Was there any resolution to the complaints last spring regarding the
company allowing inactive nations to be picked up? I recall an FA game
where players knew a nation was inactive for weeks, then it suddenly
reared it's ugly head....
I'm in a game where a "neutral" has been replaced for the SECOND time
in one game. This is getting a little silly, quite frankly. I
understand that the more players/nations the better, but shouldn't
there be a time constraint, whereby even if the nation is "viable as
per the software" it should just be left as is (corpse...)..?
Regards,
Brad B
···
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I agree emphatically. It is really hard to drive nations out, and I
really don't mind prompt replacement. But I've seen some badly
distorted games when someone picks up a position that has been dormant
for six or seven turns. (It also prevents the other players on that
team from *recruiting* dead characters from an abandoned nation, at
least until they infothr enough pop centers to drive the position
broke.) A "two turns MIA and then out of the game" rule would seem to
be some sort of logical compromise..otherwise it just drags games out
and forces people to waste effort on stomping on inactive nations just
to make sure that they are really, really gone.
Especially since this isn't even possible to figure out with uncover
secrets! There is something wrong when there is no in-game way to
distinguish between a nation that went broke and one that was
dropped and might pop up again short of finding a capital in a pop
center smaller than a major town...
Marc
--- In mepbmlist@y..., Player <pbmnoot@y...> wrote:
Was there any resolution to the complaints last spring regarding the
company allowing inactive nations to be picked up? I recall an FA
game
where players knew a nation was inactive for weeks, then it suddenly
reared it's ugly head....
I'm in a game where a "neutral" has been replaced for the SECOND
time
···
in one game. This is getting a little silly, quite frankly. I
understand that the more players/nations the better, but shouldn't
there be a time constraint, whereby even if the nation is "viable as
per the software" it should just be left as is (corpse...)..?
Regards,
Brad B
_______________________________________________________
Do You Yahoo!?
Get your free @yahoo.ca address at http://mail.yahoo.ca
If a nation is out of play then it won't be reactivated. So 585 does pick
that up. If not (ie just inactive) then it is viable again. Mostly nations
are picked up quickly. Only FA has a slow pick up rate so with that we
probably need to keep a closer eye on it so that we can properly kill the
nations once 4 turns has passed. (As this is only 4-3 nations in the 700
nations presently active this is not a big issue I think just something I
need to keep a closer eye on).
Clint
···
I agree emphatically. It is really hard to drive nations out, and I
really don't mind prompt replacement. But I've seen some badly
distorted games when someone picks up a position that has been dormant
for six or seven turns. (It also prevents the other players on that
team from *recruiting* dead characters from an abandoned nation, at
least until they infothr enough pop centers to drive the position
broke.) A "two turns MIA and then out of the game" rule would seem to
be some sort of logical compromise..otherwise it just drags games out
and forces people to waste effort on stomping on inactive nations just
to make sure that they are really, really gone.
Especially since this isn't even possible to figure out with uncover
secrets! There is something wrong when there is no in-game way to
distinguish between a nation that went broke and one that was
dropped and might pop up again short of finding a capital in a pop
center smaller than a major town...
The problem IIRC was not that dropped nations were picked up, but that the 585 order was giving a false report. So "The Nation of the Easterlings has collapsed and is inactive" which is of course a weird sentence anyway, would actually mean that it hadn't collapsed in any way whatsoever, and might suddenly re-enter play at any time, at the whim of the GM.
Whist Clint claims that this isn't much of a problem (for him) with it only affecting 3 or 4 nations out of 700, it is an INFURIATING problem when it happens in _your_ game. After a couple of years of play at 4 quid a fortnight, hours of debate and planning with your team mates, rejoicing at the confirmed demise of the tretcherous Easterling, and 3 turns of moving your armies and emissaries towards the Noldo corner, the wretched chariots are suddenly rolling again.
If the 585 message said "has collapsed" meaning dead, gone, shuffled off this mortal coil, gone to join the choir eternal, pushing up the daisies OR "is inactive" meaning just that another spotty adolescent has found a girlfriend and can't be bothered to put his turns in, then there wouldn't be an issue.
Was there any resolution to the complaints last spring regarding the
company allowing inactive nations to be picked up? I recall an FA game
where players knew a nation was inactive for weeks, then it suddenly
reared it's ugly head....