by docchaos on Sat May 19, 2012 10:33 am
Since green is a lot weaker than the other 2, my usual approach to such situation probably won't work, but i like to share it with you anyway, let's say for future reference.
There are some preconditions:
- You need to be in a 3-way tie (at least 3-way, of course it also works with more players as well)
- Ideally all players involved have similar troop count, similar bonus, similar positions. Since that rarely happens, the most important thing is troop count. If one player is too far ahead or too far behind, it won't work.
- All players involved have to agree that you're in a stalemate and want to end the situation.
- All players are at least somewhat trustworthy
If those conditions are met, there's a solution, it still might be a long game, but you'll know that it will come to an end:
In a nutshell, everybody has to attack someone each round. Not necessarily to take a country, but to burn some troops. So, everybody has to attack until the attacker (!) lost at least one troop more than they deployed. That way everyone will slowly lower their troop count. Of course nobody is forbidden from attacking more than they need to, but nobody is allowed to attack less.
Of course there are a lot of variation or additions possible, here are just some:
- Monitoring the other players in case you don't trust each other enough to make sure noone doesn't break the agreement. The easiest way of doing this is that each player checks the troop count of all opponents on their own. A safer way is that after his/her turn player A posts the troop count of player B to the game chat and when it is player C's turn he/she checks B's troop count to see if it is really lower than before.
- Different minimum values of troops to lose. To speed things up, you can agree that everyone has to lose way more troops, e.g. twice the amount they deployed or whatever they deployed +20
- Ending-condition: Define precisely under which circumstances the agreement ends (e.g. when all players are down to an amount of x troops, or when someone gets too strong/weak). Be carefull though: Too loose ending conditions might get you a stalemate again, only with less troops
- Define who has to be attacked: Instead of just randomly attacking, you could agree on a plan who attacks who, e.g. everyone has to attack the player with the most troops at the time of their turn, or everyone has to attack the player after/before them.
This method has worked for me repeatedly, but again everyone has to be willing to go through with it, or it won't work.