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Imperium Eleven - Rise of the Triad - Now Open!

You can find out more here.
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Quote: * You may not gift technologies or money to the AIs to boost relations. These tactics are off the table for this game.

* You may not trade technologies with the AIs in this game to boost your tech levels. Espionage is perfectly acceptable, however.

To be clear, bribing one AI to war against another with money or tech is ok, correct?
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Yes; those actions do not actually affect the AI's opinion of you and do not boost/hurt relations. Gifting techs/money are disabled because it is too easy to boost diplomatic relations that way.

Obviously, there is going to be some luck in terms of the diplomacy scoring, the AIs being a little random in their actions sometimes. I'm asking everyone to roll with it and do the best they can.

Bonus points if you recognize the obscure reference in the game's title. smile
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Looks like an interesting setup, Sulla. I am not sure how well I will do on the scoring -- I'll be trying just to get the win on Hard difficulty. smile Need to play a test game or two or three.

The mighty Klackons -- that's a bit of a surprise. I was guessing the Alkari -- not too strong, not too weak, Sakkra played in Imperium 10, Meklar and Silicoids play a bit differently than most races and thus not good for "easing" noobs into the tougher difficulty levels.

Are you going easy on us, or is there something unpleasant about this map? lol Other than having Psilons, Humans, and Silicoids all present, that is.
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Game played and written up. I missed the 2450 scoring date though - for whatever reason I thought it was 2475 frown

Still, a fun game all around. Now I just have to wait for report day lol
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Very intriguing. I'll definitely play, but this being Hard, with what for me is a fairly significant variant (I love tech trading, and consider it an important part of my game) I suspect I'll be playing to Just Win, and only go for points if the game is well in hand. "No battle plan..." caveat applies however, and we are the bugs, so....

A couple of nitpicky rules questions: There are a couple of other ways to filch techs from the AI via diplomacy: Threatening to attack sometimes nets a tech, and AIs will sometimes pay a tech for peace. So ... are we allowed to threaten to attack (perhaps subject to the rule that eventually evolved in dathon's exploit thread: You may only issue a threat against an AI if this AI has a stack inbound to one of your colonies, and that colony has a missile base)? And if we reject a plea for peace, and are offered a tech to reconsider, may we accept it, or must we always stand by our decision?
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RefSteel Wrote:A couple of nitpicky rules questions: There are a couple of other ways to filch techs from the AI via diplomacy: Threatening to attack sometimes nets a tech, and AIs will sometimes pay a tech for peace. So ... are we allowed to threaten to attack (perhaps subject to the rule that eventually evolved in dathon's exploit thread: You may only issue a threat against an AI if this AI has a stack inbound to one of your colonies, and that colony has a missile base)? And if we reject a plea for peace, and are offered a tech to reconsider, may we accept it, or must we always stand by our decision?
I suppose that you are allowed to accept an offered tech in these situations (which is almost always something pretty backwards, fortunately). However, do not abuse these features. It's one thing to issue a threat to an AI - there are many situations where this might be part of your overall strategy. It is not OK to threaten races with the specific intention of picking up freebie techs. To be honest, that wouldn't be a particularly effective plan anyway, since it would harm diplomacy much more than it would help the tech score!

If you want to make peace with a race, you should simply sign peace with them. If you plan to stay at war, then stay at war. Don't turn this into a pinata where you beat on the AI until enough goodies come out. smile Besides, the most effective ways to collect tech from the other races are Espionage and ground invasions...
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Thanks for the answers, Sullla! Just one more question, perhaps equally persnickity, but slightly more likely to actually come up in a game: If we do win the 2450 election, do we only count the planets (and tech levels) we had before hitting "Next Turn," or do we get to add e.g. any planets colonized in the interturn of the election (e.g. show the screenshot with "In 2449 the Klackons founded Whatsisplace")? Thanks again! (Both for patiently answering my unlikely-to-even-come-up questions and for the game!)
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RefSteel Wrote:If we do win the 2450 election, do we only count the planets (and tech levels) we had before hitting "Next Turn," or do we get to add e.g. any planets colonized in the interturn of the election (e.g. show the screenshot with "In 2449 the Klackons founded Whatsisplace")?
The former. There is thus a very slight penalty for winning in 2449 (or 2374). You must add up your totals from the turn before if and only if you win the vote in 2375/2450. (You never actually reach the 2450 turn, since you win on the interturn, if that makes sense.)
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If you have 75 or more points in all three categories, DOUBLE your score! You have demonstrated proficiency in all three aspects of the triad.

This means that I have to have 75 points in each category or 75 altogether in all three fields. I am not totally sure and I am hopefully excused for such a question, but as a non-native speaker I wasn´t 100% sure.
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