Moderator: Clan Directors
If I have no more lords, I can't get anymore GP, so even if I still have my original Castle, unless I can recruit another lord, I am defeated anyway, right ?"Vanquished" Clans
Clans are out of the game (vanquished) when they lose all of their Lords, and original Castle.
Was Bruceswar ( or his clan) allowed to conduct diplomacy with the other clan once they saw it from the watchtower ?
Turn 15. Bruceswar and Clan A feel Lord 2 may respect their tower, due to the diplomacy they've had. So he moves lower left trying to explore a new area of the map.
Unfortunately for Clan A (S&M), Lord 2 takes the undefended tower and it now becomes Lord 2's Clans possession and updates their map, not Clan A's.
Also unfortunate for Bruceswar, in the rush to explore more of the map he runs into another Lord who has set up an Ambush. Bruceswar becomes engaged.
A new game is started and IcePack sends invite for a new battle to Donelladan and Bruceswar to complete the ambush, on Donelladans map and setting choices.



Costs 3 GP to buildt4mcr53s2 wrote:i havent played civilization and have only skimmed the r=ules , but if it costs 3 GP to build a watchtower and recieve 5 to raze it ( though you lose a FP ...) would it be profitabl=e to build and raze and build and raze?
http://www.bing.com/videos/search?q=i+b ... &FORM=VIRE



Following on this, can a newly recruited lord be the same player than a Lord who has previously been executed ?IcePack wrote: Also, a condition of the temporary replacement would be that it couldn't be another Lord already within the game actively, and couldn't be permanently replaced with a Lord who has previously been executed.

Actually to clarify, the intent is 15 Lords max. Meaning, if you have 10 Lords executed the max you have is now 5 (and unable to recruit more).Donelladan wrote:Thx for the answer, it's becoming quite clear ! Hoping we'll have a lot of participation.
Following on this, can a newly recruited lord be the same player than a Lord who has previously been executed ?IcePack wrote: Also, a condition of the temporary replacement would be that it couldn't be another Lord already within the game actively, and couldn't be permanently replaced with a Lord who has previously been executed.
I think it should be allowed. Assuming the game goes on quite long, we could end up with lot of recruitment / execution of lords and have to allow it anyway.


Well, the reason I'm hesitant for this is that it literally is max 1 game per Lord @ a time. You might consistently have 1 game, but it's still max 1 game. (You can't ever get a heavy game load of 5+).catnipdreams wrote:Hmmmm.... I do not like having the possibility of a clan being penalized because a player wants to take the summer off, for instance. How about this:IcePack wrote:I suppose we could come up w some rules for it. Though 3 months does seem excessive.catnipdreams wrote:How do we deal with planned absences? Can a different player take over a "Lord" name for, say, 3 months, then switch back?
I'd envision something like:
- free: changing of a Lord from player A to player B for a duration of no longer then a month. (Lord designation stays the same)
- X gold: changing of a Lord permanently if needed for more then 1 month
I use the 1 month as a guideline from the sites general sitting guidelines. Sitting for over a month needs replacement.
Also, a condition of the temporary replacement would be that it couldn't be another Lord already within the game actively, and couldn't be permanently replaced with a Lord who has previously been executed.
Cost of gold TBD.
A player with a planned absence of more than 1 month, sends you a PM stating this, with the dates of the planned absence, and also tells you what player should be the replacement.
There is no penalty for this, but the replacement player has to be fresh to the game, as you said.
During this planned absence, the "absent" player should not be playing any other CC games, including speeders. The absence is a true absence from actively playing games on CC.
When the player returns to CC, ready to play active games again, the player can send you a PM, letting you know either of two things: the player wants back into the CR@W game, or, that the substitution should be permanent.





I tihnk that'd be a good idea. Obviously not everyone is aware of that, and we all need a bit of time to talk it within our own clan.IcePack wrote:Should we wait until end of Jan / early feb to allow for more Q&A development and more clans on board? Allows more time for people to get familiar with the concept and get a strategy / group together.



When clans receive a link to their private map view, they will have a rough idea of the map frame.rockfist wrote:Will you post the total size of the world...ie 20x20 or 200x200, or is that something we will have to guess at?

OK, that makes sense. Changing out a player has more impact than I realized.IcePack wrote:The reason for the cost is because it affects other aspects of the game. If it was a simple swap, it might not be that bad. But with the anonymous play, clans can trade or sell Intel on other clans (lord mister = bruceswar) for example. So other clans battle plans, intels, diplomacy and game notes all are affected by this swapping of players. They may even pay gold to another clan for some of this information, then the guy gets swapped and now that is basically wasted diplomacy & gold on their part.

IcePack wrote:Start Up
What do we need to do in order to start / participate?
1. You'll need to send IcePack a PM detailing some of the following information:
Remember, do should not post this information in PUBLIC. PM it to IcePack. The purpose is to hide your clan and provide a layer of anonymity!
Note:
- Clan Name:
(Example: FALL)- CR@W Clan Name:
(Example: House Stark) [This is what you will show up on the tables as for anonymity purposes]- Starting Player Names & CR@W Names (3 required):
(Example: IcePack = Lord Sleepy, GoranZ = Lord Grumpy, rcfritz = Lord Bashful) [This is what you will show up when other clans / players see you on the map, for anonymity purposes]- CR@W Castle Name:
(Example: Castle Anthrax) [This is what clans / players will see when they find your starting Castle, so not as to give away your clan name]- Optional: A House / Clan Motto:
(Examples: In God We Trust; Unity Makes Strength; We Stand Together)
If your clan does NOT supply this information, efforts will be made to name Castles etc to still hide what Clan is located where.
Your clan can "start" participating at any time, as long as the Castle has not been taken.
Before any Castle is defeated, efforts will be made to contact the clan in order to get a defense ready.
Your clan will still collect its gold, until the clan participates or is vanquished.



If losing a castle deprives a clan of all of their gold, how will anyone accumulate enough to score an economic victory? It seems like the structure incentivizes teams to spend (almost) all of their gold every turn, especially since castles don't seem too hard to capture. Other than the possibility of having multiple lords in a castle (and thereby increasing the number of wins required to capture it) there don't seem to be many advantages to the defender.IcePack wrote:Empire Management Rules
Winning
Economic Victory: If your Clan acquires XXXXX gold (GP), you will earn an economic victory.


My question was, do we know to which CR@W clan the castle/lord belong ?Q: We don't know who we are attacking, but we do know the CR@W castle / lord names before we attack right?
A: That's correct, you will be informed of the names of the Castles / Lords you see on the map

IcePack wrote:Hey mate,SiriusCowKing wrote:I was thinking about it, and perhaps you want to set it to each player can emulate 2 lords, and limit it to 16 lords. This way each player can play someone in defense and still see some action in offense.
Thanks for the suggestionThe issue w/ that is then 8 people can play the whole thing, and its supposed to involve an entire clan (min 10+) for the competition. It also puts more emphasis on the "top" players getting reused. One of the key focuses on this was how to limit some of the top clans ability to dominate and equalizing the chances of all clans to win. (this has been a major complaint in the past, that everything just is handed to top clans).
By minimizing how many people need to be involved, and allowing two joskos for example, it allows high level clans to just max out their best players and dominate.
This event is kinda an experiment, how many people will get involved, how much time will it take for me to manage the entire event, etc.
In the future if this goes well, we can look at expanding it, allowing lords to emulate more then one lord, etc.
The last reason it was designed the way it was, some clans might have some users who can be more active and others who dont want "as much action". Those players, can play defensive and still participate while others who want to be very active can take on the action in offense.
Hope that helps explain the thought process behind it, and if we do a second edition (if its popular we probably will, but right now even with all the questions only 2 clans have submitted names), then a lot will probably change from this first one.
Similar to how the clan league evolved over time once people realized what it was like.
Thanks,
IcePack


Correct, you will see "Lord Sleepy of House Stark" when you see Lords. So when you meet "Lord Sneezy from House Stark" you wont know who it is, but you will know they are from the same clan or something else.Donelladan wrote:My question was, do we know to which CR@W clan the castle/lord belong ?Q: We don't know who we are attacking, but we do know the CR@W castle / lord names before we attack right?
A: That's correct, you will be informed of the names of the Castles / Lords you see on the map
I ask because it isn't clear to me here with your answer.
For example, there is Lord Sleepy who belong to House Stark.
On the map I will know it is " Lord Sleepy". Or I will know it is "Lord Sleepy from House Stark" ?
I guess the 2nd, but I just want to be sure
