I recall a game with Perkins as Man when, for the whole game while wars were raged and nations came and went, Perkins sat on 3 provinces and 1 gem site. Every time a horde would gather on his borders, he’d roll out the crones with walkers and a couple of guys on donkeys, and merely request, in his polite way, to “sit this one out.”
Bit of an unfortunate surprise is coming across an indy commander (priest) with a skull talisman merrily summoning undead. Never seen it in all that I can recall. Thanks Dominions for showing me something new and unexpected.
Did they improve the in-game messaging so that it’s possible to, say, position the cursor so that you can insert text? Are messages saved so you can see them later, especially if someone stales a turn or forgets one turn to check the messages?
Diplomacy requires more forethought and negotiations take a more realistic amount of time, I’d guess. It did limit the ganging up on someone in the first game.
If the in-game messages aren’t saved, then although I like the idea of diplomacy being slowed down, I would argue that it’s not worth the hassle. Just imagine that you spend 10 minutes typing out some detailed plan, only to have the receiver of the message forget to check his or her messages that turn?
It gets worse. Picture the EA game - Caelum and Kailasa together trying to plot together the downfall of TNN. The Caelum player is there, last person to submit for the turn, thanks largely to work commitments, tired from lack of sleep, and with TNN on his mind, writes a message to the wrong person. The thought crossed my mind immediately as I hit send to check and make sure messages are going to the right person.
Basically, I treat the comms system more as a anon game with that small release valve every now and then to just say stuff. I remember with the most recent anon game a year or two ago now it seemed like every man, woman, monkey and giant was keen to say something about the state of the game.
I’d argue that the limitations on communications enhances the game in the same way that only being able to script 5 actions to a commander does. Do you have detailed plans or instructions? You’ll have to balance whether its more important to be succinct or accurate. You’ll also have to decide on what’s important to include, because there’s also a character limit. If matters are urgent, you’ll need to make a call on whether to act on partial information and make assumptions and when all else fails you’ll need to make guesses. You’ll also need to describe events because there’s no magical screenshots either.
I won’t argue that the interface could be better or that some simple shortcuts could be enabled to make players lives vastly better, but i really dig that not only does it slow the game down a bit, but also that it puts actions and communications in the same theatre and binds them to make the entire play more strategic. I hope I can convince you to give it a try.