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Old March 28th, 2008, 02:50 PM

CUnknown CUnknown is offline
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Default Global War (use new thread pls)

GOOD v EVIL v NEUTRAL

On the brink of global war.

Over the centuries, a group of shining, virtuous nations have formed a pact for mutual defense and peaceful coexistence. This small group of kingdoms worships a pantheon of gods, all different -- yet all the same. Five aspects of the same all-powerful god. They will stand as one in the upcoming War of Ascension. All will rise to glory, or all will fall into the pit of Tartarus for eternal suffering.

Another group of nations, evil, vicious, has also arisen. They, too, all worship different aspects of the same god, yet this god is so posionous that It has corrupted their minds and they do not understand their linked fate. They too will rise to glory as one, or fall into disgrace, but they are too blinded by arrogance to realize this essential fact. They want nothing but to expand across the globe, killing and enslaving any nation which stands in their way, preferably the "good" ones. They are not organized, but far more numerous than the League of Virtue.

Only a couple nations remain neutral in this upcoming fight. They may trade will anyone, good or evil, but their Council of Elders are isolationist in nature, and they will not permit coordinated military action with any other faction, including other neutrals. They may seem to be completely doomed, without hope, but their Gods are strong and their merchants shrewd, and they have been blessed with an abundance of material wealth.

GOOD

Disadvantages:
-The League of Virtue is few in number: 5 factions.
-They despise Death and Blood magic, and are forbidden to use these paths (except for anti-undead spells such as Wither Bones). They cannot trade for death or blood items with NEUTRALS. If they happen upon a blood site, they must let these slaves sit and rot in their vault. Do NOT use them for ANY purpose. Death gems, however, may be used solely to alchemetize to astral pearls.
Addendum: GOOD races are forbidden from having death or blood magic on their pretender, whether through pretender selection or empowerment. In fact, they can not empower in blood or death at all. Remember the only use for death gems is for alchemy, and blood slaves are completely useless to GOOD (they are freed).
-They are forbidden to have any contact with the EVIL races (Do not discuss the game -at all- with any of these races).
-They are limited in the topics they may discuss with the NEUTRAL races (see the NEUTRAL races for more detail).
-They are forbidden from eliminating their own players.
-They are forbidden from possessing the capital of another GOOD player (except temporarily if it has been conquered), unless that player has been defeated or turned AI.

Advantages:
-They will all start together (they have each other's back).
-They are able to talk and discuss amongst themselves freely, by e-mail, in game contact -- any method and any topic.
-If one of them dies, (s)he may give all items and gems to others in the League.

Victory Conditions
-Elimination of all EVIL players.
-Possession of all GOOD capitals.


EVIL

Disadvantages:
-They are forbidden to have any contact with the GOOD or EVIL races (Do not discuss the game -at all- with any of these races). EVIL cannot plan strategies or coordinate their efforts in -any- way. They cannot trade screenshots. They cannot -talk at all- amongst themselves.
-They cannot discuss their Pretender choices before the game starts.
-Each has a "secret enemy": There will be one Evil race that your race cannot tolerate. You have held such a grudge over the centuries that you will refuse to Ascend if that race is going too. You -must- eliminate that race, or if this is impossible, ensure that their God is dead or that their capital is in the hands of an enemy at the time of the Ascension. If you fail at this, you will fall into Tartarus!
-Each is prohibited from giving anything to any other faction upon their death.
-They are limited in the topics they may discuss with the NEUTRAL races (see the neutral races for more detail).
-They are randomly distributed throughout the world.

Advantages:
-They are overwhelmingly numerous: 8 factions.
-They may corrupt all forms of magic for their own use.
-They may eliminate their own players at will.

Victory Conditions
-Elimination of all GOOD and NEUTRAL players.


NEUTRALS

Disadvantages:
-They are limited in the topics they may discuss with all races. They may discuss: trading gold, gems, items, provinces, world maps (screenshots). Non-aggression pacts. "Please stop x (inciting unrest, etc.)" messages. No coordinated military actions with -any- other faction!! No trading military info on your personal nation beyond what you can show in world-map screenshots. You are -forbidden- to trade battle screenshots.
Addendum: General rumors are perfectly fine to communicate to anyone. As long as your rumors do not involve military actions of your forces, that is fine. For example, you can say: "Ermor has got the Chalice, I saw it on one of his units!" Is fine, but saying "He's got the Chalice, let's gang up on him. You attack province #14, I'll take #22" is not fine. Also, giving a screenshot of the Chalice in the hands of the enemy is also not acceptable.

--> If they trade screenshots to an EVIL player, that EVIL player is honor-bound not to show them to his/her allies. All EVIL players must purchase the screenshots individually from the NEUTRAL players if they want to see how the world looks apart from their own corner of it.

-Each NEUTRAL race is prohibited from giving anything to any other faction upon their death. All trades must be legit -- no trading 1000 gold for 100 gold. You are honor-bound to play in your own self-interest.
Addendum - NEUTRAL races are stubbornly proud and will refuse to give tribute to any race for any purpose. Trades which are slightly uneven are okay, as long as it is debateable. Simply handing 1000 gold to the nearest EVIL race "Please don't kill me" is not allowed. (i.e. making an unfair trade as a plea for survival (being a "forge *****") is not allowed). NEUTRAL races will live free, or die!

-They are on their own. There are 2 NEUTRAL races, but they are not a team.
-They are randomly distributed throughout the world.

Advantages:
-They may use all forms of magic.
-They may eliminate any player at will.
-They are the only players the EVIL factions can say anything to, including their own allies!
-They are extremely weathly: they start the game with 1500 gold and 10 gems of every type.

Victory Conditions
-Standard Dominions victory condition: There Can Be Only One. Ascend or get thrown into Tartarus! Sucks to be you, NEUTRAL guys.

Remember if you kill all of the EVIL races first and don't hold any GOOD capitals, you lose. You sort of have to attack both.

Settings
Mods:Conceptual Balance Mod 1.21, Global Mod
Map: Orania
Indies 3
Site Frequency 45
Money 100
Resources 125
Supplies 100
Random events common
Score Graphs on
Hall of Fame 15
Difficult Research
Renaming On

Players

GOOD (5)
Tuidjy - MA Pythium
DonCorazon - EA Tir Na Nog
Hoplosternum MA Tien Chi
CUnknown - MA Ulm
Moderation - LA Arcosephale

EVIL (9)
Cerlin - MA Abysia
Ylvali - EA Sauromatia
Rathar - LA Ermor
Fal - EA Lanka
Folket - MA Bandar Log
Randvek LA Mictlan
Sicaire - MA C'tis
DryaUnda - MA Machaka
otthegreat - LA Ulm

NEUTRALS (3)
QM - MA Shinuyama
IndyPendant - MA Ryleh
Kheldron - MA Pangea

My IP: 97 dot 81 dot 86 dot 245
Port: 2001
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