draft PROPOSAL
IMPORTANT notes: This post is the current draft proposal of this [To Do] suggestion. Anyone contributing to this thread must read, and re-read, this draft proposal since it will be edited frequently both as a direct response to future discussion in the thread and to make it a more thorough proposal.
Once a FINAL proposal is produced I will draw it to the attention of the site owners/moderators.
Any future posts which result in this proposal being updated will be acknowledged in the thread with a [PROPOSAL UPDATED] response.
At present everything is still open to discussion. When discussing, please quote
concisely from the proposal to make the thread easy to follow.
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Back Story/Motivation
The neutrals have been infected by an unknown virus. This affects their behaviour making them irrationally, unreasonably aggressive. They attack any un-infected armies without thought for their own safety and with no real goal in mind; in fact whether they still have a mind is open to debate.
They always attack the largest concentrations of un-infected armies on their borders and continue the battle until they destroy their enemy or sustain such casualties that they cannot continue.
Since the virus is unknown, there is no antidote.
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SECOND REVISION/DRAFT PROPOSAL Suggestion Idea:
Additional game type option:
Infected Neutrals : Yes | No
Specifics:
With Infected Neutrals set to
No game play is as now.
With Infected Neutrals set to
Yes game play is as follows:
> Any neutral armies on the map are infected.
> The infected neutrals take their turn last in the game round.
> At the start of the infected neutrals' turn one army is added to every territory held.
> Infected neutrals do not receive any bonuses of any kind, positive or negative.
Motivation/Gameplay Note: This makes 'sense' since infected neutrals cannot benefit from the political structure of a continent. Equally they are not affected by factors such as frostbite on "Age of Realms" or drought on Dustbowl since they disregard their senses.
> All neutral territories with 4 or more armies are capable of making an attack and so will
auto-attack a non-neutral neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-neutral neighbours then they cannot attack (just as for normal players).
NB Infected neutrals cannot make bombardment attacks.
Motivation/Gameplay Note: This makes 'sense' since infected neutrals cannot operate bombardment technology. Also it would give infected neutrals an unfair advantage since they would effectively be able to advance along bombardment lines which players cannot.
> The infected neutrals continue their turn until they cannot attack further as defined by these rules.
> Regardless of game settings infected neutrals make no fortifications.
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* Infected neutrals are aggressive and irrational, but predictably so. An
infected neutral turn will progress as follows:
If more than one neutral territory is capable of making an attack then the order is decided as follows:
(i) select attacking territory with the largest number of armies
if more than one territory qualifies:
(ii) select attacking territory alphabetically (see footnote 1)
When making an attack the
target territory selection will be as follows:
[Remember bombardment attacks are not possible.]
(i) select bordering territory with largest number of non-neutral armies
if more than one territory qualifies:
(ii) select bordering territory occupied by player with the largest total number of armies in territorie
s bordering the attacking territory
if more than one territory qualifies:
(iii) select territory alphabetically (see footnote 1)
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The player who wins gains no points for beating the infected neutrals any more than they do now for eliminating neutral players.
It will be seen that infected neutrals cannot win any games and so the question of points lost does not arise **. This firmly positions the infected neutrals as a gameplay feature and not an AI player.
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Why it is needed:
It would introduce interesting new ways of playing and tactics ...
- Neutral territories are no longer handy defences, but are actively dangerous!
- A deadbeating player does not benignly lapse, but his armies become infected and attack! Perhaps you won't ignore the player who looks like he might deadbeat after all.
- Even if there are no infected neutrals in the game to start with (because of the map/player numbers combination) some may be introduced by a deadbeat or, in maps including the option, by a successful bombardment or a "killer" territory (no maps yet exist with killer territories) ...
- When considering an attack on another player the fact there are "infected neutrals behind him" needs to be taken into account ...
- You may actually decide to deploy/fortify your armies away from infected neutrals since this will make them turn elsewhere ...
- Several players have asked for AI over time and, rightly, this has been rejected since this is a player/community based site. However the infected neutrals would introduce some positive elements of AI players (though 'intelligence' is stretching it a bit).
- Imagine a 1v1 (where 1/3 of territories are automatically neutral) ...
- Imagine a growing infected horde (it cannot auto attack since it is surrounded on all sides by other infected neutrals) ... which you deliberately release knowing, because of their predictable behaviour, that the infected neutrals will attack your opponents ...
- Map designers could take into account infected neutral behaviour when designing maps ...
- In heavily infested situations human players will have to cooperate to eliminate the infected neutrals first ...
- In extremely heavily infested situations human players may not, even with co-operation, be able to eliminate the neutrals ... in which case the player able to survive longest will win.
- Assassin games ... "someone kill the infected before they give the game to .. oh shit - too late!!"
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** Infected neutrals can't win or gain points ..
It is important to note that existing rules do not consider neutral armies as a player and hence the neutral armies cannot win. Under existing rules:
standard game
If at any time there is only one player left that player wins.
(whether the player holds 99% of the territories or 1)
assassin game
If at any time one player is eliminated (by whoever) the player whose target that was wins.
terminator game
If at any time a player is eliminated by the infected neutrals then the points are awarded to the player who last took a territory from the eliminated player (as per the rules to cover deadbeats). If no player had previously taken a territory from the eliminated player the points are awarded to the last surviving player at the end of the game (again as per the rules to cover deadbeats).
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Footnotes
1 References to 'alphabetical order' mean ASCII order (and refer to the names of the territories). Hence numbers come before letters etc.
Implementation of this would probably be more straightforward and processing/server efficient as 'XML order'. To facilitate XML=alphabetical order it would be necessary to revise XML for all maps to ensure the [borders] sections presented the borders in strict ASCII order.