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  1. #1
    Master of the Universe Member LooseCannon1's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Guys, I have two areas I'd like to bring up and get everybody's opinion on.

    1. Naval movement bug. I consider this a bug & exploit and it should not be allowed. For those who don't know about it-put your army/agents on a navy with 2 or more ships. Then hold "Ctrl" and "a" together. Move ships and your movement points double. Your men can't get off the boats this turn but the distance they cover.

    2 Vassalage. It really effects KGCM games more because another player can accept peace and vassalage for us on the AI turn. Making vassals of the AI factions to receive their money bonuses is, in my opinion, fair. Is it allowed here? We're about to end a game over at twc because of this issue. And the fact it's being brought up 12 turns after it occured.

  2. #2
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Historically the Mongols needed the lands in modern day Russia - they made a huge profit there, and they were dubbed accordingly (the Golden Horde). The reached Hungary and Poland and subdued several cities of theirs. They also fought in the middle east and yes, the Mamluks did defeat them, though that happened after Ogedei Khan died and 90% of the horde retreated back to Mongolia to elect a new Great Khan. The Mamluks basically defeated a paltry 10k troops left as peacekeeping forces.

    Anyway, I think the victory conditions should make the Mongols either hold a bunch of provinces and effectively eliminate the Kievan Rus, the K-Shah and the Turks, OR make them push far into Europe and conquer past Hungary and Poland.

    So: hold 50 Procinces, eliminate factions x, y, z

    OR

    Hold 25 provinces, capture Warsaw, Cracow, Hamburg,

    OR

    Hold 15 provinces, capture all of the above + Paris, Rome, London.

    Something of the sort, this is not thought out I'm just brainstorming (don't have a lot of time on the net atm)

    Making sure the K-Shah is human controlled might be either very good or very bad depending on their position. In the TWC I've often heard how an AI controlled K-Shah beat the Mongols alone. Well remember that the money script in SS never lets the AI go bankrupt and they also have stacks scripts giving them free troops (try blitzing the Moors and Fatamids early on to see what I mean) AND they get free FMs so they can't die due to not having a family tree.

    The K-Shah has great units and if it gets enough time, gold and castles it can seriously slap the Mongols around.

    IMO RR on will benefit the Mongols as they get 50 free stacks of top-quality troops they can't hope to recruit in any reasonable time anyway.

    RR off will mean we can spam our high-quality troops from our many castles. the later troops take a long time to train and replenish.

    Equalizing the treasury to 30k for everyone seems OK to me.

    Also I don't like that spies can open cities, this heavily favors the guys who have a lot of troops but no cities of their own to be captured (hint hint)

    No Jihands/Crusades to be called or joined is a bit dull but OK. However if that's the case, then the ERE will be probably the second best pick after England. Perhaps even #1 if they have enough Scholarii at the start.
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    i really like the set of VCs Myth came up with, but I think one southern city at least should be added, Baghdad or maybe Cairo?
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    Cool Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    I'm going by a long shot here but why don't we divide the world into eastern and western factions (Say Italy, France, England, Spain, Denmark, HRE is West, the rest is East) and have the Mongol capture a certain amount of territory and capture/sack 1 eastern and 1 western capital from players (not AI). That would bring the confrontation both east and west whichever route the Mongols take without going into specifics and allowing phonics more freedom to plan his invasion. It could also help create tensions between the other factions trying to push the mongols into one direction or another.

    Or maybe this is unrealistic... I don't really know.
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  5. #5
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Quote Originally Posted by LooseCannon1 View Post
    1. Naval movement bug. I consider this a bug & exploit and it should not be allowed. For those who don't know about it-put your army/agents on a navy with 2 or more ships. Then hold "Ctrl" and "a" together. Move ships and your movement points double. Your men can't get off the boats this turn but the distance they cover.
    I agree, we'll ban this one.

    Quote Originally Posted by LooseCannon1 View Post
    2 Vassalage. It really effects KGCM games more because another player can accept peace and vassalage for us on the AI turn. Making vassals of the AI factions to receive their money bonuses is, in my opinion, fair. Is it allowed here? We're about to end a game over at twc because of this issue. And the fact it's being brought up 12 turns after it occured.
    I'm not sure of the specific issue you guys are facing but I'm fairly relaxed about this. It's not a massive money bonus anyway is it? Also, there are no "AI" factions in this game because they were all set to human when I created the campaign. This is so none of them gets money bonuses or scripted events that AI factions get in the SP campaign. So this might not be an issue at all?

    Quote Originally Posted by Myth View Post
    Anyway, I think the victory conditions should make the Mongols either hold a bunch of provinces and effectively eliminate the Kievan Rus, the K-Shah and the Turks, OR make them push far into Europe and conquer past Hungary and Poland.

    So: hold 50 Procinces, eliminate factions x, y, z

    OR

    Hold 25 provinces, capture Warsaw, Cracow, Hamburg,

    OR

    Hold 15 provinces, capture all of the above + Paris, Rome, London.
    I like this idea.

    Quote Originally Posted by Myth View Post
    In the TWC I've often heard how an AI controlled K-Shah beat the Mongols alone.
    See above for why there are no "AI" factions in this game.

    Quote Originally Posted by Myth View Post
    IMO RR on will benefit the Mongols as they get 50 free stacks of top-quality troops they can't hope to recruit in any reasonable time anyway.
    RR is off.


    Quote Originally Posted by Myth View Post
    Also I don't like that spies can open cities, this heavily favors the guys who have a lot of troops but no cities of their own to be captured (hint hint)
    I actually think this is going to favour you guys more than me - I have heaps of siege equipment and don't need to haul it as far as you. But for the same reason I don't mind if people want to ban spies from opening gates.

    Quote Originally Posted by Myth View Post
    No Jihands/Crusades to be called or joined is a bit dull but OK.
    Jihads and Crusades are a massive headache to police and I'd rather leave them out altogether unless there's a strong feeling from everyone that they should be included.
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    its looking good but im not really into those victory conditions for the non mongols. i mean we are good without creating "treachery". thats unnecessary. the human s victory conditions simply ought to be outstanding the mongol invasion and keeping them from reaching their goal. thats the main objective. if the last mongol is down the non mongols won. if u was setting the game up as it is right now its kinda unlikely that it was working the way it is meant to be. i mean if i was getting some faction somewhere in europe i certainly am not sending any troops to the mid east. i mean whats the point of fighting u there if some "ally" of mine is seizing my homeland. thats just senseless. sure this means u are winning this game but thats fine with me. for me its about getting the most out of a game while its running. final victory means nothing. if it wasnt entertaining in the first place its senseless. i certainly am still remembering some good games on the green that me and the team lost but that had been way more fun than some of those we d won. so im certainly getting more out of fighting my own lil war in europe than fighting u in the mid east while someone else is taking advantage of that and taking my homeland. even if that means that u are winning this. if the non mongols were fighting each other its pretty unlikely that vibe of the first wotk picks up again. its just another game then where everyone is doing whats best for him and not the team. there are other ways of heating things up. if u was having the turks and egypt siding with u and setting london, paris, leon, hamburg and warsaw as target cities + xx provinces the situation also is challenging. and its still balanced. even if the turks and egypt were siding with u we still got enough players in the west for making it an equal fight. i mean without any support the mongols are somewhat underpowered anyway. i mean without the rajputs things might had developed different. they were not just taking some of the fire but also blocked ur forces with forts. that was big. otherwise maybe the situation had been different. so for me its just fine if the turks and egypt were siding with u. we got enough players for taking over the rest of the world for making it and equal fight and since u are kinda deciding it lot like whos taking which its all equal. so what im actually saying is that the good thing of wotk was the battling of two major opponents. thats what created the experience. the final mongol victory meant nothing but that the game was over. its the things in between that matter. its two main rivals battling each other that is creating epic things - blue vs red - Jets vs Patriots - Ali vs Foreman - Coleman vs Cutler. all the big rivalries. those are making history
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    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    I see your point Silver (but man your posts are hard to read )

    Does anyone else feel like that about the non-Mongol VCs?

    I guess what I'm trying to do is make the game a little less predictable, so create some tension between the non-Mongol factions which might create a reason for someone to side with me for a short time like the Rajputs in the first game. I'd rather that happened naturally then having (say) Turks and Egypt mandated to fight on my side from the start.

    EDIT: I just had a thought. What about adding another requirement that means that non-mongol factions have to fight the mongols to win the game even if they are trying to win by being traitors?

    For example:

    - Outlast the Mongols and take 15 additional provinces from one or more human non-Mongol players.
    OR
    - Fight 5 battles against the Mongols and take 30 additional provinces from one or more human non-Mongol players before the Mongols win the game.

    Silver, is that better do you think?
    Last edited by phonicsmonkey; 06-26-2011 at 01:46.
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    how about
    Capture at least 3 mongol cities and take 27 additional provinces from one or more human non-Mongol players before the Mongols win the game.

    simply saying fight 5 battles might result in 5 very minor skirmishes with one unit or something like that.
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  9. #9
    Master of the Universe Member LooseCannon1's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Quote Originally Posted by phonicsmonkey View Post
    I agree, we'll ban this one.
    People who didn't know about this are now in favor of banning it. It will be banned in future.
    I'm not sure of the specific issue you guys are facing but I'm fairly relaxed about this. It's not a massive money bonus anyway is it? Also, there are no "AI" factions in this game because they were all set to human when I created the campaign. This is so none of them gets money bonuses or scripted events that AI factions get in the SP campaign. So this might not be an issue at all?
    First turn of vassalage 92,000 florins (on turn 15). Yes, ninety-two thousand florins. And Denmark was forced to also accept peace with HRE. Next turn he attacked again, killing all (two)family members and HRE and cutting off my money supply. Now, 12 turns later, everybody wants to know how come France (me) had so much money. Minor flame war broke out after I reminded them-we had discussed this the first turn it happened (April 29th)

    I'm in favor of RR off, spies opening gates and assassins killing generals (but not family members). Oh and Mongols capturing 50 regions and exterminating 3 factions. That's seems to be enough.

    edit: could not see rules once I started typing. I'm ok with rules as posted in OP.
    Last edited by LooseCannon1; 06-26-2011 at 16:35.

  10. #10
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Quote Originally Posted by LooseCannon1 View Post
    First turn of vassalage 92,000 florins (on turn 15). Yes, ninety-two thousand florins.
    That does sound unbalanced and we should probably then ban making the AI factions vassals. Their provinces won't count towards the VCs anyway and they don't stay loyal so there's really no reason to vassalize them except for this cash injection.

    Quote Originally Posted by LooseCannon1 View Post
    assassins killing generals (but not family members).
    I think they should be allowed to kill family members - with the rule in place about how to use assassins (one attempt per turn and before anything else) it's easy to check each assassination to ensure it's legit. I think this takes away the threat of whole families being wiped out by them.

    As for VCs I've been thinking about this a bit more. Myth suggested:

    Mongols:

    - Hold 50 Provinces, eliminate factions x, y, z

    OR

    Hold 25 provinces, capture Warsaw, Cracow, Hamburg,

    OR

    Hold 15 provinces, capture all of the above + Paris, Rome, London.
    I thought of a few issues with these.

    Firstly, if the Mongols are required to eliminate particular factions what's to stop you guys just continually relocating those factions further and further away? To avoid that we'd have to ban the trading of provinces which would handicap you guys (because it would make sense for you to exchange castles near the front line so that you could each recruit troops there without transporting them).

    Secondly in the second VC the cities are all in Central Europe which creates a very predictable expansion path for the Mongols. We should add more cities as options in that one otherwise I'm just not going to opt for it and it becomes redundant.

    Thirdly I think Paris and London are a bit harsh! I'm never going to choose to try to get to London. If you really want to put London in there I think it becomes a VC all of its own. If I get all the way to London I win!

    So what about this instead?

    -Hold 50 provinces including Kiev and Cairo.

    OR

    - Hold 25 provinces including three of Budapest, Cracow, Benghazi and Constantinople.

    OR

    - Hold 15 provinces including two of Rome, Frankfurt, Tripoli and Lubeck.
    The cities aren't necessarily historically accurate paths for the Mongols but what it creates is a North/South line in each case where I have to get to before I win the game, and provides me different paths to get there so that it keeps you guys guessing about what I'm going to try to do.

    For the non-Mongols I think we should have what NB suggested which is:

    - Outlast the Mongols and capture an 15 additional provinces from one or more human non-Mongol players.

    OR

    - Capture and hold at least 3 Mongol cities and take 27 additional provinces from one or more human non-Mongol players before the Mongols win the game.
    What do you think?
    Last edited by phonicsmonkey; 06-27-2011 at 02:26.
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    sounds good to me.
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    is there any room?
    if there is, could i perhaps join? :D
    im from the TWC and heard about this hotseat, and thought it might be fun. :)

  13. #13
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Welcome to the Org and to the Throne Room!

    As for the game, you're in! Take a few minutes to catch up with the discussion and let me know if you have any suggestions about the rules and victory conditions.
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