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December 24th, 2007, 02:48 PM
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Sergeant
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Join Date: Aug 2007
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Re: Dynamic modded Pantheon Council Game (discussi
Guys, my English is not as good as I wish, and may have a handicap in diplomacy, but I would love playing! Early Era? For more fun units...
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December 24th, 2007, 04:30 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Dynamic modded Pantheon Council Game (discussi
I would be interested too.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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January 1st, 2008, 07:38 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Dynamic modded Pantheon Council Game (discussi
I'd be interested.
Also as an idea, it might be worth having a gamesmaster race in an inaccessible province with a number of moddable spells available to them, to allow for any other special effects that might be required later in the game.
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January 1st, 2008, 09:17 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Dynamic modded Pantheon Council Game (discussi
Sounds like a fun concept! I do worry that the politics of the voting system might overshadow the actual game, but who knows? Let me know when you start this one...
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January 1st, 2008, 09:29 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Dynamic modded Pantheon Council Game (discussi
So, I was looking over the upgrades in more detail. What is the purpose of:
"making holy a non holy capitol only unit (will also double the unit cost)"
Because with only some rare exceptions, all cap-only units are already holy. I guess you could retroactively make upkeep for your top mage be less, at the expense of all future mages costing more? Can't see a place where I would choose to pick this one tho.
Another thing I was wondering: do you need to be holding the VP on the 6th turn? What if I hold the VP for 5/6 turns but lose it on the last one?
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January 1st, 2008, 10:15 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: Dynamic modded Pantheon Council Game (discussi
The 3 pts was a discount for the few non sacred capitol only units, but I've forgoten the last lines when I cut pasted the rules. (there was for 5pts : "make holy any unit (also double its cost)")
For VPs, yes my idea was to check control every 6 turns only, I like the tension of the autumn phase in Diplo.
Anyway, there will be new version of rules before I eventually launch this kind of game (it won't be soon as I have a lot of work the coming months and too much games and projects).
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January 1st, 2008, 10:38 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: west of DC
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Re: Dynamic modded Pantheon Council Game (discussi
I think the concept for this game is interesting, but I'm at my quota for games right now. I do have a couple comments that may help you, based on a couple of the more elaborate Dominions 2 games I was in (Twan may remember these, but I don't think he was in either of them).
In "Yarnspinners 2", we had a "gamemaster" nation in the mix, and it worked out well. It was controlled by the host (who did not play), and its purpose in that game was merely to cast that global that reveals all the province ownerships. The host then posted the screenshots every 5 turns. Things to make sure of: make sure the nation isn't susceptible to event-caused attacks or dominion kill!
In "Council of Wyrms", we had an elaborate proposition/voting scheme set up. Ironhawk is right, you do need close controls over procedure to keep the politics in balance with the game. It looks like your allowed votes are very limited, which ought to help a lot. Make sure your voting procedures are carefully set down (timing, quorum, ties, etc.).
I think your turn limit is a good idea. The CoW turned very stagnant without one. When going to war potentially incurs a penalty, the action slows down a lot.
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