re: On Graphs and Victory Conditions

I've actually played an all-player DomII game on this map, and i gotta say, the very concept of someone taking even 40% of the provences boggles the mind. That game ended in exhaustion at turn 120ish, long after an anonymous smart alec had Wished for the apocolypse SEVEN times. IIRC, there were 10 players left even still, castles in most provences, and 4 or 5 players with vast empires and defences so mighty that any thought of destoying them was madness. No one really did or could claim total victory, i think all of us that were big and mighty were satisfied that we had succeeded, and , by my way of thinking at least, anyone still alive at all got glory points.

I'm fine with any VP method that does not let someone win a cheap and easy victory, and perfectly happy to just count points when we are done.(or not if the graphs are off). To me, it is one of the virtues of Edi's masterpiece is that it is effectivly unconquerable and one is left to pursue one's fate in a local theater of the wider world.
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Old February 5th, 2007, 04:28 PM
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Default Re: On Graphs and Victory Conditions

Quote:
Tyrant said:
I've actually played an all-player DomII game on this map, and i gotta say, the very concept of someone taking even 40% of the provences boggles the mind. That game ended in exhaustion at turn 120ish, long after an anonymous smart alec had Wished for the apocolypse SEVEN times. IIRC, there were 10 players left even still, castles in most provences, and 4 or 5 players with vast empires and defences so mighty that any thought of destoying them was madness. No one really did or could claim total victory, i think all of us that were big and mighty were satisfied that we had succeeded, and , by my way of thinking at least, anyone still alive at all got glory points.

I'm fine with any VP method that does not let someone win a cheap and easy victory, and perfectly happy to just count points when we are done.(or not if the graphs are off). To me, it is one of the virtues of Edi's masterpiece is that it is effectivly unconquerable and one is left to pursue one's fate in a local theater of the wider world.
This sounds like good & relevant experience. I would say that this sort of outcome would be good (maybe even desireable). Based on this I think that for a victory condition, going as low as 40% of the provinces is reasonable, and that even then we may well not see any clear victor (at least not by province count alone).
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Old February 5th, 2007, 04:44 PM
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Default Re: On Graphs and Victory Conditions

I know I am not participating in this game, but I thought I might be able to help out. With regards to the Western Islands, you can place a Navigators Guild in one of the provinces. I think the magic site allows you to recruit sailing commanders.
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Old February 5th, 2007, 04:48 PM
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Default Re: On Graphs and Victory Conditions

*****Possible spoiler warning******





















I am not 100% certain, but I believe in dominions 2 this map had a navigator's guild in the Waterdeep province. If all the special provinces are still intact from the transition to dominions 3, you may not even need to add a navigator's guild.
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Old February 5th, 2007, 04:51 PM
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Default Re: On Graphs and Victory Conditions

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Foodstamp said:
*****Possible spoiler warning******





















I am not 100% certain, but I believe in dominions 2 this map had a navigator's guild in the Waterdeep province. If all the special provinces are still intact from the transition to dominions 3, you may not even need to add a navigator's guild.

Still spoilering...





Actually, it's in Luskan.
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Old February 5th, 2007, 04:57 PM
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Default Re: On Graphs and Victory Conditions

More spoilers...


Actually, I just checked my dom 2 version and there are several nav guilds. One in Calimport, one in Baulder's Gate, one in Waterdeep, and one in Luskan. I don't remember where these provinces are off the top of my head, but they may already be placed in good position.
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Old February 5th, 2007, 04:57 PM

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Default Re: On Graphs and Victory Conditions

Regarding starting positions:

Is there anything wrong with placing 16 (2 water) fixed starting position (evenly spaced and all atleast decent)?

Yes we would know from start where the other starts are but not what nation, and more importantly, this will give all atleast a fair startingposition.
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Old February 5th, 2007, 05:43 PM
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Default Re: On Graphs and Victory Conditions

In the game i played Edi the mapmaker started in the western isles. Despite playing Vanheim, he thought it was a bad start spot, but i don't really know why. Seems to me that starting in the middle of the map will be tough.
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Old February 5th, 2007, 07:37 PM

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Default Re: On Graphs and Victory Conditions

CB:no(already made pretender)
WH:either
Graphs:YES oh god please yes
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Old February 6th, 2007, 11:04 PM
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Default Re: On Graphs and Victory Conditions

Quote:
Evilhomer said:
Is there anything wrong with placing 16 (2 water) fixed starting position (evenly spaced and all atleast decent)?

Yes we would know from start where the other starts are but not what nation, and more importantly, this will give all atleast a fair starting position.
True, but imo it would also be a pretty big advantage for those that go for a SC pretender that is available turn 1. Or any other rush based strategy, where you want to go for the early player knockouts.
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