DaveMcW
Deity
- Joined
- Oct 8, 2002
- Messages
- 6,489
If you eliminate 2 of 5 teams, that basically ends the game.
Are you suggesting a new rule?
If you eliminate 2 of 5 teams, that basically ends the game.
Exactly. So if B is in a defensive war, they have a considerable advantage in terms of unit whips compared to if A is in a defensive war. Team B's reinforcements appear immediately after their battles, while Team A has to wait for Team B to play (and attack them) before their reinforcements appear. So, for instance, if one more unit would make the difference between keeping a city and losing it, Team B keeps the city while Team A loses it in an otherwise identical situation.
No, I think you missed my point. I'm not talking about a rule, I'm talking about psychology. If 2 out of 5 teams are forcefully imploded, it's unlikely that the remaining teams will have much of a desire to continue. It's been proved time and time again through many of these demogames. When teams start quitting (or being forced to quit), the implosion of the whole game is usually not far away. Thus, it seems logical not to increase the odds of the game imploding by being overly harsh on teams that, at one point or another, have relatively low activity.Are you suggesting a new rule?
I do realise that. I'm not trying to argue that playing second is always better than playing first. But playing second does have its (limited) advantages too. I'm not going to keep repeating myself here, so I'll provide a concrete example and leave it at that.I cannot believe you still don't get this basic concept.
I repeat BOTH teams get the units at beggining of global turn so the player who plays first gets to move units first...
I do realise that. I'm not trying to argue that playing second is always better than playing first. But playing second does have its (limited) advantages too. I'm not going to keep repeating myself here, so I'll provide a concrete example and leave it at that.
For instance: Team A has a few Horse Archers 2 turns from some of Team B's underdefended cities, hidden from view. Team A declares war and moves so that the Horse Archers are 1 turn away from the cities and can strike next turn.
- Now, if Team A chose to play first, Team B would be able to whip units during their turn, which would appear in the cities at the end of the turn. Thus Team A would face extra defenders, potentially causing the sneak attack to fail.
- On the other hand, if Team A chose to play second, then Team B would not be able to react and whip until the following turn. Thus their whipped units would not appear until AFTER Team A attacked - meaning there would be no additional units during Team A's initial attack, allowing them to more easily take the cities.
That's just one example, but hopefully you can now see my point.
Don't know if my point got missed, so I'll make a more concrete example.
Team A wants to attack team B. What I'm suggesting is we don't allow either side to move across the border until the turn after the DOW. Or maybe even the 2nd turn after DOW, if B has already played in the current turn. Would this be enough to negate the advantage of going first and even it out? Or does it break surprise attacks too severely?
If team B is any good they should have sentries posted to ensure that A can't approach and attack by surprise. Though that doesn't preclude a backstab by a former ally or neutral.
I think that would break the surprise element of the game too much. Basically it's equivalent to writing a diplomatic message several turns before the war stating "We're going to declare war on you soon, make sure you're fully prepared so you can repel our invading armies and make our sneak attack useless!". Where is the fun in attacking if one of the few things that gives an attacker an advantage (the element of surprise) is taken away from them?Don't know if my point got missed, so I'll make a more concrete example.
Team A wants to attack team B. What I'm suggesting is we don't allow either side to move across the border until the turn after the DOW. Or maybe even the 2nd turn after DOW, if B has already played in the current turn. Would this be enough to negate the advantage of going first and even it out? Or does it break surprise attacks too severely?
If team B is any good they should have sentries posted to ensure that A can't approach and attack by surprise. Though that doesn't preclude a backstab by a former ally or neutral.
I think that would break the surprise element of the game too much. Basically it's equivalent to writing a diplomatic message several turns before the war stating "We're going to declare war on you soon, make sure you're fully prepared so you can repel our invading armies and make our sneak attack useless!". Where is the fun in attacking if one of the few things that gives an attacker an advantage (the element of surprise) is taken away from them?
It would be best to define punishment for all forms of rule-breaking before the game starts, otherwise there's always going to be whining and discussion about any punishment the admins hand out. "Too heavy punishment" or "too light punishment". IF this is all defined before the game starts, then there really is nothing to whine about, 'cause then all have pro-actively agreed to this before the offense has taken place and no-one can complain about the punishment, because it was already set and defined before the rule-breaking occurred.
Civ R can make a double move (can it move in civ M - time/turnhalf) or when should/can the neutral civs move?Example 6:
Civ R decides to gift units to Civ P. Civ R moves units into a city threatened by Civ Ms' units, and gifts the units immediately after the turn rolls over. This is illegal; the units may only be gifted during Civ Ps' SWP. (this shouldn't matter as units can be gifted with 0 movement points remaining)