wildL SPQR wrote:
The way it is now is causing too many complaints and the last thing I want is for people to feel the league is unfair, biased or just us moderators personal little league where we can do as we please.I know a few limited selection feels this is the way it is, but that's just untrue. It's not at all why we are doing this. The reason we carry on and the reason this league was made is because we love active, fun, action-packed CoW games where you actually have to think about strategy, troop movements, VP.
The way I see it is there are two roads we can go down, in any case changes are coming
road 1) more rules to keep the old rules from being abused or tricked
road 2) less rules to simplify the game
I'm leaning to the second road, i.e. making simpler rules, and this is just a draft:
1) Max 3 players pr. coalition (you must make a coalition IF you want to share map with anyone)
2) You cannot leave a coalition - once it's made, you stay. (to avoid backstabs)
3) Standard peace period
4) Be respectful: Moral rule based on staff ethics and Bytro ethics.
5) Rockets above lvl 1 is not allowed (could be fun)
6) No gold
7) No trading provinces. (to avoid sheltering those that have fallen in battle AND avoid changing game ranks before the end)
Breaking a hard rule results in expulsion from game and no points for the round.
Honor rules:
NAPs are strictly honor based.
Simple is better in general. WRT your ideas:
1) Good idea. Secret alliances are interesting, but more frustrating on balance I think. Personally, being a straight-up honorable guy, I just want to form a team and work at conquering the world with them... Not worry about "politics" (in the negative sense of backroom deals and such.)
2) Yes please. Someone asked how it should work with "widow" players. You should be able to replace a player who is effectively out of the game... That's assuming there is an un-aligned player available to replace them with of course. What is "effectively out"? Lost his capital and didn't build a new one within a day? Down to <10 provinces? Lost half of his core provinces? Lost all of his ICs? It's certainly frustrating to be saddled with an ally who turns out to be a terribaddie, but the wheeling and dealing to gain an advantage over your allies is ridiculous IMO.
3) Sure
4) Quantified how? What is the penalty for cursing someone out in the newspaper?
5) Worth a try
6) Of course.
7) This is a bigger change than it might appear. There are various reasons someone might want to trade provinces... One common one is to give the enemy of your enemy (or a defeated ally) a safe place behind your lines so that the -5 morale penalty remains on your mutual enemy. This very common strategy and others would be prevented by this rule, which could be OK - But make sure it's completely thought through!
-- I would add: Since your goal is to prevent bad feelings over perceived unfair play, consider making it a rule that consorting with anyone outside your coalition is banned. No NAPs at all outside of your coalition. No pulling out of your capital so that the neighbour you are friendly with can capture it ahead of the enemy who has crushed your army in the field. No allowing a third party (by agreement) to capture a province that then blocks the country you are at war with from advancing further into your heartland. The only communication with other players should be about resource trades, or off-topic banter. (Or possibly warnings, "Hey, I see a lot of German troops headed your way, did you notice?")