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Play-In-Browser Hegemony


Resistance

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Afterwinds is a multiplayer turn-based goverment simulation game that is played in the browser, I suggest that as hegemony's don't seem to be taking off at the moment we can attempt this as an alternative. Games can be created, players can choose there countrys and do the normal things in a hegemony game: Diplomacy, Warfare and Research (which is upgrades etc.).

This thread will mainly be for roleplaying and diplomacy once the game starts, please try and roleplay because its fun.

 

 

I plan on creating a casual game (one turn every 12 hours) to emulate hegemony best and so people don't have to put too much time and effort into it. If you're up for it you can reserve a country and get going :)

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I may give it a shot...

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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Yeah I'll probably play

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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  • 6 months later...

I play Age of Empire 2, the Conquerors (which is the expansion) on Gameranger.

 

It's an old game, so probably free by now, :)

 

 

 

Most fun game option is without locked teams, so it's just a large diplomatic game of betrayal and such.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Tavern games with Betrayal...Everyone allies with the strongest power after betraying their original allies. :thumbdown:

 

 

Essentially the opposite of rats fleeing a sinking ship. 'Someone looks like they might end the game, quick, join them!'

Well I knew you wouldn't agree. I know how you hate facing facts.

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Actually that's what usually happens there too. Strong players ally with strong players (determined by the composite score on the side), proceed to divide the world amongst themselves, and enjoy a nice worldbuilder (alternatively world war 3).

 

Since there is a pop limit, strong powers frequently enable weak powers to become their allies, build an economic base deep within their country, and military on the outside, this eliminating ability of betrayal.

 

If we played, we probably wouldn't be that good though, and I find it is more enjoyable that way. :)

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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People also betray irrationally for teh lulz, so not really. :)

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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I hear other people actually bring smatterings of elemental strategy to strategy games, but I am like "lol, that nt how u ply!" They value winning, the art of the unexpected and such...Like a war that starts out on the premise that someone else will invade someone else if they do, and then people doing that (all totally unplanned) so that no one actually becomes/remains the most powerful player...But I guess unless the Tavern shifts entirely that will never happen...People seem to set their sights on preservation, rather than conquest.

Well I knew you wouldn't agree. I know how you hate facing facts.

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To be honest, I think one of the great things about AOE II is that its not decided who wins from the start like other strategy games, its a game in which you can turn the tide with a bit of clever tactics.

It may need a certain degree of control if you want to emulate a hegemony perfectly but otherwise I fail to see what the problem is. If you wanted to emulate a hegemony I would use a massive map and maybe add a few bot players.

qTLQRuS.png

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If you wanted to emulate Hegemony just make a deck of cards which were:

Alliance with the most powerful player * 1 in 8 chance of drawing

Alliance with the second most powerful player * 1 in 10 chance

Alliance with the person sitting on your right * 1 in 20 chance

Betray the person sitting on your right * 1 in 5 chance

Betray the person sitting on your left * 1 in 5 chance

Launch nukes * 1 in 6 chance

 

You take turns to draw cards. (Two at a time)

You may play a card at anytime (Including other people's turns)

Alliances give you, and whoever else you ally with, an alliance point.

Betrayal removes an alliance point from the person you use it on, and yourself.

The most powerful player is whoever has the most alliances and/or nukes.

If you play a launch nukes card then the game ends and no one wins.

If someone reaches 8 alliance points then every player may draw two cards per turn, and one launch nukes card.

If someone reaches 12 alliance points then they win.

 

 

Alternate rules, launch nukes simply busts a player, and the people sitting to the left and right of them, back to 3 alliance points.

Well I knew you wouldn't agree. I know how you hate facing facts.

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Should be, launch thematic WMD of your choice.

 

--

 

Gameranger is very easy and free.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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