* I'm going to keep accepting anyone who wants to play, until I generate the random draft order on Monday.
* Unless we get way more players than I expect, we will each be selecting two nations from the MIDDLE ERA ONLY.
Players
- 2. DrPraetor
3. Korwin
4. Ancient History
5. Frank Trollman
1. K
6. Archmage
First Nation Picks
- 1. K - Bandar Log
2. DrPraetor - Ashdod
3. Korwin - Mictlan
4. Ancient History - T'ien Ch'i
5. Frank Trollman - Jotunheim
6. Archmage - R'lyeh
- 6. Archmage - Vanheim
5. Frank Trollman - Man (cheap temples!)
4. Ancient History - Pangaea (cheap temples!)
3. Korwin - Abysia (Heat and Human Sacrifice, oh my!)
2. DrPraetor - Caelum (Brr!)
1. K - Marignon
Thus, your:
* starting army
* forts
* province defense
* special national features (sacrifice dom etc) - marked "secret weapon" in the list below.
* whether or not you are aquatic
Are all determined by your second nation pick.
Available Nations
- Arcoscephale - S4,EFW2,N1; secret weapon - scrying & cheap labs
Ermor - SD3,AW1; shadow vestals; secret weapon - reanimation!
Pythium - S4,A3,W2,F1; gem income, summons; minor cold-blood
Man - N4,A3,W1,E1; longbows!; secret weapon - cheap temples
Ulm - E2,F1; forge bonus!, crossbows; secret weapon - prod bonus
Marignon - F4,S3,A1,E1; crossbows, flagellants, summons
Mictlan - SN3,AFW2; sacreds, blood summons; minor cold-blood
T'ien Ch'i - W3,AEFSN2; composite bows!; secret weapon - free PD
Machaka - FEN3,D2; hunter spiders
Agartha - E3,DFW1; sucking; secret weapon - golem power
Abysia - B4,SF3,E1; heat; secret weapon - sacrificedom & nodeathsupply
Caelum - A4,W3,SD1; flying & mammoths; secret weapon - flying reanimation
C'tis - DN3,W2,S1; poison slingers; secret weapon - miasma
Pangaea - N4,E3,B2,D1; secret weapon - vine reanimation, cheap temples
Vanheim - AE4,B2,DF1; van!; secret weapon - sacrificedom
Jotunheim - WDNB3,S2; giants + giant werewolves; secret weapons - giant reanimation
Bandar Log - S4,N3,EW1; elephants + longbows + white ones + summons + blood summons; secret weapon - monkey PD (and reanimation!)[s/s]
Shinuyama - FED3,W2; oni summons; nominally amphib
Ashdod - D4,FES3; sacred giants!, forge bonuses, summons; secret weapons - giant reanimation
Atlantis - W5,FWS2; amphibious, secret weapon - aquatic!
R'lyeh - S5,W3,ED2; amphibious, void gate, secret weapon - aquatic!
Oceania - N4,W3,EA1; sucks on land AND sea; secret weapon - aquatic!
Eriu - A4,N3,AW1; sidhe
THE MAP - WILL BE A RANDOM MAP WITH:
14 Land Provinces + 1 Sea Province per Land Player
8 Sea Provinces + 7 Land Province per Sea Player
I WILL PLACE START LOCATIONS AROUND THE EDGE OF THE MAP, EQUALLY SPACED IN A RING. I'M NOT GOING TO EVEN PRETEND THESE WILL BE PARTICULARLY FAIR, BUT YOU GET TO DRAFT OFF OF THEM, BECAUSE GOING EARLY IN ROUND 1 IS BETTER THAN GOING EARLY IN ROUND 2.
EDIT - UNLESS ERMOR IS UNDRAFTED, OY. I'LL SNAKE-DRAFT IT.
Start Location Picks
- 4. Ancient History
3. Korwin
5. Frank Trollman
2. DrPraetor
6. Archmage
1. K
Option One: Mixed bid-and-draft
The drafting is done in only seven rounds:
- 1 - Pick Special National Power (see list below), Pick Nation Name, Color and Flag
2 - Pick First Troop (PD 20+), Pick Starting/R.E. General, Pick Recruit-everywhere Priest.
3 - Pick 1st Recruit-everywhere Mage, pick First capital-only troop, pick One Spell.
4 - Pick 1st Capital-only Mage, Pick Starting/R.E. Scout, pick Second Troop (PD 20+).
5 - Pick 2nd Recruit-everywhere Mage, pick Third Troop(PD 1+/Starting Army), Pick One Spell.
6 - Pick 2nd Capital-only Mage, Pick Misc. Commander, pick Second Capital-Only Troop.
7 - Pick Pretender, Pick Fourth Troop (PD 1+/Starting Army), pick Two Spells.
Now, BEFORE THE DRAFT STARTS, each player secretly BIDS on what order they will go in a given draft.
These bids are processed in a somewhat unusual way, intended to partially idiot-proof the system. First, all the bids are normalized for each player.
(A) bids 300, 100, 200, 100, 200, 100, 0
(B) bids 10, 20, 20, 20, 20, 0, 10
(C) bids 1, 0, 1, 1, 1, 1, 0
these become...
(A) bids .3, .1, .2, .1, .2, .1, 0
(B) bids .1, .2, .2, .2, .2, .0, .1
(C) bids .2, .0, .2, .2, .2, .2, 0
Then, each player is actually-charged 0.01 + the bid below theirs, with stacking ties at 0.
(Round 1) A pays 0.21 and goes first; C pays 0.11 and goes second, B pays 0.01 and goes third.
And then all the subsequent bids are renormalized so that they total what you haven't yet spent (so all of A's remaining bids are multiplied by 0.79/0.7, all of C's remaining bids are multiplied by 0.89/0.8, and Bs remaining bids are multiplied by 0.99/0.9).
(Round 2) "modified" bids are A = 0.113, B = 0.22, C = 0. C pays 0.01 to go last, A pays 0.02 to go second, and B pays 0.123 to go first
And so on.
The intent is that each player should send in a string of 7 numbers, representing (on whatever scale they want) how good they think the 7 categories are, and it should be hard to game otherwise.
Since I'm handling the bidding, my non-secret bids will be:
(Round 1) 150
(Round 2) 50
(Round 3) 150
(Round 4) 200
(Round 5) 200
(Round 6) 100
(Round 7) 150
Option Two: Gestalt Nations
Instead of all that hullabaloo, we do a Gestalt Draft. I'm mourning the gestalt D&D game I tried to start - but will not (with my weird travel schedule) be any way able to actually run .
This is much simpler. Everyone drafts a nation, in random order (their "first nation").
Then, everyone drafts a nation, in the reverse of that order (their "second nation").
Now - I take all the spells, commanders and gem income of the first nation, and add them to the second nation. TADA!
There is only one house rule - if Kaelik plays, he has to be Marverni, the Marverni druids have to get #shapechange that turns them into animals with reduced spellcasting ability, and he has to combine Marverni with a custom nation that I will add, based on the Magic of Incarnum D&D supplement.
Other than that, with (EDIT AGAIN) 1-10 players it will be Middle Era nations only, with 11+ players (/EDIT AGAIN) it will be (EDIT) MIDDLE AND (/EDIT) Late Era nations only.
Thoughts?