Art of the Possible

I think RNG should establish the order in which people can claim a country, or their priority. For example, people select their 3 or 4 preferred countries in no specific order and rng determines whose claim takes precedence.
 
I'd probably not be on board with a RNG. I'd echo Shadow's call for a new setting though and would generally not be in favor of a reset
 
maybe just ditch the idea of player-controlled superpowers?
*ducks*

But EQ railroads superpowers too much, anyway? poor guy won't get a break

*madrid burns down due to a random event*

okay eq is actually really good gm and he's great and whatnot
 
I don't burn things down. I use meteors and communists. Far more impressive.
 
There are two main themes of the game that have worked out poorly in practice.

The first is the Bipolar World, dominated by two rival superpowers. Except these superpowers realized they had no reason to compete, and that any conflict between them would only undermine their own positions. So they cooperated and are as powerful as the rest of the world combined, meaning they can effectively impose whatever they want unless challenged by a massive coalition.

The second is the emphasis on diplomacy and influence over war, and here the issue is very much in that the ruleset and spending emphasizes the military (there are 18 lines in the stats, 9 of which are used for tracking your military). Re-orienting it towards tracking influence would reward players for skilled diplomacy.

The third issue is that the world began in media res, but the players have not acted like it. They formed their own alliances (Britain and France) and radically changed their nations foreign policy on turn 1. This is a harder issue to fix, aside from deliberately choosing the setting that begins in a chaotic free for all (TWTUD) I can't think of a good solution.
 
I am strongly in support of continuing the current game as-is. If the point of resetting is to give people a 'clean slate' for diplomacy that seems needless; a) I genuinely don't think anyone's actions need to be reset and b) you always need a few years for international relations to stabilize because people haven't tested out the mechanics and haven't built or burned friendships. The current crisis is a chance to set the stage for the rest of the game, I would just prefer to move forward and lick my wounds from whatever comes next.
 
Or, yeah, personally the best option is just to keep going and let God sort it out.

That's not just because I'm going to spend this whole war making out like a bandit.
 
I'm fine without a reset honestly. Railroading France and Britain into war in a reboot wouldn't be a great idea either.
 
I am strongly in support of continuing the current game as-is. If the point of resetting is to give people a 'clean slate' for diplomacy that seems needless; a) I genuinely don't think anyone's actions need to be reset and b) you always need a few years for international relations to stabilize because people haven't tested out the mechanics and haven't built or burned friendships. The current crisis is a chance to set the stage for the rest of the game, I would just prefer to move forward and lick my wounds from whatever comes next.
I second this. Current WWI seems to be just a prelude for the Brave New World to come. I mean, many nations may perish along the way, and players may need to shuffle to new successor states, but it's an interesting mess we're getting into, regardless of who wins this war. To be honest, I'm having a lot of fun with this, even though I may not necessarily achieve much with my nation.

I also don't think the concept of two superpowers is flawed in and by itself. The simple truth about the Art of the Possible is that Great Britain and France both had achieved the state of almost full autarky by the beginning of the game, plus they didn't have serious ideological differences, such as the capitalism vs. communism struggle between the USA and the USSR. It doesn't mean they wouldn't compete with each other. All it means the other countries' players had to be more subtle in their geopolitics, not challenging the superiority of the Dual Powers directly. Because let's face it, if you want two superpowers to open the "superpowers' club" to other participants (or dissolve it completely), then you're inviting the superpowers to cut you down to a size. More practical approach would be to make the superpowers believe their superiority is unchallenged, feed their desire to compete against each other more aggressively (by making them feel they have a strong backing and stable position), and wait until they get too tied down in their rivalry. I'm not blaming people for not being as subtle in the game - it's up to them to decide what's fun and what's not. But I just don't think EQ is to blame for the imbalance. The Dual Powers' alliance is a fruit that we grew ourselves.

In general, I think, any game that starts in the middle of an intense imperialist "Great Game" would be destined to turn into a big world crisis with ever-shifting alliances, simply because at least two or three nations will have their interests and power projection capabilities everywhere. So, the "clean state" of diplomacy is possible only in two cases:
1. If we start nation-building almost from the scratch, similar to BOTWAWKI.
2. Less "global" period of history, when even powerful nations couldn't be projecting their influence and military power to every corner of the planet. (Still, on regional level thing may get pretty messy very easily. After all, all global imperialist powers of the 19th century grew out of regional powers that subdued all of their regional competitors and extended their reach to other corners of the world. In other words, nobody is safe from being bullied, no matter how you plan you game.)

With all of this in mind, here are my preferred solutions:
1. "Freeze" this game by not allowing any more diplomacy until EQ is free to GM it;
2. Go for another BOTWAWKI (still, I think many players will be disappointed to find that the rules of survival in BOTWAWKI are not much different, and bullying and backstabbing are still the very salt of "realpolitik" in the Wasteland);
3. Completely new alt-history game, this time set up in a different time period (I have nothing against 1900s, but starting in 1900 all over again feels repetitive).

P.S. Randomization of factions doesn't sound too attractive to me. Lack of attachment to one's faction seems to be the main reason for drop outs, along with being busy IRL and good ol' ragequits.
 
Ahigin is on the money about how you guys could manage us. One person has tried to do that, and kind of failed. One person has done that and it's working out well for them.

Shadowbound said:
The first is the Bipolar World, dominated by two rival superpowers. Except these superpowers realized they had no reason to compete, and that any conflict between them would only undermine their own positions. So they cooperated and are as powerful as the rest of the world combined, meaning they can effectively impose whatever they want unless challenged by a massive coalition.

Nuke and I disagreed a lot. We just had the good sense to keep it quiet. A number of players are aware of areas we disagreed over. Having said that, the reason we began working together was because of this:

Shadowbound said:
The second is the emphasis on diplomacy and influence over war, and here the issue is very much in that the ruleset and spending emphasizes the military (there are 18 lines in the stats, 9 of which are used for tracking your military). Re-orienting it towards tracking influence would reward players for skilled diplomacy.

In 1900 we stopped... a half a dozen wars. Shadow has alluded IC to one war I stopped and I've mentioned another. The Conference powers, with the exception of Prussia and the Ottomans, are aligned against us because we told them off. It has nothing to do with Siam, and everything to do with people wanting to invade Cuba, Korea, the Ottomans and Japan. Everyone seemed to be operating under the assumption that invasions could be done in isolation with no impact on the rest of the world. Nobody could think past their own noses. The end result of which was a bunch of powers decided that maybe we should be told off. (I'm kind of proud of that because I set up the template for conferences). Properly executed we might have backed down but the terms of Fort Lauderdale made that impossible and made all the points of disagreement with Nuke seem like small beer.
 
I'd rather continue.
 
I'm easy either way. I've only just started to put some attention into this NES due to the birth of my child a few weeks back and have pretty much skipped over most things.

Personally I'm not a big fan of the setting (with 2 superpowers) as most NES's put in this situation don't tend to last long and most nations have their options limited. IMO it's probably why there haven't been many (if any) successful NES's played past the 1950s/1960s.

That said I do think this setting could be more interesting if the start was sooner (1820, 1836, start of the American Civil War or during a liberal uprising throughout Europe) with the players having to more directly deal with the changes caused by France winning the Napoleonic wars. With Britain and France directly competing in the colonial game and the industrial revolution just underway nations would have a few more options to make things interesting.

The only other thing I'm not a big fan of is the mobilization mechanic. While not a big deal I personally find this mechanic to be very gamey and up for abuse (see Britain mobilizing before the 48 hour deadline but declaring war just before the deadline).
 
I'm easy either way. I've only just started to put some attention into this NES due to the birth of my child a few weeks back and have pretty much skipped over most things.
Congratulations! It's a tough time, but it's also a great time.
Personally I'm not a big fan of the setting (with 2 superpowers) as most NES's put in this situation don't tend to last long and most nations have their options limited. IMO it's probably why there haven't been many (if any) successful NES's played past the 1950s/1960s.
That could be true to some extent. Three is usually the number in case of superpowers. Or no superpowers at all.

Still, current format is okay, in my mind - once EQ is fully back.

Or, I'll say it again, new BOTWAWKI.
 
I personally would prefer a new BOTWAWKI but in the end it's your decision and I'm fine with anything. If anything I've been paying less attention to this than I should have so I'm sorry about that.
 
@Justo: Congratulations on the new child!

As for mobilization, the effort of the mechanic is actually to somewhat encourage behavior like Britain presented. One of the reasons people rushed to war during OTL WW1 is because of the systems of mobilization, leading to a scenario, where mobilization could mean war at any time, and if your neighbor mobilized, you'd be forced with deciding to mobilize and be prepared for the worst, but risk escalating tensions, or not to mobilize and risk being caught off guard. I do feel as though Britain was entirely within the spirit of the mechanic when I designed it.
 
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