The diplomacy of Lusternia

by Taika

Back to The Real World.

Unknown2006-08-30 21:59:08
But Glomdoring still touches Ankrag anyway, so that won't save it.

In fact, moving it to Gloriana Bridge instead of Black Tower would give Glomdoring 2 free spots rather than 1.
Taika2006-08-30 22:08:16
True... Perhaps blasted lands should touch the black tower? That way (w/ the switch), although either of them can move into blasted lands, only mag can initially support itself into the BL, which would somewhat guarentee that it gets ankrag. Glom can, however, support itself into the black tower.

I give this map my stamp of approval, beyond the magnagora issue. Does anyone have any complaints? If not, we should start working on mechanics.
I think we should limit the unit types to armies (or soldiers), with access to buffs and afflictions. For example, to move on a water region, you need to have waterwalk (or waterbreath/trout I suppose, but you get the idea?) Perhaps at each adjustment phase you can, instead of using a supply center to build a unit, use it to give a buf. Different orgs would have access to different buffs (for example, gaudiguch wouldn't have access to flight) and perhaps power costs would be different for different orgs (Serenwilde has limited acess to flight, being moondancers brooms, so they would have to spend more to get a unit that can fly). Before I continue this tangent, do people follow/like the idea? Or should we do something different, or just stick to regular diplomacy rules?
Unknown2006-08-30 22:10:18
QUOTE(Taika @ Aug 30 2006, 03:08 PM) 325958

True... Perhaps blasted lands should touch the black tower? That way (w/ the switch), although either of them can move into blasted lands, only mag can initially support itself into the BL, which would somewhat guarentee that it gets ankrag. Glom can, however, support itself into the black tower.

I give this map my stamp of approval, beyond the magnagora issue. Does anyone have any complaints? If not, we should start working on mechanics.
I think we should limit the unit types to armies (or soldiers), with access to buffs and afflictions. For example, to move on a water region, you need to have waterwalk (or waterbreath/trout I suppose, but you get the idea?) Perhaps at each adjustment phase you can, instead of using a supply center to build a unit, use it to give a buf. Different orgs would have access to different buffs (for example, gaudiguch wouldn't have access to flight) and perhaps power costs would be different for different orgs (Serenwilde has limited acess to flight, being moondancers brooms, so they would have to spend more to get a unit that can fly). Before I continue this tangent, do people follow/like the idea? Or should we do something different, or just stick to regular diplomacy rules?


...I want to play Diplomacy. tongue.gif
Daganev2006-08-30 22:23:39
If I extended Blasted lands all the way to the south, so that neither glomdoring nor black tower was touching ankgrag would that be good or too strong for Mag?

OH, also, should I create a "switzerland"? I had forgotten about that place.

And yes, no funky rules, the funky map is enough tongue.gif Or if you have funky rules, we can just say that you can either build Soldiers or Waterwalking soldiers, and water walking soldiers can't walk on land tongue.gif

Here is a color map to have a better idea.

I drew a red line around ankgrak to show how I would extend the blasted lands.

IPB Image
Taika2006-08-30 22:27:41
Well, the people have spoken. Do the people want random orgs, or give me prefrences?

Oh, I was suggesting that the blasted lands were extended to meet the black tower, but that works too - whichever way you want. Best thing about diplomacy is it doesnt actually have to be balanced.
Daganev2006-08-30 22:29:18
QUOTE(Taika @ Aug 30 2006, 03:27 PM) 325966

Well, the people have spoken. Do the people want random orgs, or give me prefrences?


If I picked an org would that make people think I biased the map towards it? tongue.gif

But before we start picking, should I make that change to Blasted lands or not?
Taika2006-08-30 22:31:24
Don't worry about bias, I think its fine... Even if you pick one that looks good, if others pick the same org you might not get it. Make some change to the blasted land, check ^ for words.
Daganev2006-08-30 22:31:39
And whats up with Magnagora looking like a fish and Celest looking like a ram(sorta?) It wasn't intentional at all...
Unknown2006-08-30 22:33:39
Hm. Serenwilde still has no first-turn power source. Switch around Rockholm and the Northern Mountains. Keep control of Serenwilde in the Northern Mountains, and Rockholm starting off free. That way Serenwilde can move from Tosha into Rockholm?
Taika2006-08-30 22:40:10
I agree.
Unknown2006-08-30 22:40:34
---

Or, move the power source from Tosha to Northern Serenwilde, and give Ackleberry Estelbar instead of Avechna's Peak. That fixes it without screwing with territory layout.

Edit: Actually.. that lets Ackleberry take both Acknor and Avechna on the first turn, and screws Hallifax.. hm.
Taika2006-08-30 22:43:01
And we don't want the villages to be part of any nation, so it doubly doesn't work. I like the way you suggested earlier.
Unknown2006-08-30 22:45:25
Maybe change the power location from Scorpion's Tail to Skarch? And then move Glomdoring's from the Black Tower to Gloriana Bridge? That will give Glomdoring Paavik and prevent Gaudiguch from moving on it first turn.
Daganev2006-08-30 22:48:56
Ok, changes made... its shown on the color map.

QUOTE(Fallen @ Aug 30 2006, 03:45 PM) 325978

Maybe change the power location from Scorpion's Tail to Skarch? And then move Glomdoring's from the Black Tower to Gloriana Bridge? That will give Glomdoring Paavik and prevent Gaudiguch from moving on it first turn.


The reason I did it this way, was so that Celest has an advantage of Gaudi in terms of numbers in the north, and Guadi has to split its forces and commit in one direction or another.

I decided that Gaudi's disadvantge to having so many powerspots nearbye was that its forces would be split??

Edit: How would that prevent Gaudi from moving its first turn? It can go to either southguard or dairuchi strait from Skarch.
Unknown2006-08-30 23:00:15
QUOTE(daganev @ Aug 30 2006, 03:48 PM) 325979

Ok, changes made... its shown on the color map.
The reason I did it this way, was so that Celest has an advantage of Gaudi in terms of numbers in the north, and Guadi has to split its forces and commit in one direction or another.

I decided that Gaudi's disadvantge to having so many powerspots nearbye was that its forces would be split??

Edit: How would that prevent Gaudi from moving its first turn? It can go to either southguard or dairuchi strait from Skarch.


Currently Gaudi can move on Paavik at the same time as Glomdoring. If you moved it to Skarch, it couldn't move into Paavik on the first turn, thus giving it to Glomdoring. You took Ankrag from Glomdoring, so it needs Paavik.

Here's my suggestion:
IPB Image
Daganev2006-08-30 23:02:28
interseting... doesn't Glomdoring get Iticia though?

Also, doesn't it leave Glomdoring fighting for survival once Magnagora gets Ankgrak, instead of it being able to expand?
Unknown2006-08-30 23:06:04
QUOTE(daganev @ Aug 30 2006, 04:02 PM) 325986

interseting... doesn't Glomdoring get Iticia though?

Also, doesn't it leave Glomdoring fighting for survival once Magnagora gets Ankgrak, instead of it being able to expand?


How would it get Iticia? Its surrounded by East and West Bondero Bay. The Water territories count as locations that have to be moved through. And the survival part is what Diplomacy is all about.
Daganev2006-08-30 23:08:01
Right, they start on coasts not the ocean square. was thinkin axis and allies.


If everyone else agrees with that new map, I'll make it happen (I'm only reluctant because its lot to change to keep going back and forth)

As for survial, I agree, but it doesn't look like Guadi is threatened by anybody if Glomdoring is trying to stay alive. If thats ok, then thats ok, but it seems to make guadi too strong.
Unknown2006-08-30 23:13:08
No need to redo the map if they like the changes. I reposted a bigger version.

Also, Mag is going to be the toughest nation to play, since they don't can't claim Ankrag in the first turn. If Glom moves from Ravenwood to Blacktower, and Mag moves from Magnagora to Blasted Lands, it'll be a stale mate until Mag moves something into the Southern Basin Ocean.

But its not impossible, since they can stale mate it, and make it not worth Glomdoring's time.

Edit: Yeah, best opening move would be to move your fleet from Mag to the Blasted lands on the first turn, and on the second turn, move from Blasted Lands into the Ocean, and from Necropolis into the Blasted Lands. If Glom moved to the Black Tower, that's fine, because after taking Ankrag, on the next turn you'll out-support them on the attack and you'll have it back, and they'll have wasted a couple turns.

So yeah, seems like a fair starting set-up to me.
Daganev2006-08-30 23:17:27
Hmm, ok, so glomdoring and Mag aren't a problem but as it is right now, it looks like that Guadi can take 6 seats of power by turn 3 with nobody to stop them.