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Direct Link To This Post Posted: 13 Sep 2011 at 15:20
Originally posted by Meagh Meagh wrote:

this is a great way to take the sand out of a sandbox game...

Totally! 
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Direct Link To This Post Posted: 13 Sep 2011 at 14:59
this is a great way to take the sand out of a sandbox game...

imo there is no reason to control the amount of naps / alliances different groups have. diplomacy is part of strategy... and seems on face to be a large part of the game here. - M.
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Direct Link To This Post Posted: 13 Sep 2011 at 13:11
Originally posted by Celebcalen Celebcalen wrote:

Control freakery in its extreme


My suggestions will give the game better structure in the diplomacy department.

Thank you for your comment.



Edited by Divine Redemption - 13 Sep 2011 at 13:27
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Direct Link To This Post Posted: 13 Sep 2011 at 13:09
Control freakery in its extreme
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Direct Link To This Post Posted: 13 Sep 2011 at 12:42
"In my opinion most of these rules would just increase stagnancy of the game. Also it would cause frustration of players since they could not be friends or in war with anyone they wish, because of artificial barriers."

I am sure it will cause some frustration with some players.  However, as I see things now, there are some frustrated players also.  It is hard to say if this option would increase stagnancy in the game.  I feel it will actually decrease the stagnancy with stricter rules enforced and less alliances protected by the NAP flag.

"I even think that they should remove the stopper from people to reinforcing neutral players, but there should be possibility to send home reinforcements or disallow them to enter. But I do agree that  diplomacy could use some GM loving.
"

An alliance that is in a NAP or a Confed with another alliance being sieged by one of their allies (Confeds or NAPs), should not be allowed to send troops to help destroy or defend a siege or protect a town etc...  For instance, they send troops to help protect a town...  The other alliance sends troops to that same square and the troops are sent back because that alliance is in a NAP or a Confed with the alliance protecting the other player.  This should not happen at all.  Instead, an alliance that is trying to protect one of their confeds or naps from a siege or an attack, should not have their alliance troops included in the defense.  It will be business as usual. 

If something like this does happen, an alliance should be forced to make a decision as to which alliance they want a NAP with or a Confed with during this war or attack.  An alliance should be given a week to decide who they want as an ally.  However, the alliance will receive a total refund from gold the initial confed or nap cost to their alliance bank.


Thank you for your reply.



Edited by Divine Redemption - 13 Sep 2011 at 12:43
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Direct Link To This Post Posted: 13 Sep 2011 at 12:22

"An alliance should only be given three confederations and three naps to give out to other alliances."

3 confederations seems fair but it should be possible with more NAPS like 5 or so.

I guess 5 NAPs could be good.  However, I am trying to make an alliance choice for a NAP and a Confed a difficult one.  If an alliance is given a loose limit in decisions, there is a less chance of an alliance making a 'hard' choice on who to have for NAP or Confed.  Basically, what an alliance will have is what everyone sees today in this game... A long list of NAPs and Confeds on their diplomacy page.  I still stand by 3 NAPs and 3 Confeds.

"Each alliance involved in a confederation will have 5% gold tax taken from each member of the respected alliances.  Each alliance involved in a nap will have 2% gold tax taken from each member of the respected alliances. For example, if one alliance has 3 confederations and 3 naps in place with other alliances, as a result, this alliance will have their members taxed a total of 21% of their gold income weekly."

Way to harsh and who will the money go to?
Might be something like 1% pr. confederation and nothing for NAPs

The gold will not go to any alliance.  The gold is more or less a cost to have a NAP or  Confed weekly.  The gold taken from each member emphasizes how much an alliance really needs another alliance for a confederation or a nap.  If an alliance really wants this alliance for a nap or a confederation, the alliance or alliances involved will pay this steep gold tax in order to have  a confederation or a nap.  The point again is to make the decision a hard one instead of a no brainer decision.

"For any alliance to get a nap or confederation approved, each alliance involved will need 10 of their members from each alliance to approve the confederation or nap."

I see no point in this.

I can see why an alliance that relies on a few of their members to make decisions will hate this idea.  In fact there are a quite of few  alliances that make decisions only through the leader.  If each member is going to get taxed for gold to be in a confed or a nap, these members should have a just say if they want to do this or not.  Perhaps, if a leader chooses not to have a vote, there should be a penalty for that.  The cost for everything I have listed will increase by 15%.  A leader can only change from vote to no vote every 6 months.  This will make the option have less exploitation to avoid getting taxed too much etc...  I feel members should have a say on who their confed or nap should be.  If an alliance does not have 10 active members to even vote, then these alliances have bigger issues to deal with or maybe should disband the alliance or grow more.

"There will be an initial cost of 10 million gold for each alliance involved in a confederation.  There will be an initial cost of 3 million gold for each nap involved in a nap."

No point in this either.

Again, there needs to be a hard choice made when an alliance chooses who their confed or nap is.  I felt a steep price via gold will be a good way to make the choice difficult for the leader and members of the respected alliances.

"Too cancel a confederation, it will cost the same initial cost of 10 million gold and 3 million gold to cancel a nap.  10 members from one alliance can actually void the nap and confederation deal by a vote.  The other alliance that did not vote on the cancelled nap and confederation, will not have to pay any gold, but will receive the other alliances gold payment to cancel the confederation or nap (gold will go to the alliance bank)."

Allready implemented with the escrow?

A lot of players seem to have no idea how the escrow really works...  My suggestion refines and makes it a bit more clear as to what is expected from each alliance if they choose to be in a confed or a nap with the other alliance.  As for the voting, that is not in the game and I think having a vote option will get players more involved in their own alliances in terms of politics in game.

"An alliance will not be able to re-confed or re-nap the same alliance for 3 months if the confederation or nap was cancelled."

Good idea

Thank you.

"To upgrade a nap to a confederation, there will have to be 10 members from each alliance voting yes for it to approve the deal.  The same initial cost for a confederation will be applied."

No point

To keep up with the theme of having a vote, a vote would also have to be made to to upgrade or downgrade an alliance from a confed to a nap etc...  Or if a leader does not want a vote this can be done without one obviously.

"To downgrade a confederation, there will have to be 10 members from each alliance voting yes for it to approve the deal. The same initial cost for a nap will be applied."

No point

Same as above.

"In order to siege a player in this game that is in an alliance, an alliance has to declare war on the other alliance.  The cost to declare war onto another alliance is 40 million gold.  The other alliance that did not declare war will not be charged a thing for declaring war back.  This means that in order to siege another player, your alliance has to be at war with them.  Military ,diplomacy, and magic attacks are fine without declaring war, but sieging is not.  An alliance can not use diplomat or magic or military attacks against other alliances they have a nap or a confederation with. If a peaceful resolution has been resolved between two alliances, both parties will have to pay 10 million gold to cancel the war."

Why should you pay 40 mill gold to declare war?

There should be a cost to declare war.  This cost will make going to war a harder choice for an alliance to decide on.  I felt 40 million gold was a steep enough price to declare war on someone else.

Why only sieges if you have declared war?

I feel sieges are pretty OP in this game considering how long it takes to build and how short it takes to demolish a building.  I do understand that some players think bumping a caravan is a start of a war as is magic or diplomat attacks.  The thing is, a player will not lose any buildings from these attacks; only goods will be destroyed.  Making the siege option an only war option will force an alliance to declare war onto another alliance.

They need to fix the "war" issues so you can end a war with a "dead" alliance.

I agree.  Perhaps there should also be a cost to end a war via gold.  Once that is paid, the war tag is gone.  5 million gold would be a good cost to end a war.

I can see the point if you want to have more "declared" wars but why the 40 mill payment then?

I have explained this already a few suggestions above this one.  It is to make declaring war a harder choice to make.

"If a player leaves an alliance, he or she can not join another alliance or rejoin back into his or her old alliance for another 2 weeks.  The cost to leave an alliance will be 500,000 gold.  The cost to re-join the same alliance will cost 2 million gold.  The cost to join your first alliance will be free but...  The 2nd alliance and future alliances he or she decides to join, will cost 2 million gold.  Until he or she has joined 5 different alliances, the cost to join the 6th alliance and others will double for every new alliance that he or she decides to join.  All the gold a member pays to join or leave an alliance will go to the alliance bank."

I really see little point. But might be worth putting in a curfew of 7 days before joining the same alliance to prevent the "shopping" of inactive players cities.

I guess that will also be good for shopping inactive cities.  I more or less put that in to prevent alliance hoppers from doing it as frequent as they do now.  A player should be forced to make hard decisions like an alliance.

Thank you for replying.


Edited by Divine Redemption - 13 Sep 2011 at 13:33
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Direct Link To This Post Posted: 13 Sep 2011 at 12:15
In my opinion most of these rules would just increase stagnancy of the game. Also it would cause frustration of players since they could not be friends or in war with anyone they wish, because of artificial barriers.

I even think that they should remove the stopper from people to reinforcing neutral players, but there should be possibility to send home reinforcements or disallow them to enter. But I do agree that  diplomacy could use some GM loving.


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Direct Link To This Post Posted: 13 Sep 2011 at 11:40

"An alliance should only be given three confederations and three naps to give out to other alliances."

3 confederations seems fair but it should be possible with more NAPS like 5 or so.

"Each alliance involved in a confederation will have 5% gold tax taken from each member of the respected alliances.  Each alliance involved in a nap will have 2% gold tax taken from each member of the respected alliances. For example, if one alliance has 3 confederations and 3 naps in place with other alliances, as a result, this alliance will have their members taxed a total of 21% of their gold income weekly."

Way to harsh and who will the money go to?
Might be something like 1% pr. confederation and nothing for NAPs

"For any alliance to get a nap or confederation approved, each alliance involved will need 10 of their members from each alliance to approve the confederation or nap."

I see no point in this.

"There will be an initial cost of 10 million gold for each alliance involved in a confederation.  There will be an initial cost of 3 million gold for each nap involved in a nap."

No point in this either.

"Too cancel a confederation, it will cost the same initial cost of 10 million gold and 3 million gold to cancel a nap.  10 members from one alliance can actually void the nap and confederation deal by a vote.  The other alliance that did not vote on the cancelled nap and confederation, will not have to pay any gold, but will receive the other alliances gold payment to cancel the confederation or nap (gold will go to the alliance bank)."

Allready implemented with the escrow?

"An alliance will not be able to re-confed or re-nap the same alliance for 3 months if the confederation or nap was cancelled."

Good idea

"To upgrade a nap to a confederation, there will have to be 10 members from each alliance voting yes for it to approve the deal.  The same initial cost for a confederation will be applied."

No point

"To downgrade a confederation, there will have to be 10 members from each alliance voting yes for it to approve the deal. The same initial cost for a nap will be applied."

No point

"In order to siege a player in this game that is in an alliance, an alliance has to declare war on the other alliance.  The cost to declare war onto another alliance is 40 million gold.  The other alliance that did not declare war will not be charged a thing for declaring war back.  This means that in order to siege another player, your alliance has to be at war with them.  Military ,diplomacy, and magic attacks are fine without declaring war, but sieging is not.  An alliance can not use diplomat or magic or military attacks against other alliances they have a nap or a confederation with. If a peaceful resolution has been resolved between two alliances, both parties will have to pay 10 million gold to cancel the war."

Why should you pay 40 mill gold to declare war?
Why only sieges if you have declared war?
They need to fix the "war" issues so you can end a war with a "dead" alliance.
I can see the point if you want to have more "declared" wars but why the 40 mill payment then?

"If a player leaves an alliance, he or she can not join another alliance or rejoin back into his or her old alliance for another 2 weeks.  The cost to leave an alliance will be 500,000 gold.  The cost to re-join the same alliance will cost 2 million gold.  The cost to join your first alliance will be free but...  The 2nd alliance and future alliances he or she decides to join, will cost 2 million gold.  Until he or she has joined 5 different alliances, the cost to join the 6th alliance and others will double for every new alliance that he or she decides to join.  All the gold a member pays to join or leave an alliance will go to the alliance bank."

I really see little point. But might be worth putting in a curfew of 7 days before joining the same alliance to prevent the "shopping" of inactive players cities.
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Direct Link To This Post Posted: 13 Sep 2011 at 08:28
uuu seems the presence of naps and confeds is kinda messing whit your hidden agenda....
which is good! Big smile
but i still agree that there is a certain "confed. chaos "....
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Direct Link To This Post Posted: 13 Sep 2011 at 08:14
As the state of the game has evolved to what it is now and will be in the future, I feel NAPs and Confederations should be revamped.  There are too many naps and confederations between alliances in this game.  Alliances should be given less freedom to choose as many naps and confederations as possible.  Limiting alliances the limitless choice of naps and confederations would help the game evolve from the stalemate it is in right now.

Here are considerations I feel will help fix the problem:


  • An alliance should only be given three confederations and three naps to give out to other alliances.
  • Each alliance involved in a confederation will have 5% gold tax taken from each member of the respected alliances.  Each alliance involved in a nap will have 2% gold tax taken from each member of the respected alliances. For example, if one alliance has 3 confederations and 3 naps in place with other alliances, as a result, this alliance will have their members taxed a total of 21% of their gold income weekly.
  • For any alliance to get a nap or confederation approved, each alliance involved will need 10 of their members from each alliance to approve the confederation or nap.
  • There will be an initial cost of 10 million gold for each alliance involved in a confederation.  There will be an initial cost of 3 million gold for each nap involved in a nap.
  • Too cancel a confederation, it will cost the same initial cost of 10 million gold and 3 million gold to cancel a nap.  10 members from one alliance can actually void the nap and confederation deal by a vote.  The other alliance that did not vote on the cancelled nap and confederation, will not have to pay any gold, but will receive the other alliances gold payment to cancel the confederation or nap (gold will go to the alliance bank).
  • An alliance will not be able to re-confed or re-nap the same alliance for 3 months if the confederation or nap was cancelled. 
  • To upgrade a nap to a confederation, there will have to be 10 members from each alliance voting yes for it to approve the deal.  The same initial cost for a confederation will be applied.
  • To downgrade a confederation, there will have to be 10 members from each alliance voting yes for it to approve the deal. The same initial cost for a nap will be applied.
  • In order to siege a player in this game that is in an alliance, an alliance has to declare war on the other alliance.  The cost to declare war onto another alliance is 40 million gold.  The other alliance that did not declare war will not be charged a thing for declaring war back.  This means that in order to siege another player, your alliance has to be at war with them.  Military ,diplomacy, and magic attacks are fine without declaring war, but sieging is not.  An alliance can not use diplomat or magic or military attacks against other alliances they have a nap or a confederation with. If a peaceful resolution has been resolved between two alliances, both parties will have to pay 10 million gold to cancel the war. 
  • If a player leaves an alliance, he or she can not join another alliance or rejoin back into his or her old alliance for another 2 weeks.  The cost to leave an alliance will be 500,000 gold.  The cost to re-join the same alliance will cost 2 million gold.  The cost to join your first alliance will be free but...  The 2nd alliance and future alliances he or she decides to join, will cost 2 million gold.  Until he or she has joined 5 different alliances, the cost to join the 6th alliance and others will double for every new alliance that he or she decides to join.  All the gold a member pays to join or leave an alliance will go to the alliance bank.
  • If a player has been kicked from an alliance, that player will not have to pay gold for getting kicked.   The alliance that kicked the player, will have to pay 100,000 gold and the gold will go to the kicked player's bank.  The same rules will apply to rejoin an alliance or other alliances.  The same grace period to rejoin another alliance will also be the same.
These suggestions will make decisions harder for alliances and players.
These additions will make the game better for all!


Please, please give some input onto these ideas.  I would like to read all of your suggestions that would make naps and confederations a harder choice to make in this game.  Also leave suggestions on a player leaving an alliance and what consequences should be enforced as well.


Edited by Divine Redemption - 13 Sep 2011 at 13:28
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