DA --> DW
To the UM, AH…… Bearded ruler of the Dwarven Clans, the magnificent leader of the True Elves does not see an advantage to keeping a stronghold in your mountains and likewise there is no reason for the Dwarves to stay in the Steppes. We will give four seasons to relocate your subjects (safe through turn 5) before we absorb your pop center into our realm. We will relocate our subjects in the same time frame.
We do not view this exchange as a declaration of war and we hope that our kingdoms can ignore each other in the future.
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After reading this one so far, wish I was part of it.
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It's a veritable love-fest so far. Did the signup come with a tab of ecstasy for each king? I love you all!
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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10-28-2015, 07:58 PM
(This post was last modified: 10-28-2015, 08:00 PM by Drogo.)
It's the Alamaze version of the 1970's Ungame boardgame where you don't play to win you play to have FUN
-This Khal Drogo, it's said he has a hundred thousand men in his horde
I dont see this as any different from a normal diplomacy game, except that the communications are public. Partnerships are developed early to allow for kingdom development and then just after turn 10 massive wars break out. I am still hoping that we dont resolve into a 5 on 5 war.
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(10-28-2015, 07:56 PM)Drogo Wrote: Did the signup come with a tab of ecstasy for each king?
That reminds me: Rick I have a new business model idea....
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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Holy cow, 10 pages already!
bananas (on the forums)
Arch-Mage of Entropy (in games)
- Wanderer of Alamaze
Player nominated -
157 - TR : Chancellor
161 - AN : Chancellor & Iron Willed
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10-29-2015, 04:52 AM
(This post was last modified: 10-29-2015, 04:52 AM by Vulkar.)
DW, OOC
I wasn't expecting quite as many NAP-type agreements so early, though that's probably a habit of those used to the full diplomacy style where you need to make some friends quickly so you can address fewer potential threats in the early game. Without the ability for others to plot in secret I haven't felt any need to commit myself to anything just yet.
I am enjoying reading the diplomacy posts, especially in the role-playing style (way to go Telrandir) and can easily say I would prefer this style of diplomacy. I suspect we'll learn of some challenges with it as the game progresses, but so far so good.
Did we set a turn limit on this thing? I can't see a Rex victory happening very easily given it will be easy for everyone to drag down the leader.