Four Nation 1650 GB

Guys

Not sure I have the time for a couple of months but definitely sounds like an interesting set-up. Also it would seem to fill in a logical step between standard gunboat and one-on-one games.

With diplos I would be OK either way although I would agree that 120 word max sounds excessive. Definitely think no point in trying to make them compulsory else you end up waiting for the odd player who for whatever reason can’t/won’t put a diplo in.

Steve

OK the consensus seems to be 60 words max for the Diplos and although they won’t be compulsory I will try to persuade MEGames to chase for them in the same way that they do for the turns but not to hold things up if they have all the turns but not all the Diplos!

No idea if it’s tough on administration to check if everyone send in diploes.

For turns we write: ME XX/XX, but for diploes many just write GB XX diplo…

So it’s easier by glance to check if all turns are in, and who is missing, than to check if all diploes are in, and who is missing.

But if it’s possible, it would be a nice idea to send a mail to all who hasn’t diploed the night before, just a friendly reminder.

I think it is likely that only people who read this forum will sign up for this game, so someone post a reminder here on the diplo rounds? I don’t see any rule violation in that as long as no nation identities are revealed.

You’re looking at a voluntary game condition enforceable only via the “honour system”. If you want MEGames to allocate resources to moderate player behaviour, well, I would expect they’d want you to pay more for it… 6 players here in total, I wouldn’t niggle on the finer points of “mandatory diplos” etc…

I agree, think mandatory diploes is stretching it.

Besides, I’ve been in GB’s where the best player on my team didn’t diplo till turn 16, and he did the most hurt, and won our side with VC’s.

This now filling as game 64, four slots filled - so two more available!

Diplos of up to 60 words.

The Diplos are not mandatory but MEGames will try to use the reminder system for missing Diplos in the same way they do for missing turns.

Please repost the final quads.

Thanks,

Doug

Have to sit this game out right now – can’t afford 4 new nations right now, hope you guys post when its done to see how things went – would be interested in that also.

Mike

FP:
1, 4, 5, 10
2, 3, 6, 23 (NM with Fort on 4017)
7, 8, 9, 22

DS:
11, 12, 20, 24 (Rhudaur with Fort on 1910)
13, 14, 16, 18 (CL with 3428 as a village, 3629 as an MT)
15, 17, 19, 21

Let the picking begin!!!

We may need to spread the word on this one, if we are even 1 player (4-some) short, it could otherwise take a long time to fill!

Think they just needed two more slots filled !!

i could play that but with no limits on actions Vs allies above all if diplo messages are in . I think fog of war is good and friendly fire should be a risk to be managed.
i’m ok for the diplos even if i don’ tl like it too much and i don’t understand the upgrade in 3629 ? cloud lord need it in a duo with Rhudaur but with 4 nations no gift should be done.

I have the question what about the OBN in gunboat? and any price discount for taking 4 nations?

No change to the OBN rule - stockpile all you want with 1 nation, but don’t transfer anything to that nation from another nation.

No discounts.

It is not a gift for the CL, just upgrading a Town to an MT and downgrading another Town to a village so economically it is the same.

We still need two more teams so that this game can start - please sign-up or get together with other players to form a team?

Thanks,

Mike

Guys

I probably need certifying but I’ll give it a go. Two questions:

a) Are we ruling out a ring win? Would prefer to do so but need to make clear and happy to play with it as an option.

b) I would actually be quite happy with playing a basic gunboat with no diplos at all but again will play with the suggested diplos.

Steve

Guys

Actually taken a closer look at the groups. Is the 11,12,20 24 one viable? It has 3 powers that because of their positions tend to be economic basket cases as they have to try and maintain huge militaries while 11 & 12 also have high character costs. Would it be better switching either 12 or possibly 24 with either 15 or 19? It means the two fours are spread over a broader geographical area so it’s less possible to say support 12 militarily but I doubt if any of the other powers can do that anyway. Makes the say 11, 15/19, 20, 24 a bit stronger economically and also enables them to call on either Din’s agent skills and items or the BS mages.

I’m not the most experienced in gunboat so could be barking up totally the wrong tree but suspect as is the northern DS quad is pretty much screwed from the start.

What do people think?

Steve

Certainly 11/12/20/24 will have economic issues that have to be managed very carefully, so standard moves might not be fitting. That’s a good thing.

We worked out the quads a few weeks ago and then several of us signed up. I think we should leave them as they are and play it through a few times before re-arranging them.

Banal

Fine if enough people think it’s a playable combination. It’s just that from what I know I thought it best to ask the question as it looks very doubtful to me. Can see one possible tactic but it’s high risk and probably relies on errors by the opponents.

Steve