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Thread: Force Diplomacy house rules

  1. #1

    Default Force Diplomacy house rules

    Does anyone have a list of house rules that they use for force diplomacy? It is hard to determine when to use it (without going down a slippery slope where you end up giving yourself an unfair advantage) - either that or leaving diplomacy for the AI to weild (which is equally demoralising).

  2. #2

    Default Re: Force Diplomacy house rules

    Quote Originally Posted by duncan.gill View Post
    Does anyone have a list of house rules that they use for force diplomacy? It is hard to determine when to use it (without going down a slippery slope where you end up giving yourself an unfair advantage) - either that or leaving diplomacy for the AI to weild (which is equally demoralising).
    I only use it for giving AS provinces it lost to Ptole, Baktria and Pahla so I can survive past 200 B.C. and for giving Pella back to Mak. because Epeiros always destroys them there.

    Those are the only reasons I use Force Diplo.


  3. #3
    Member Member Dumbass's Avatar
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    Default Re: Force Diplomacy house rules

    Quote Originally Posted by Mike Hunt View Post
    I only use it for giving AS provinces it lost to Ptole, Baktria and Pahla so I can survive past 200 B.C. and for giving Pella back to Mak. because Epeiros always destroys them there.

    Those are the only reasons I use Force Diplo.
    Same

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Force Diplomacy house rules

    I will often use forced diplomacy to role-play. Since RTW diplomacy doesn't accept ceasefires, I'll use forced diplomacy to give me them. However, I only do so I feel if the nation would have realistically accepted the terms. Same for trade rights and some alliance.

    I'll sometimes use it to force wars and end alliances as well. If you force allie with one side, then wait for two nations armies to be next to eachoter, then attack the nonallied side, the two nations will go to war. You can then force a peace treaty with the one you attacked. Most likely, the two nations will still be unlikely to go all out war on eachother, but they will have border skirmishes. You can do similar by allying with someone and then attacking your allie's allie, they will then break their alliance with their old allie to maintain their alliance with you. (The AI always sides with the agreesive side if forced to make a choice.)

    Forced diplomacy also saves a whole lot of trouble in dealling with AI management as others have said.


  5. #5
    Member Member Chris1959's Avatar
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    Default Re: Force Diplomacy house rules

    Depends which faction you play and how you play, as the Casse the yellow or Grey death are of little concern unless you are going for global domination. I like playing Romanii and my current campaign is the first I've used FD and like MAA I'm using it to make "realistic" ceasefires instead of having to destroy a faction, also without being a slave to history I want to expand at a more resonable rate and fight all the other factions. So far it's 180BC and everyone is still in the game, the second Punic war has just ended and Carthage is just a rump, Hai and Pontus are doing well, Getai very well, Epiros is top Greek kingdom, Selucids still in the game and there's a chance that one day Augustan legions could cross swords with the Partians!
    It has been tremendous fun keeping the balance of power between Aedui, Averni and Luso short sharp wars with eventual settlements. Also everyone gets legitimate handouts from the Senate.
    Oh, and if you lose you have to settle to your disadvantage, hence my humiliating tribute to the Getai who gave me an early kicking in Illyria.
    I want to go all the way in this one and the Legions can look forward to some serios scraps with some nicely balanced stacks out there.
    "Tell them I said something......"
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    Completed; Rome AD14!

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