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  #1  
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

Quote:
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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  #7  
Old February 5th, 2007, 08:17 PM
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Default Re: On Graphs and Victory Conditions

I forgot to vote for graphs and I vote NO! Thanks a lot.
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Old February 6th, 2007, 07:42 PM
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Default Re: On Graphs and Victory Conditions

So, looking at the posts, it looks like if we're going to have a blitz, it'll be Sunday afternoon. So, I'll propose Sunday 2pm EST (GMT - 5).

If it doesn't work out, that's ok, but with or without blitz, I would love to see move through these early turns quickly.
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Old February 6th, 2007, 07:52 PM
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Default Re: On Graphs and Victory Conditions

So, based on what I've seen so far, I think we're narrowing in on our settings, and I would suggest the following:

Graphs: Off
Victory Conditions: 40-51% of total province count (w/ expectation that consensus on game end will happen before reaching that point)
Magic Site Freq: 60 - I haven't heard much comment on this one, but in absence of debate, I'd go w/ this value.


PLEASE NOTE: The server is now tested, we are on track for starting tomorrow evening. If for any reason you do not expect to be able to play 1 turn/day early turns, 1 turn /2 days later turns, please pull out now. If, for example, you have great heartache w/ the proposed game settings, now is the time to withdraw. I really, really don't want to see anyone disappearing or going AI on something like turn 3.
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  #10  
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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