You are one cautious bunch. I want blood, rage and backstabbing not standoff and cautious diplomatic maneuvering.
Next time: get some house rules to prevent the big blobs from forming in EU3, everywhere, not just Europe, and get more balance of power players in instead of gang bangers: that means people that play with more brass and are not only thinking of winning by reducing risks. Make sure more countries get into V2, even if they are AI, especially if they are AI, both civilized and uncivilized, and enforce a BB limit of 25, otherwise the whole V2 diplomacy system is for naught, and it seems a shame to waste that good functioning thing
Nope. There will be war.Okay I will make this prediction: There will not be a big, decisive war until the alliances shift, which will happen suddenly and unexpectedly. This will only benefit one Major country when the dust has settled, though I cannot say yet who it will be. For all other players, the game basically ended in 1835, and everybody has only been killing time.
Well i think the issue has been analysed and discussed to death in previous threads, and At least I am in conclusion, that you cannot make any "rules" to prevent others diplomatic choises in the game, so all anti-blobbing features are down to diplomacy itself. Its all about having balance of unpredictable predator players and boringly predicatble dow players cleverly distributed so that blobbings couldn't last, and neither become as absolutes for someone's survival. Also, with better grand-diplomatical awareness and farsighted players intressed of game-balance added to the mix, and this game's blob's can be easily avoided. (And Im not going to even mention issues like general sportmanship and gentleman approach to keep those hawk players around)
In order to get more players into Vicky2 and into Hoi phase, the paramount would be playing with Vanilla. Since best way of getting new perms is to lure the casuall subs to fill in, and more the game is modded, less subs there actually are. Vicky2 and AoD MP circless are not that big at first place so the bad effect multiplies when those games are modded. Sadly this aspect always gets duly ignored during the conversion phase and yet the same voices ignoring it usually raises the issues of how lack of subs and players are ruining the game.
But of this game, fear not! Alas, as to complete all irony of the previous drama, Gollevainen is now on Kongo, and Jodokus has agreed to take over Ethiopia as Irsh had to resign due his work commitments, so if us two don't manage tangle into some sort of war in next two sessions, We all be dammed!![]()
So the solution is simple:
a) If you are at peace and have a cease fire with any and at least ONE human player, no other player may dow you for the duration of the cease fire.
-I would personally suggest as a starting point also making cease fires through modding or house rule be 10 years instead of 5, expiring obviously if you dow anyone or any AI, to give sufficient time to recover from a sufficiently devastating war.
For those who thought "tl;dr" at Blayne: Blayne wants to turn a game of grand strategy, diplomacy and backstabbing into extended SimCity with armies.
Interesting, to be sure, but not what we signed up for.
The proplem that usually leads into blobbing is indeed gangbangs, and the convidiency one's eg. 1-vs.-15 ones, where there is no change left for the underdog or so. But as such they are not that bad, since they usually needs complete pariah player or dropout to work as a victim.
More proplematical ones are the "Perma-NAPs" or goodwill relationship between several major countries, that can convinietly blob themselves, and having their backs covered by unformal, and unwritten agreements that certain nations don't figth and attack each others. This game has had its share of those (and propably still has), and in the previous campaing, I came up with the term "HRE" for certain big nations in europe that never figth against each others.
Now, that alone is not gamewrecking, as long as there are enough power unallingned to the perma-NAP network and can gather up force that can bring down those nations involved, or (and this I've found out to be more important) there is enough turnover rate among the players. But when three to four players plays rigth from the start till finish and don't figth against each others ever, its kinda predictable that by Hoi phase there are few untouchable monsters that have over 600 IC and not even the combined efforts of the rest can bring them down by "fair" gameplay.
But In my opinion things don't need to go that far as they have in this game. In the previous marathon, eventually the "HRE" was broken when the players dropped in late eu3-Vikcy phase and were replaced with hawkish opportunists who did not hung into alliances past their expiring dates and waged war as the main feature of the game. I learned lot from Elcyion, Falakh, Von Runsteds(before his enmancipation) and Foelsgaard of how to really play along the diplomacy in this type of games.
In my first leg of this campaing, I did not hung into alliances, switched them regularily and flexibly, without avoiding anyone's company (to the point that I had several overlapsing commitments during conflicts) and even when I was stucked into the Persian trap, I didn't hesitate to be hostile to all possible directions and gain hostility from them.
Unfortuanetly several other players did not choose this, and the game turned into what it is now.
Most unfortunate was that Mayi and Elcyion were driven out in Eu3 phase, since they were good examples of players that could even in underdog position turn the game balance by breaking the mega-alliances and convidiency-NAP circles. Had they been allowed to continue their way, there would be more player nations left, and there migth be balance.
So what the game needs is players that understands something about the gamebalance, that are ready to put effort to maintain it, and are not stuck into comfortability-zone when it comes to the intrigue part of the gaming. The game needs players who's morale sees nation killing gangbangs as wrong and are ready to do something about them, and in the otherhand players, who don't see no one excluded from their potential enemy lists and are ready to wage wars even against their geostrategically benefitical ally-candinates.
No rules, No "safety-nets". More skill so that the lag of skill doesen't need to be replaced with NAP-chains and artifical rules that are impossible to enforce.
I agree with most of what Golle is saying but I would also like to expand on the "Perma-NAP" issue.
As you say, there was a tendency to create larger blocs of human players who would not fight eachother on a regular basis, like for example the African brotherhood. Now, instead of pointing fingers and telling them that they should have fought one another one should instead ask why they didn't. The reason, I believe, is that the new mechanics in DW regarding buildings and magistrates disincentives war between neighbours, especially in a mega-campaign such as this. This is because there is no real benefit to ones own nation to expand once you've reached a certain point. It is also because the game gave us the choice of either developing our core areas with accepted cultures and right religion and become prosperous, or take non-core, non-accepted culture, wrong religion provinces from your neighbour and develop these. The only reason to DoW someone was if you had spare magistrates or if you wanted to reduce someones power, not increase your own.
So, the problem as I see it is that during the largest in-game timeperiod the best long-term strategy was to sit still and build. Wars were a risky venture with very small gains. There was no reason for Ethiopia to fight Kongo since the provinces that he would have got if he'd won would be desolate wastelands unless he neglected his own core territory and focused on building up his new non-accepted lands. Cooperation in this case is the logical way to go as it will make Africa, as a whole, stronger. This wouldn't have been the case if provinces retained their value once taken and would have allowed for multiple wars over disputed areas like in AROW and the many wars over Britain.