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Balance of Power AAR - 11/1/2009 6:32:44 PM   
Arditi


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Ok, we are up. Thank you Tom for fixing ingame issues. I need someone, outside the game, to roll a die for each player to determine the house/regime they receive. Any takers please? After this transpires the game begins. Any help appreciated.
Player regimes are:
Lord Marlborough
Earl of Orkney
Baron Arundel
Blanton's Fiefdom
Duke of Burgundy

Players are:
Arditi
Jay Doubleyou- Archduke replaced him
Tweber
Casus Belli
Barthheart





1. A player loses if they have ALL their 5 (level 4) staff/family killed. Protect them from potential bombers or air attacks.
2. Research can be expensive, but all regimes/families have upper level units to control initially.
3. Flags are placed strategically to encourage tension, deal making and attacks.
4. A player can be on the losing end, but possibly end up with some good random die rolls to control 1 or all 3 of the governmental entities to support their family/regime.
5. Locations are named for scenario/world flavor.
6. Screen shots and some play-acting encouraged ingame.
7. The five initial player families/regimes will be rolled(6 sided die), but time zones will be taken into account to encourage fast turn making.
8. Level 4 staff cannot be researched nor made.
9. Each 15 turns, the 1st and 2nd majority flag owners will determine where they want their +2 and +1 addtional points aded to which governmental dept. die roll. Each die roll for each family for the particular dept. will be made known. If two families/regimes tie in a high die roll...a reroll will be made for the two high die rolls. It is possible for a family/regime to have more than one dept. under their control for the 15 turns.
10. I highly encourage the players to backstab or reduce the majority flag controller to reduce their +2 modifier on die rolls. This modifyer can be powerful.
11. It will be important to have control of the sea lanes to bring in the pp's/production from overseas interests.
12. A regime's homelands are the most powerful and the most at risk, since they border the other regime's homelands. Good game tension possible here.
13. The gamemaster(me) will control the governmental entities for the first 15 turns. They may not attack nor be attacked for the first 10 turns...for that matter no regime may attack a player regime the first 10 turns. Protect your colonies and flags. Neutrals may be attacked.
14. Various types of peoples are ingame. There are the Helots(weak people reduced in combat efficiency) and the Sparticists(enhanced neutral peoples in combat).
15. If a player controls a governmental dept. he may not voluntarily have the dept. give up land nor cities to the controlling family regime. A player must wrest control of Dept. cities and land from another regime/player.

< Message edited by Arditi -- 11/3/2009 4:39:10 PM >


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RE: Balance of Power AAR - 11/1/2009 6:55:48 PM   
Arditi


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...earlier information posting on "opponents wanted" section.
5 player multiplayer game with the possiblity of controlling 1-3 of three additional governmental powers every 15 turns. Play is as follows:

1. Each human player has 5 level 4 staff. If they are killed you must surrender your side. They represent yourself or family.
2. Every 15 turns, an outside source, will role a six sided die, to determine if a nation/ family gains control of 1 of 3 governmental entities...the Imperial Fleet, Imperial Guard or Imperial See. They all have their own holdings and respective armies to build. There are flags on the map which can add additional +1 modifiers to the die roles for control of the governmental holdings to use/exploit. Whomever has the most flags gets +2 to use with a die roll or split up with another die roll. Split up or used as +2. The second highest gets +1 to use as they wish on a single die roll. Control of the flags for the die roll modifications are important.
3. No initial attacks for the first 10 turns. All sides have overseas holdings in foodstuffs and oil to protect.
4. The five major nations have shared, major/home nation borders with overseas holdings to protect, exploit.
5. The entire world is known to all. Shroud peak used.
6. I am the game master and will determine all disputes if necessary. Last player with their family/level 4 staff surviving wins! Level 4 staff cannot/must not be built.


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RE: Balance of Power AAR - 11/1/2009 7:41:37 PM   
Grymme

 

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On request.

Arditi will act as the Lord Marlborough,
Jay Doubleyou will be lurking as the sinister Baron Arundel,
Tweber will rule the Orkneys as Earl,
Casus Belli has recieved Blanton's Fiefdom, and
Barthhearth is acting the part of Duke of Burgundy.

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RE: Balance of Power AAR - 11/1/2009 7:49:46 PM   
Arditi


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Many thanks Grymme!  Turn to be sent to Jay shortly.  I have a quick family issue to attend to.
  Off we go!
  Arditi

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RE: Balance of Power AAR - 11/1/2009 10:50:07 PM   
Arditi


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  Allright Gents...situation is this.  The old governing body, of the world, is old and decrepit.  War has finally ended in this diminished land.  The cities are empty and require leadership.  Make them produce.  Strongmen have arisin' in the old democratic and even older third world.  They appear to have taken on the trappings of the old medieval period, but with technology.  Various states of democracy, despotism and out right barbarism reigns.  The still older, United Nations, governing body has fractured and have taken on the trappings of the inquisition, imperial sailing states and outright nation builders.  They call themselves the Imperial See, Imperial Fleet and Imperial Guard.  They appear to be easily bought/influenced by the ruling regimes/ and families.  They have fanciful whims...  Will you reunite the world or reach some other satisfaction?

Please refer to the rules above/ in earlier posts.  Gamemaster will build the three departments up without using them for the first 15 turns.  After that, votes will be made.  There are 11 voting flags.  Grab them.  Protect your resouces.  No attacking for the first 10 turns; except for neutrals.  Diplomacy is allowed, initially, though.  If you lose your 5 level 4 staff/family you must surrender your position(toggle your flag on the menu bar).  You cannot build more level 4 staff.  A player may ask another player how many family/regents they have at anytime.  A factual answer must be given....OFF WE GO!   

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RE: Balance of Power AAR - 11/1/2009 10:52:51 PM   
Arditi


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  I need email addresses for Jay and Casus Belli.  I have the other gents.  send to arditi(at)suddenlink.net

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RE: Balance of Power AAR - 11/2/2009 1:04:00 AM   
Arditi


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Turn to Tom....Earl of Orkney. Lord Marlborough uses the opportunity to consolidate his fiefdom. Non-producing cites are brought to standard production. Diplomatic overtures are put forth.

< Message edited by Arditi -- 11/2/2009 1:14:58 AM >


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RE: Balance of Power AAR - 11/2/2009 12:39:36 PM   
TheArchduke


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Good luck guys, tell me if someone needs a sub.

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RE: Balance of Power AAR - 11/2/2009 7:45:01 PM   
Arditi


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  Archduke,
   Jay is having serious health issues within his family.  Could you take his place please?  Please resend your email address to me.  We wish the best to Jay and his family.
          Best Regards, Arditi

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RE: Balance of Power AAR - 11/3/2009 7:17:11 AM   
TheArchduke


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Sorry to hear about Jay. I send you my email by pm. And I do not have any travels planned before next June.:)

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RE: Balance of Power AAR - 11/3/2009 3:35:55 PM   
tweber

 

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@ Russ,  I think you sent me the scenario file instead of the turn file

@Casus Beli, can you send me your email

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RE: Balance of Power AAR - 11/3/2009 4:33:28 PM   
Arditi


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  Ciao Gents,
    I just sent an email out with everyone's email address.  Tom, turn resent.  Sorry about that.
      Regards, Russ(Arditi)

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RE: Balance of Power AAR - 11/3/2009 7:38:46 PM   
tweber

 

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Turn sent on.

My country is very mountainous.

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RE: Balance of Power AAR - 11/3/2009 7:51:11 PM   
TheArchduke


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Got the turn and I send it on to whom? I assume Casus Belli?


Wow, what a strange but very interesting scenario. Looking forward to it. Although 1-2 outposts are very weak.

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RE: Balance of Power AAR - 11/3/2009 8:30:37 PM   
Arditi


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Archduke, send to Casus Belli and then Casus Belli to Barthheart.  Bearthheart will send to me...I will do the three dept. and then my fiefdom...then all around; through us all again.
Arditi  It's important, during this peace, to build up our outposts and defend our outer resources.

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RE: Balance of Power AAR - 11/4/2009 3:19:34 AM   
Casus_Belli

 

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Ok, sorry everyone, I only just realised this thread was here and I have only just read it. Now I will send the turn to Bartheart, after I take this opportunity to redo it (hoping it's ok on the first turn) .

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Furthermore, Carthage must be destroyed.

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RE: Balance of Power AAR - 11/4/2009 4:29:31 AM   
Casus_Belli

 

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The Fief of Blanton is organising its forces for legitimate defence, to protect its vital interests in the region, but nevertheless avows its peaceful intentions.

Turn sent on to Bartheart

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Furthermore, Carthage must be destroyed.

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RE: Balance of Power AAR - 11/4/2009 3:38:22 PM   
Barthheart


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The Duke of Burgundy has spent many hours coordinating the rebuilding of our loyal troops in our far flung lands. Soon the world will tremble to the sound of our marching boots!

Turn sent to Lord Marlborough.


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RE: Balance of Power AAR - 11/4/2009 7:41:57 PM   
Arditi


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The various departments are put in order.  The Imperial Fleet appears to be the strongest of the governmental entities.  The See has many level II scouts.  The guard is building it's army, but with sea power to project.  The Duke of Marlborough talks diplomacy, but remains wary.
Turn sent to Tom.

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RE: Balance of Power AAR - 11/4/2009 10:57:05 PM   
tweber

 

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turn sent

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RE: Balance of Power AAR - 11/5/2009 4:10:56 AM   
TheArchduke


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You are sure you sent it on to me?

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RE: Balance of Power AAR - 11/5/2009 8:44:03 AM   
TheArchduke


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Got turn, sent on.

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RE: Balance of Power AAR - 11/5/2009 10:34:59 AM   
Casus_Belli

 

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Received turn 2c and sent on turn 2d. Looking like a great scenario.

I'll be away for a couple of nights over the weekend - until Tuesday, maybe. I may get another trun in before I go but if not, I will get to it ASAP.

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Furthermore, Carthage must be destroyed.

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RE: Balance of Power AAR - 11/5/2009 2:07:42 PM   
Barthheart


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Slowly the Burgundian War Machine... err... Machinery of Peace comes awake.

Turn 2 to Lord M.

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RE: Balance of Power AAR - 11/5/2009 6:50:20 PM   
Arditi


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Turn to Arundel.

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RE: Balance of Power AAR - 11/6/2009 7:29:20 AM   
TheArchduke


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Got the turn too late yesterday, doing it now, first thing.

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RE: Balance of Power AAR - 11/6/2009 2:24:30 PM   
Barthheart


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Exploring new territories for our future populations.

Turn 3 to Lord M.

PS. Casus sent this note with the turn (at 4am EST today):

"I'll be away now for up to three days. Sorry about this, but it's unavoidable family business."

< Message edited by Barthheart -- 11/6/2009 4:20:27 PM >


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RE: Balance of Power AAR - 11/8/2009 4:32:26 PM   
TheArchduke


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Arditi, you are up?

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RE: Balance of Power AAR - 11/9/2009 8:17:18 AM   
Casus_Belli

 

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I'm back now. I thought I had put a message on the forum, but it must have been another thread. Sorry about that. There's no turn in my inbox now, though.

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RE: Balance of Power AAR - 11/9/2009 2:38:10 PM   
Barthheart


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Beuller? Beuller? Anyone?

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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