TripleA Politics
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Im new to TripleA Politics, this thread is aimed at pre modern communication's , so delivered in person, its specifically for the Sengoku Jidai map with human multi-player in mind.
When is the best time in a turn to have a Politics phase?
All players have the politics phase at the;- 1 beginning of a turn
- 2 end of a turn
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Each player has a Politics phase in their turn;- 3 beginning of each player phase
- 4 end of each player phase
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Can I remove the two factions Rebels and none from the Politics table below?.
@beelee @Cernel @ebbe @RogerCooper (because you are interested in Sengoku Jidai) and anyone else with advice.
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@thedog It would be more realistic to have an end of turn politics, so the player can't be sure of the political environment during movement. This reflects delays in communication.
If the rebels are going to be taking actions, they need to be a distinct player that has diplomatic relations. Even if the rebels don't actually move and are placed by events, they need a combat phase to attack. The Iki-Iki leagues were a real player in Japanese politics and deserve serious treatment.
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Thanks Roger I too thought at the end of turn was best but needed a second opinion.
In the next release the Rebels will move a step closer to being a playable faction, they will have Kaga province as a Capital and more reinforcements appearing in Kaga. (Well they did hold it for almost 100 years)
Im still not sure about making them a full political "player", leaving them as an enemy to all for now.
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I am torn between charging for political attempts, in this case 5pu, the cost of the cheapest land unit and being free, that is 0pu cost.
I have a philosophy of every action should have a cost, but sometimes with upkeep in particular, a faction ends with 4pu or less, so cannot even try Politics.
So with a FFA game in mind should Politics have a cost?