General
11 Jan 12
Originally posted by AThousandYoungI think I like it better this way. Everybody plays to win without trying to help out some real life buddy.
Well there IS that one game for AGE veterans where identities are revealed at the start. I'm enrolled in that one as well as #7, #10 and I think one more.
Anyway, if you see someone making incredibly brilliant and daring operations defeating a plethora of enemies you'll know it's me.😀
Originally posted by no1marauderOne game is enough for me at this time.
I think I will get into the Veterans game and I think Rwingett should, too. Maybe that RHP Grand Alliance isn't a bad idea though Wingo has a "stabbing in the back" tendency.
Stabbing people in the back is usually only effective the first time around. After that they've got their guard up too much.
21 Jan 12
Originally posted by no1marauderThat's a good way to rationalize the fact that no one would willingly have anything to do with you in the first place.
Going through the rules, I cannot see the benefit of an Alliance with anybody. I think Non-Aggression Pact is as far as I'll go; allowing someone to roam around on my territory without my permission for two turns before I can declare War on them seems foolish.
As I recall, coalitions are necessary for victory. I assume that ones coalition partners would expect an alliance.
Originally posted by rwingettThere doesn't seem to be any requirement for a winning coalition to be allies:
That's a good way to rationalize the fact that no one would willingly have anything to do with you in the first place.
As I recall, coalitions are necessary for victory. I assume that ones coalition partners would expect an alliance.
Victory is achieved by a coalition of no more than six players gaining ownership of 2,709 worth of provinces (that being one more than half the total value of all the provinces on the map). Also all the players in the winning coalition must have reached the rank of a least "Count" [that's 251-300 total province value]. Game Rules, p. 22
Players in a winning coalition could be at war with each other under the Rules.
The rules are different here; foreign forces can enter your realm's provinces by paying one extra MP. That means your borders aren't secure like they were in the other games. But you can only downgrade diplomatic status by one level a turn and you won't fight intruders unless you are at war. This gives an "ally" two turns to move to strategically value provinces in your country without a fight in preparation for stabbing you in the back. A lot of players in these games think betrayal and sneak attacks are the highest art form of diplomacy. They won't get such a benefit against me.
Originally posted by no1marauderThere may be no requirement in the rules that coalition members be allies, but I think it will be a practical requirement. Why would anyone have you in their coalition if you won't even ally yourself with them?
There doesn't seem to be any requirement for a winning coalition to be allies:
Victory is achieved by a coalition of no more than six players gaining ownership of 2,709 worth of provinces (that being one more than half the total value of all the provinces on the map). Also all the players in the winning coalition must have reached the ra ...[text shortened]... tacks are the highest art form of diplomacy. They won't get such a benefit against me.