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aphrochine

War Plan Orange Member
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May 19, 2005
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Our gaming group is looking to start up a FFA game, and would like some suggestions on rules from some old salty MP veterans.

Our primary goal: Keep everyone in the game until the end, ie. no eliminations.

My initial thought is to create rules for vassalization of the conquered. Victory can reduce a nation no further than their core worlds, and connecting systems. That could add some politics for liberating and breaking up power blocks.

Does the wargoal/demand/claim system need any guide rails??

Any tactical rule advise, are "choke systems" to OP??

...we will be playing this on Megacorp and starting sometime mid-late December. As such, I'm not looking for anything overly detailed, as it will probably change.
 
i know this is a few days old post but...since we got 2.2 now...

i would definitely go for no integration - as the subject wont see it anyway unfortunately; but vassalization is a lot more safe now with admin caps in place, even in pubs.

mostly TW are forbidden anyway in salty-pvp-player-land, they can live with it, no problem to forbid them.

usual is also NAP Abuse forbidden; so no rivalry to break non aggression pacts.

if you want to keep the FFA spirit, actually, tributaries should also be limited to a certain amount - maybe 2, or the guy who creates most tributaries wins.

of course no surrender button

i have not seen nomad fleets anymore, but usually forbidding to take their ships in early game is also good for balance. i have actually no idea what happened to them.