I’ve contemplated setting up another game, but I’m getting impatient with sitting through a month or two of the slow early game phase waiting for the inevitable dominion death for whomever picked Mictlan and for at least one person to regret signing up and start staling. It seems inevitable in every dom3 game. My patience for these things is waning over time.

So if I do put another game together, it would be under these rules:

  1. Few indies. Map starts out evenly divided between all player factions with most or all of the map pre-allocated. If indies do exist it’s going to be in lakes or as a small starting buffer zone between nations.

  2. No aquatic nations. Having an underwater nation sitting on the ocean floor unassailable waiting for the end game is just an open invitation for someone to get bored and start staling. I’ve nothing against underwater nations but they’d be even more disadvantaged than usual in a game with big pre-allocated starting positions since they’d get no chance to grab land early. Heck, I might just try to find an almost all-land map.

  3. A zero tolerance policy on staling. Two consecutive staled turns without advancing absence warning to the host gets a person set AI.

Anyone interesting in playing in such a setup?

To 1) wouldnt it mean that who got the best indieprovinces on the border will win?

Your ideas intrigue me, and I would like to subscribe to your newsletter.

Bah. I’d play but I’d want to try an underwater nation. I’m intrigued by them.

Why? Unlike a regular game where there’s quite the lottery for indies and starting position and expansion, this would level the field if anything. Since everyone has the territories to support big armies and full scale war early, I’d think it would be skill in diplomacy and combat that would decide the game even moreso than a normal dom3 game

So was I until I actually tried one. They are basically only good for very very slow developing late-game magic strategies. They can do other things, any nation is dangerous in the hands of a skilled player, but they have no strengths that make them ideally suited for anything but forting up and developing late game magic.

Water nations are the ultimate “lurking deep” threat. The majority of nations will have a tough if not very difficult time entering the water, and an EXTREMELY difficult time defending all of their water provinces (on most of Lutes’ maps).

Water nations can raid like nobody’s business, and can easily flip wars to one or another side. Water nations tend to turtle up and cut off all communications, but really, they’re the wild card that everybody wants to be friends with. I think they’d be a pretty fun nation to play.

“Water nations can raid like nobody’s business, and can easily flip wars to one or another side. Water nations tend to turtle up and cut off all communications, but really, they’re the wild card that everybody wants to be friends with. I think they’d be a pretty fun nation to play.”

Word. I’d love to play as a merc country. Turtling is too boring. But blindsiding someone is great stuff.

Not to refute Nick’s point, but he picked EA Oceania for his first foray into aquatic nations. For thematic reasons, they are extraordinarily difficulty to get out of the water. Even MA Oceania or EA Atlantic (EA R’lyeh has similar trouble as EA Oceania) can play a much more aggressive land game. Whats worse is he went for a high bless strategy, only his bless units are aquatic only. Now, I’ve never played an underwater nation before, but I think Nick’s nation pick and pretender design had more effect on his experience than playing a water nation in general.

Sign me up, please. I’m in once more as Pan.

I’d be interested.

Inquisitor and Mist Spell are back on 48hrs timer.

Interesting, I got more response than I expected. Okay, signup time I guess

Game: QT3-TICKTOCK
MAP: TBD
Settings: Default except no score graphs
Era: Early
Players: 8

48 hour autohosting, though I’m a very reasonable guy in terms of pausing a game if someone has something come up. I will be putting in place an almost zero tolerance policy on staling this time though, so if anyone starts staling without having the politeness to tell the host in advance they are going to be put AI fast.

I’m only allowing Mictlan if the player signing up for them is willing to swear that they know how to blood sacrifice and understand that they MUST start doing it by turn three at the latest or else they are at a real risk of early dominion death.

Of course, no aquatic nations and I’m going to either find or whip up a map suitable to an advanced start scenario where there’s going to be almost no indies except maybe as a starting buffer between nations. I’ll share more details on this as I figure out exactly what I’m going to do here.

Players

  1. Jeff “I’ll survive this time” – Pangaea
  2. Nick “Have I got a deal for you” Walter – Abysia
  3. Matt “The Hammer” Perkins – Lanka
  4. Soapy “Bitches don’t know about my triple bless” Frog – Helheim
  5. Lazy Shiftless “I swear I will blood sacrifice” Bastard – Mictlan
  6. Mercutio “Triple bless, what triple bless?” – Niefelheim
  7. Hetzer “I’m going to grab the oceans with my undead” – Ermor
  8. Idar “It’s not the size of your bless that counts” Thorvaldsen – Fomoria

I don’t understand why Mictlan players don’t blood sacrifice from turn one. That’s why you get free bloodslaves, that’s why you get a free priest!

I’ll play in Tick Tock. Let me look tonight what nation…

Geez, shut up about the Mictlan stuff already. One little mistake and I’ll never hear the end of it…

Well I’ve been looking to join a Dom3 game, so I will join.

For giggles I think I’d go Helheim, but I can’t remember all the early nations so I don’t want to commit myself.

Not harping on you specifically mate, it’s happened in a lot of dom3 games I’ve been in.

I’ll sign up for Tick Tock, and play Mictlan just to see if I can keep from dying the ignoble death.

I’ll sign up for Tick Tock, and play Niefelheim.