Rules & Proposals

Page 5 of 7 FirstFirst 1234567 LastLast
  1. ✠Ikaroqx✠
    ✠Ikaroqx✠
    I vote against it - like most things, religion is role-play only, but I'm all for changing relations between factions if players want to if you're religion changes (you can act out your diplomacy according to your faction's beliefs, rather than your own of course)

    Also a faction who's leader is titled 'peasant' has the same power as one who's titled 'King/ emperor/ Sultan, etc'
  2. Librarian
    Librarian
    Yeah, don't worry, I was just thinking that it's unfair when everyone stays exactly the same relations when they change, and thus not giving me any help.

    What I meant about it is, Any OP power I have is based on what the others want to do. If you want, all the catholic nations can declare war on me, I don't just stop them just because they are catholic and I don't ask for colonies will-nilly, England conquered another province to delegate it to me.
  3. SonofaBooyah
    SonofaBooyah
    So can we like confirm some of these proposal being thrown around please? The new world one especially.

    I support the version Rogue threw out, that undiscovered regions give you -1 penalty on the attack. Can we vote on this?
    And also about retreating fleets. How about we make the maximum rolls for a fleet battle 5 or 6, and if both fleets are still alive by then, the stronger fleet wins and the weaker fleet flees to the nearest sea zone? And if both fleets are still at equal strength, it goes to sudden death (keep rolling until one is weaker than the other).
  4. Librarian
    Librarian
    One last proposal, Open up the rest of the New World, No big black blobs, I don't mean expand, open up Louisiana. etc
  5. ✠Ikaroqx✠
    ✠Ikaroqx✠
    I'll make a list of the undecided proposals here

    1.
    Discovering regions - Sonofabooyah
    I have an issue with the exploration of the new world. I don't think it makes sense that I'm about to run out of regions to conquer just because I can't discover any-more. I think the rule should be changed, so that the regions directly adjacent to one you have just conquered automatically become discovered. You still roll to see if any additional regions are discovered.

    Replies
    See Rogue's post below


    2.
    Option for discovering regions - Rogue General

    Or how about the explorer rules stay the same, but we can attack "undiscovered" land as well. The downside is that you get a -1 penalty (or perhaps -2 penalty?) for invading an undiscovered land.

    Replies
    Lord of Shadows - I agree with ♞Rogue General♞.
    Sonofaobooyah - I support the version Rogue threw out, that undiscovered regions give you -1 penalty on the attack.


    3.
    Outline colours - Lord of Shadows

    All factions can have outline color (like in Medieval 2 Total War) to be easily recognized. But, the problem is that it would be hard to color everything. What do you think?


    4.
    Religious conversion penalty - Librarian

    My new proposal, is Penalty for Religious conversion, I am not sure of the specifics, but stuff needs to be done, It changes everything as Medieval times were all about the Church.

    Replies
    High Fist - Against that proposal. Religion is role play, not something for a guy to come in and say, "I'm yer pope, give me colonies. Do you have a penalty in mind?
    Librarian - It affects diplomacy. Which in turn affects war. On second thoughts, this isn't a real big deal. Perhaps a -1 on moves for a turn or two? I want to remind you that I only have as much power as the others give me.
    Ikaroqx - I vote against it - like most things, religion is role-play only, but I'm all for changing relations between factions if players want to if you're religion changes (you can act out your diplomacy according to your faction's beliefs, rather than your own of course). Also a faction who's leader is titled 'peasant' has the same power as one who's titled 'King/ emperor/ Sultan, etc'


    5.
    Retreating fleets - Sonfoabooyah

    And also about retreating fleets. How about we make the maximum rolls for a fleet battle 5 or 6, and if both fleets are still alive by then, the stronger fleet wins and the weaker fleet flees to the nearest sea zone? And if both fleets are still at equal strength, it goes to sudden death (keep rolling until one is weaker than the other).


    6.
    New World discovered - Librarian

    One last proposal, Open up the rest of the New World, No big black blobs, I don't mean expand, open up Louisiana. etc


    Voting
    1.
    2.
    3.
    4.
    5.
    6.
  6. Lord of Shadows
    Lord of Shadows
    I vote for 1, 2 and 5. Don't want to vote for myself.
  7. Librarian
    Librarian
    1, 2, 5 and 6. Wheres my proposal for the Rebel Factions?
  8. SonofaBooyah
    SonofaBooyah
    1,2 and 5
  9. High Fist
    High Fist
    1 and 2 basically oppose each other, so if we're voting which we prefer, I'd go 1. So I vote: 1 and 5.

    For #5 how many rolls do you think is fair? I'd say 4.
  10. SonofaBooyah
    SonofaBooyah
    Well not exactly, you can have both. You get te regions adjacent to yours discoverer but you can still attack an undiscovered one if you wish.
    And I said 5 or 6 because I still want it to be more than likely the the fleet is destroyed in battle.
  11. High Fist
    High Fist
    I said 4 because I'd like 'em to survive.

    But if all the adjacent ones are discovered then none of them are undiscovered so #2 doesn't apply... Unless you do a naval invasion. Ok then, I vote yes for: 1, 2 and 5.
  12. NobleWoman
    NobleWoman
    Vote for 1, 2, 5 and 6.
  13. ♞Rogue General♞
    ♞Rogue General♞
    Ooh, retreating fleets sound awesome.

    1, 2, 5.
  14. fredtrotter
    fredtrotter
    1,2,5
  15. Rhinelander
    Rhinelander
    2,5
  16. ♞Rogue General♞
    ♞Rogue General♞
    @✠Ikaroqx✠,
    So what's the result of the votes?


    Also, I'd like to propose a rule change. Using 5 build-points to repair a city after re-capturing it is fine. However, I think it should only apply if another player conquers your city, and not if it just lost to a rebellion.


    For instance, if a player captures another factions city, he/she will have to use 5 build-points to "repair" the city before it is usable.


    However if you send a saboteur to another player's city and it rebels, the player who lost the city (or any other player, for that matter) should be able to (re)capture the city and benefit from its effects without spending 5 additional build-points. The current system makes the saboteurs a bit OP, imo.
  17. High Fist
    High Fist
    aGREE
  18. Rhinelander
    Rhinelander
    I definitely want an agent (saboteur and assassin) limitation , but I dont have a system. Maybe someone can think about it.
  19. Librarian
    Librarian
    i support the Saboteur and Assassin rule. how about only allowed to use a saboteur or an Assassin in five turns (not definite), assassin guilds shorten this times, War isn't only about who has spams the A button the most
  20. Rhinelander
    Rhinelander
    It is like only 5 turns right now i think.
Results 81 to 100 of 127
Page 5 of 7 FirstFirst 1234567 LastLast