Spoiler for Q&A
- Do Drevis' lackeys (er, vassals) and their wizards get +5% on invasions?
A vassal lord does not get the bonuses from the lord who conquered him.
- If multiple different factions invade Winnter, whose attacks go through?
Whoever has fewer territories will determine an initial priority. That priority will fluctuate based on a few factors (number of vassals, number of wizards, number of cities, et al).
- When a lord invades a territory, do they move into that territory?
Yes, they do.
- If Demincus invades multiple territories or another lord does with Libronalah's help, do they pick which of the invaded territories they move into?
He would move into whichever he chose to invade last.
- Do the wizards roam around the map while they are un-recruited, or do they suddenly appear in the land of their lord once they're recruited?
There was originally a benefit to roaming around the map, but there no longer is. Position won't matter until after they are recruited, so they won't be appearing on the map until then.
- Is there a limit to the number of vassals you can have?
I thought long and hard about this question before the OP went up and decided against a limit. It will probably lead to a very one-sided game if one player conquers another very early, but imposing a limit could slow the game down by quite a bit (and I am hoping to limit endgame stagnation).
- If a player gets kilt from invasions by multiple factions on the same turn, which one claims him as a vassal? Does he get to pick? Since vassals seem like they would make a huge shift in the balance of power (+1 invasion per turn by the vassal and +1 from the vassal's wizard), determining rules for who gains a vassal seems very important.
The aforementioned priority would determine this. Priority will be 1 point for each city, 1 point per vassal, 1 point per wizard, and 1 point for every 3 territories controlled (truncated). The lowest priority wins. If there is ever a tie in priority, the Lord conquered would leave the game and the Land conquered would become neutral.
- Do vassals keep their special abilities, and does it apply to their new lord as well?
This was another I considered for quite awhile. Yes, they keep their ability, but it only applies to him and his wizard (if applicable). I'm trying to keep the lord/wizard group as a unit separate from (but employed by) the conquering lord/wizard group.
For movement, I vote for letting a lord and wizard move to any territory in their realm (unless their realm gets fragmented, then move to any territory within the fragment they're currently in) just to keep the game moving and not have people waste five turns crossing the map.
Done and done. If a Lord is in a fragmented territory group and loses the last territory in that group (the one he's on), should he 1) Be conquered and the rest of his land become neutral, OR 2) Automatically flee to a territory that he controls? I'm more of a fan of 2, but that might limit some basic area strategy (while 1 is a bit more realistic).
I would lean towards making player-role combinations known to everybody. It just seems like it would be easier to pull off cloak and dagger stuff than if you had to post "Does Winnter want to tell me who he is so we can do some strategizing?" Also makes recruiting wizards much more straightforward if they know what they're getting into.
Also agreed. I'd also like to try to stray from host/player mafia mentality during this game. I hate it when people think that they absolutely must betray someone because they aren't in the same faction, notably when one is an indy with a secret wincon (compare Looney Tunes to Star Trek 3).
I'm also still a little worried that endgames might drag on. How would you feel about having each player publicly name one of their starting territories as their stronghold, and saying that having your stronghold captured = defeat?
That may slow down the game at the beginning, as everyone is trying to defend their own capital. It also might produce an endgame anti-strategy of bee-lining for the enemy stronghold. By the end, there should be enough favour for one player to win (with vassals, wizards, and cities). As the number of reigning lords decreases, the phases can become shorter (perhaps to almost 2 per day). I expect the game to run for ~2 weeks (much shorter than some games that have lasted ~3 months).
Oh, and be sure to add the part about vassals being able to invade territories to the OP once it's ready to roll.
Right!
- Do Drevis' lackeys (er, vassals) and their wizards get +5% on invasions?
A vassal lord does not get the bonuses from the lord who conquered him.
- If multiple different factions invade Winnter, whose attacks go through?
Whoever has fewer territories will determine an initial priority. That priority will fluctuate based on a few factors (number of vassals, number of wizards, number of cities, et al).
- When a lord invades a territory, do they move into that territory?
Yes, they do.
- If Demincus invades multiple territories or another lord does with Libronalah's help, do they pick which of the invaded territories they move into?
He would move into whichever he chose to invade last.
- Do the wizards roam around the map while they are un-recruited, or do they suddenly appear in the land of their lord once they're recruited?
There was originally a benefit to roaming around the map, but there no longer is. Position won't matter until after they are recruited, so they won't be appearing on the map until then.
- Is there a limit to the number of vassals you can have?
I thought long and hard about this question before the OP went up and decided against a limit. It will probably lead to a very one-sided game if one player conquers another very early, but imposing a limit could slow the game down by quite a bit (and I am hoping to limit endgame stagnation).
- If a player gets kilt from invasions by multiple factions on the same turn, which one claims him as a vassal? Does he get to pick? Since vassals seem like they would make a huge shift in the balance of power (+1 invasion per turn by the vassal and +1 from the vassal's wizard), determining rules for who gains a vassal seems very important.
The aforementioned priority would determine this. Priority will be 1 point for each city, 1 point per vassal, 1 point per wizard, and 1 point for every 3 territories controlled (truncated). The lowest priority wins. If there is ever a tie in priority, the Lord conquered would leave the game and the Land conquered would become neutral.
- Do vassals keep their special abilities, and does it apply to their new lord as well?
This was another I considered for quite awhile. Yes, they keep their ability, but it only applies to him and his wizard (if applicable). I'm trying to keep the lord/wizard group as a unit separate from (but employed by) the conquering lord/wizard group.
For movement, I vote for letting a lord and wizard move to any territory in their realm (unless their realm gets fragmented, then move to any territory within the fragment they're currently in) just to keep the game moving and not have people waste five turns crossing the map.
Done and done. If a Lord is in a fragmented territory group and loses the last territory in that group (the one he's on), should he 1) Be conquered and the rest of his land become neutral, OR 2) Automatically flee to a territory that he controls? I'm more of a fan of 2, but that might limit some basic area strategy (while 1 is a bit more realistic).
I would lean towards making player-role combinations known to everybody. It just seems like it would be easier to pull off cloak and dagger stuff than if you had to post "Does Winnter want to tell me who he is so we can do some strategizing?" Also makes recruiting wizards much more straightforward if they know what they're getting into.
Also agreed. I'd also like to try to stray from host/player mafia mentality during this game. I hate it when people think that they absolutely must betray someone because they aren't in the same faction, notably when one is an indy with a secret wincon (compare Looney Tunes to Star Trek 3).
I'm also still a little worried that endgames might drag on. How would you feel about having each player publicly name one of their starting territories as their stronghold, and saying that having your stronghold captured = defeat?
That may slow down the game at the beginning, as everyone is trying to defend their own capital. It also might produce an endgame anti-strategy of bee-lining for the enemy stronghold. By the end, there should be enough favour for one player to win (with vassals, wizards, and cities). As the number of reigning lords decreases, the phases can become shorter (perhaps to almost 2 per day). I expect the game to run for ~2 weeks (much shorter than some games that have lasted ~3 months).
Oh, and be sure to add the part about vassals being able to invade territories to the OP once it's ready to roll.
Right!
=P






