Pax Britannica (VG)

Planszowe gry historyczne (wojenne, strategiczne, ekonomiczne, symulacje konfliktów) dotyczące XIX wieku.
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Pax Britannica (VG)

Post autor: Comandante »

MAJOR CHANGES

Codominions
The codominion rules were originally intended to represent an area's part-
ition, or the establishment of true co-rulership over an area, as with the
Anglo-French protectorate of the New Hebrides. Both forms of codominion
were historically rare; but the rules encourage the plague-like spread of
codominions as a peaceful way of resolving disputes over areas. The fol-
lowing change imposes an economic cost to codominions, and helps to reduce
their frequency, without dramatically changing the nature of the game.

Change: When calculating income from control markers in an area where a
codominion has been established, reduce the area's effective economic value
by 1 for every control marker after the first. Example: Hawaii's economic
value is 5; currently, it is a codominion among the United States, Great
Britain, and Japan, each of whom has established a Protectorate. Its ef-
fective economic value is 3 (5 minus 2 surplus control markers), and each
power will receive 12 in income, less 10 maintenence, each turn. Note:
Only income for control markers is reduced; if France, say, had an Interest
in Hawaii, it would still receive an income of 5, not 3.
Note: When using this rule, Guiana's base economic value is changed to
4 (see Maps, below).
_____________________________________________________________________________
Chinese Resentment
During the period of the game, only one major Chinese war occurred; in a
typical game, two or more will occur. The current rules (combined with a
tendency for players to be rather more aggressive than their historical
counterparts) breed Chinese Rebellions with ahistorical frequency. These
rules are intended to reduce their frequency and number.

Change: The Chinese Resentment Index may now exceed 100. Write "+100" on
the back of one of the Chinese Resentment Markers; use this marker on the
10s track of the Index. When the Index exceeds 99, flip the marker over to
its "+100" side, and move it back to the beginning of the track; the Index is
now 100 plus the number represented by the the markers on the track.

Change: During the Chinese Resentment Phase, determine the current value of
the Chinese Resentment Index; drop the final digit. Then roll three dice
(not two). If the dice roll is less than or equal to the number determined
by dropping the final digit of the Index, a Chinese Rebellion occurs.
Example: The Chinese Resentment Index is 129; dropping the last digit yields
12. If you roll 12 or less on three dice, a Chinese Rebellion occurs.
_____________________________________________________________________________
Victory Points
In the designer's opinion, Russia's victory point divisor of 3 is exces-
sively harsh; given Russia's limited opportunity to gain colonial posses-
sions, a divisor of 3 makes it virtually impossible for Russia to win.
Conversely, though Italy has few resources, its merchant fleets give it ac-
cess to a good many colonial areas, making its divisor or 2 insufficient.

Change: The victory point divisors for both Russia and Italy are changed to
2 1/2.
_____________________________________________________________________________

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MINOR CHANGES AND CLARIFICATIONS

Language
Embarrassingly, the designer's memory of his high school Latin was faulty.
"Cassus" is fifth declension; its proper plural is not "Casi" but "Casus."
Moreover, in the plural, "Belli" does not become "Bellorum"; that would be
causes of wars, and one merely wishes to talk about causes of war -- multi-
ple causes of a single war. Hence, the proper plural of "Casus Belli" is not
"Casi Bellorum," but "Casus Belli."
_____________________________________________________________________________
The Maps
Correction: The Cape of Good Hope and Cape Horn have been mislabeled. Cape
Horn is just below South America; the Cape of Good Hope is just below Africa.
(This has no effect on play.)

Change: Fiji and New Zealand are adjacent to the South Pacific as well as
Oceania. Discussion: The New Zealand Pressure for Dominion random event
[3-3] was highly annoying to Britain, since New Zealand was useless -- any-
thing you could do with New Zealand you could do with Australia, which was
worth more and was closer to the rest of the world through the Indian Ocean.
At the same time, New Zealand was relatively immune to attack since few
powers would place a merchant fleet in Oceania. With this change, New Zea-
land gains a role as a base for British activity in Hawaii and Latin America,
and must be defended. Also, Fiji was historically an area of American inter-
est, something the game does not currently simulate well, since the U.S. is
unlikely to place a merchant fleet in Oceania.

Change: Guiana should have an economic value of 4, not 2. (See Codomin-
ions, above.)

Optional: After the first War in the Balkans (Random Event 1-1), there
exists an overland route between Bulgaria and Greece replacing the route be-
tween Anatolia and Serbia; in addition, there exists a connection between
Bulgaria and the Mediterranean Sea. (These rules reflect the border changes
resulting from the First and Second Balkan Wars.)
_____________________________________________________________________________
Set-Up
Correction: Spain should also begin with merchant fleets in the South At-
lantic and North Pacific; use spare counters. The fleet in the South Atlan-
tic permits colonial activity in Ashantee (which the Minor Powers Activity
Table calls for, but which the old distribution of merchant fleets did not
permit). The fleet in the North Pacific is to penalize poor American play in
a Spanish-American War: Spain can conquer American controlled areas such as
Hawaii and Alaska.

Correction: When Japan is a minor power, set it up with a second merchant
fleet in the South China Sea. This permits colonial activity in the Philip-
pines, as called for by the Minor Powers Activity Table.

Change: The Russian 10 strength naval unit begins in the Baltic Sea box,
not the Black Sea box; the 1 strength naval unit that formerly began in the
Baltic Sea box is set up in the Black Sea. This more properly reflects the
actual strength of the Russian Baltic and Black Sea fleets. By the treaties
ending the Crimean War, the strength of Russia's Black Sea fleet was strictly
limited; a Russian 10-strength fleet there would have been a casus belli for
Britain, France, the Ottoman Empire, and almost any European Great Power that
wanted one.

Change: The British fleet in Canada is set up on the North Atlantic coast.
_____________________________________________________________________________
Random Events
Clarification: If both German Navy League Agitation [event 2-4] and German
Colonial Office Income [2-5] occur in the same turn, Colonial Office income
is quadrupled.

Clarification: When any of the forced expenditure events occur (Conser-
vative Victory in Britain [1-2], American Yellow Press Journalism [2-2],
French Anti-German Agitation [2-3], German Navy League Agitation [2-4], Pan-
Slav Agitation in Russia [2-6], Italian Irredentist Agitation [3-1], and
Japanese War Party Gains Prestige [4-1]), and the affected power has insuf-
ficient income to pay for these expenditures, he must first maintain all
appropriate units, then maintain status markers and, if any money remains
after this, must spend as much of the remaining funds as possible building
units.

Clarification: If the Serbia Defies Austria-Hungary event is rolled [1-4],
Austria-Hungary may purchase a Control marker, place it in Serbia, then move
in army units and engage in colonial combat there. (Previously, the rules
made it unclear whether Austria-Hungary must pay for the control marker or
not; they must, if they wish to invade Serbia.) Similarly, when War in South
America [2-1] or Boer Oppression of Uitlanders [3-6] is rolled, America (in
the first case) or Britain (in the second) must pay for any Control marker
they place.

Clarification: If both Upheaval in Russia [1-5] and Pan-Slav Agitation
[2-6] occur on the same turn, the Russian player is required to purchase mil-
itary units even though he has no Colonial Office income for the turn.

Optional: If an area adjacent to an Ottoman Empire area or possession, with
an overland link to Anatolia, goes into unrest, and no power suppresses it,
the area immediately becomes and Ottoman Empire possession. Use a spare
counter to represent possession and a 5-strength army unit. (Do not use the
5-strength units provided with the game, because they are needed for Chinese
rebellions.) If this expansion gives a power a casus belli against the Ot-
tomans, and a Congress of Europe is called, the Ottomans will yield the area
in question, but no others, if required by the Congress to do so. If the
expansion gives a power a casus belli, and war results, the area may be con-
quered during the resulting war. During any subsequent war with the Otto-
mans, any Ottoman possessions are treated as Ottoman Empire areas. If an ac-
quired area later goes into unrest again, the Ottomans will move in two ad-
ditional 5-strength army units and attempt to suppress it; if multiple areas
are in unrest, the two 5-strength units move to the area with the highest ec-
onomic value (the armies already occupying other areas will try to suppress
unrest by themselves). Once the Ottomans suppress unrest in a possession, it
becomes an Ottoman Empire area.
_____________________________________________________________________________
Minor Powers
Clarification: If a minor power loses Influence or control over an area
because of unrest, Great Powers amy, on subsequent turns, place status
markers there and attempt to control (assuming other rules permit them to do
so).

Clarification: If a minor power places a Control marker in an area, Great
Powers may not place Control or Influence markers in the area on the same
turn.

Clarification: If two or more minor powers are active in the same area,
they will establish a codominion, if possible.

Clarification: If a minor power begins a war with naval units in areas out-
side its home country (e.g., Spain starts with fleets in Cuba and the Philip-
pines), and the minor power wins the war, the minor power's strongest re-
maining naval unit is returned to its home country. Then, naval units should
be returned to the areas outside the home country where naval units began,
one per area. Any remaining naval units are returned to the home country.
If the minor power does not have enough remaining naval units to place them
in all areas where its naval units began, it places units in the highest eco-
nomic-value areas first.

Clarification: The only way a minor power can gain new units is when it
places a control marker in an area and has no surplus units to garrison it;
in this case, a unit is taken from the counter storage tray, if one is avail-
able.
_____________________________________________________________________________
The Congress of Europe
Clarification: Status markers removed or downgraded in an area in conflict
during a Congress of Europe do increase European Tensions.

Clarification: During a Congress of Europe, a power may be granted a co-
dominion in an area under dispute at no cost in pounds, as long as at least
one power at the Congress already has a control marker in the area. All
powers with control markers in an area must agree if a codominion is to be
granted to another power; powers with Influence in the area are not required
to consent, but if they do not consent, they retain casus belli.

Clarification: If a Congress of Europe votes on a treaty, and one or more
members abstain, the treaty passes if a majority of those voting vote in
favor.

Clarification: The Congress may pass a treaty that contains clauses af-
fecting powers that are not party to the dispute. However, these clauses are
not binding, and no casus belli occurs if the affected power refuses to sign
the treaty. If he does sign the treaty, however, the causes come into play.
Example: A Congress is called over a dispute between England, Germany, and
Belgium over the Kongo; it is held in France, and all the European powers
attend. Russia proposes a treaty establishing an Anglo-German codominion in
the Kongo, reducing Belgium to an Interest, and also requiring Japan to per-
mit a Russian codominion in Korea (where no dispute currently exists). The
European powers unanimously pass the Treaty, and all sign it; Japan refuses
to sign the treaty. The status of Korea is not changed, and no power has a
casus belli against Japan.
_____________________________________________________________________________
Chinese Resentment
Clarification: If a power with a control marker in a Chinese Empire area or
Vassal State grants a codominion to another power, this causes no immediate
increase in the Chinese Resentment Index. If more than one power places a
status marker in a Chinese Empire or Vassal State area during a Movement/
Status Change Phase, this does cause the Resentment Index to increase for
each marker placed. During the Chinese Resentment Phase, the Chinese Resent-
ment Index increases for each control marker in a Chinese Empire area. Ex-
ample: Britain controls Hong Kong, and grants Japan a codominion there; there
is no immediate increase to Chinese Resentment. During the Chinese Resent-
ment Phase, the index increases by 6 points because two control markers are
in Hong Kong, one British and one Japanese.

Clarification: During a Chinese Rebellion, it is possible for Chinese
forces to have cleared mainland China of foreign devils, but be unable to
reach enemy troops in Formosa because they cannot move through the North
China Seas. In this case, the enemies of the Chinese may declare an end to
the Rebellion during any War End Determination Phase. All status markers in
Formosa remain unchanged; all other status markers in Chinese Empire or Vas-
sal State areas are removed. All Chinese armies are removed from the map,
and the Chinese Resentment Index is resent to zero.

Clarification: A Chinese Rebellion in which four or more European Powers
participate is not considered a Great War.
_____________________________________________________________________________
War with the Ottomans
Clarification: If the Ottomans have no Great Power ally and wage war
against four or more European powers, no Great War is deemed to occur. How-
ever, if at least one Great Power has declared its support for the Ottomans,
and four or more European powers are involved in the war, the Great War
breaks out.
_____________________________________________________________________________
War
Clarification: A Great War occurs when four or more European powers are in-
volved in a single war. If is possible for four or more European powers to
be at war during a single game-turn, and for no Great War to break out, if
two or more separate but simultaneous wars occur.

Clarification: A single Declaration of War may name more than one opposing
power; the European Tensions Index only increases by 5 points regardless of
the number of powers named.

Clarification: When a half-exchange is rolled and both powers have the same
strength, the attacker is treated a the smaller force.

Clarification: If a war ends because one side has no units outside its home
country, the other side conquers all areas its forces are capable of
reaching.

Clarification: At the end of a war, the power(s) in control of a conquered
area may place any status markers they wish in the area, at no cost in
pounds. Any conflicting markers, including those that belong to neutrals,
are reduced or removed. This does not cause any change to the European Ten-
sions index. Example: Kongo contains a Belgian Protectorate marker and a
French Intrest; Germany defeats Belgium in a war and conquers Kongo. The
German player chooses to place a German Possession marker there; the French
Interest must be removed.

Clarification: If, in a particular area at the end of a war, no power has
conquered the area, conflicting status markers exist, it is unclear what
power controls the area, and there has been no resolution by treaty, all con-
trol markers in the area are reduced to Influences. No increase in European
Tensions results.

Change: During the Supply Determination Phase, you must check supply for
all areas as well as units. All Home Countries, States, and Dominions are
automatically in supply. Other areas draw supply just as if they were units,
that is, must trace Lines of Supply to a Home Country, State, or Dominion, or
one of an ally. If an area cannot trace supply, an army units of the op-
posing side are capable of reaching it given enough time (either overland or
via sea zones occupied by friendly merchant fleets, or both), the area im-
mediately surrenders to the opposing alliance, that is, is conquered by them.

Clarification: It is possible for a war to develop in such a way that the
remaining forces of one side cannot reach those of the other. In this case,
either side may simply announce that the war has ended. The first side cap-
tures all areas its forces are capable of reaching, while the second side
retains any the first side could not reach. Example: Spain gained a Pro-
tectorate in Tunis before the Spanish-American War broke out. The U.S. has
no Merchant Fleet in the Mediterranean, and no coaling rights there; Algiers
and Taureg are French, and Tripoli Ottoman, both of which are neutrals; so
the U.S. cannot attack Tunis. All Spanish units, except for a 1-strength
army in Tunis, have been eliminated or withdrawn to Spain. Spain announces
an end to the war. The U.S. captures Porto Rico, Cuba, the Philippines, and
Rio del Oro, but Spain retains possession of Tunis.
_____________________________________________________________________________
Victory Points
Clarification: Any money left after purchasing victory points is lost; all
treasuries begin every turn empty.
_____________________________________________________________________________
Belgium as an Eighth Player
If you have an eighth person who's really desperate to play, let him play
Belgium. It's a very limited position, but might be kind of fun, if only as
a trouble-maker. (Under Leopold, Belgium was aggressive about establishing a
colonial empire; the other minor powers--the Netherlands, Spain, and Port-
ugal--had built their empires during the 17th and 18th centuries and did not
really attempt to expand them during the Victorian era. Consequently, they
make less sense as player-countries than Belgium.)

Belgium is limited by the countermix of Belgian units and markers (except
for Merchant Fleets, see below).

Belgium is not considered a European Great Power for the purposes of trig-
gering the Great War. It may only attend Congresses of Europe when it is a
party to a dispute (or the site of a Congress), but does receive a full vote
when it attends. Congresses may be sited in Belgium.

Belgium's victory point divisor is 1.

During the Administrative Phase, Belgium rolls on Italy's row of the Colon-
ial Office income table, but recieves only half the sum indicated by the
table, rounding fractions up. It is considered to roll a '6' until it est-
ablishes its first control marker.

When a Random Event of "4-2" is rolled (Unrest on Table A), in addition to
rolling for Unrest on Table A, treat it also as the following event: "KING
LEOPOLD DEMANDS COLONIAL EXPANSION: When rolliong for Belgian Colonial Office
income this turn, do not halve the result (as you normally do). In addition,
the Belgian player must purchase and place a Possession or Protectorate
marker in at least one area this turn, if possible.

Belgium gains additional Merchant Fleets in 1896 and 1916; spare counters
must be used to represent these fleets.
_____________________________________________________________________________

-----------------------------------------------------------------------------

GENERAL ORDERS FOR ABANDONED POWERS
The following rules were developed for use in postal games of PAX BRITAN-
NICA, but may prove useful face-to-face as well. In postal games, players
frequently drop out, and it is not always possible to find replacements; the
same thing can happen over the board. In DIPLOMACY, it's easy enough to han-
dle this; the abandoned country just goes into civil disorder. But there's
no equivalent in PAX BRITANNICA; you have to continue handling the power's
income, maintenance, and so on. These rules are used to determine how an a-
bandoned position acts while the remaining players continue the game.

The players will jointly calculate the power's income and maintenance costs
each turn. The power will only buy units, move them, buy and place status
markers, declare war, and take other actions in accordance with the rules
below.

Implement the rules in the order stated; that is, if following Rule 7 would
conflict in some way with following Rule 1, Rule 1 governs.

1. The power will not take any action that would cause the Great War; this
includes declaring war, if this would make the power the fourth European
Power in the war.

2. The power will abide by existing (unbroken) treaties.

3. The power will sign any treaties adopted by Congress, if it is a Con-
gress member.

4. If the power has a casus belli against a minor power that possesses an
area with an economic value of 5 or more, and the power has a communications
link and/or coaling rights that allow his forces to reach that area, the
power will purchase fleets and armies to obtain a 3:2 ratio over the minor
power's fleets and armies, then declare war. In any other case where the
power has an unresolved dispute, it will not declare war, but will instead
downgrade its status marker. If other powers go to war and the unplayed
power remains neutral, it will not declare war, offer a casus belli, or grant
coaling rights to either side.

5. When the power gains a new merchant fleet, place it in the sea zone
that offers access to the highest economic-value area that the power cannot
currently reach. If two or more sea zones are tied for highest economic
value, but one offers access to a larger number of such areas, place it in
that one. If tied on this basis, place in the sea zone that offers access to
the largest number of next highest economic value areas, and so on. If there
is a complete tie--two sea zones offer access to precisely the same economic
values--place the fleet in the sea zone that is topographically farther away
from the home country. If still tied, roll dice.

6. If funds are available, Russia will replenish its Western Garrison, and
Britain will replenish the Indian Army if permitted. Indian Army units are
to garrison ungarrisoned areas, to suppress unrest, or adjacent to any area
where Britain has a casus belli, or adjacent to China, in that order of
priority. When a random event requires an expenditure or the loss of victory
points, the expenditure will be made if the funds are available, but only to
the extent required. (E.g., when Italian Irredentists Agitation occurs,
Italy will build a 10-strength army unit, but no additional units.)

7. If the power controls any ungarrisoned areas, and/or areas are in un-
rest where the power has control or Influence markers, seek to garrison or
suppress unrest, starting with the highest economic value area. Note: This
might mean failing to garrison, and thereby losing control of, a low-economic
value area in order to attempt to suppress unrest in a high-economic value
area.
a) When a power attempts to suppress unrest in an area, it moves units
from its home country to obtain a 3:2 advantage over the indigenous combat
strength. If insufficient exit at home, it will purchase units to obtain
this ratio if funds permit. No excess units will be purchased. When a power
seeks to suppress unrest in an Influence area, it will purchase and place a
Protectorate marker in the area, if funds permit; if insufficient funds are
available, the power will not attempt to suppress unrest there.
b) When a power garrisons ungarrisoned areas, it moves the smallest avail-
able units from its home country. If funds and countermix permit, 1-strength
units are purchased to avoid moving 3- or 10-strength units from home.
c) If a power has insufficient units and funds to cover all ungarrisoned
areas and areas in unrest, it covers them in this order:
+ High economic value areas before low economic value areas.
+ Among areas tied for economic value, garrison ungarrisoned areas first,
suppress unrest in controlled areas second, suppress unrest in Influenced
arease third.
+ If still tied, garrison starting with the area with the highest combat
strength; suppress unrest starting with the areas with the lowest combat
strength.
+ If still tied, roll dice.
Note: It is pointless to garrison an area if this means you will lose other
areas necessary to provide a line of communication to your garrisoned area.
Lower economic value areas may be garrisoned first, if this is necessary to
provide communication links to higher economic value areas.
Cooperate to suppress unrest in codominions.

8. Excess garrisons are returned to the home country, or may be used to
garrison ungarrisoned area or suppress unrest, pursuant to rule 7. Ex-
caption: Excess garrisons in Chinese Empire areas remain where they are (a-
gainst the danger of a Chinese Rebellion), as do excess garrisons in Ottoman
Empire areas if any Ottoman area is uncontrolled and in unrest.

9. When the power goes to war, another player is appointed to control its
forces, as per the rules for minor powers. However, in order to prevent the
players from unduly destroying the unplayed power's position, the controlling
player or alliance must abide by these rules:
a. Units out of supply will move toward supply.
b. Combat will be initiated only when there is at least a 3:2 advantage.
c. Controlled areas will not be stripped of their garrisons, although sur-
plus units may be moved.

10. In a Chinese rebellion, all military units at sea or moving toward
China on land (and, on the first turn, all units in excess of the smallest
unit in each garrison) will move toward China and land in the nearest Chinese
area (other than Formosa). If two or more areas are equally near, they will
land in the area where the power has the higher status; if tied on that
score, in the one with the higher economic value; if tied again, in the one
with the lower combat strength.

11. In a war with the Ottomans or an unallied minor power, the same rules
apply as with a Chinese Rebellion, except that if there are naval units on
both sides, the power will also move in naval units, and the target before
other factors are considered shall be the largest force where at least a 3:2
advantage can be obtained.
_____________________________________________________________________________

To są wyjaśnienia i uzupełnienia zasad przedstawione przez Autora Gry.
Awatar użytkownika
Comandante
General de División
Posty: 3012
Rejestracja: piątek, 12 maja 2006, 21:51
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Been thanked: 3 times

Post autor: Comandante »

Tu jest FAQ:

http://www.grognard.com/errata/pax.txt

Wzialem to z grognarda:

http://www.grognard.com

Się szuka pod literką P (Pax Britannica):

http://www.grognard.com/variants/paxpbem.txt

Fragment jest w drugiej czesci pliku, bo pierwsza jest o pbem.
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Andreas von Breslau
Kapitän zur See
Posty: 1625
Rejestracja: środa, 17 maja 2006, 12:10
Lokalizacja: Warszawa

Post autor: Andreas von Breslau »

Pax Brittanica - well... Gra jest dobra, może nawet bardzo dobra. Polecam ją wszystkim przynajmniej dla spróbowania.

Mnie osobiście nie za bardzo odpowiadają, wiem to już teraz dobrze, gry z dużą ilością graczy, niesprecyzowanym konkretnie celem i rozwiniętą płaszczyzną dyplomatyczną. Co nie znaczy, że rozgrywka była czasem straconym - o nie!
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Raleen
Colonel Général
Posty: 43348
Rejestracja: czwartek, 22 grudnia 2005, 14:40
Lokalizacja: Warszawa
Has thanked: 3920 times
Been thanked: 2491 times
Kontakt:

Re: Pax Britannica (VG)

Post autor: Raleen »

Wczoraj miałem okazję zagrać w Pax Britannica w 5-osobowym gronie. Interesująca gra i w pewnym sensie zarazem podróż w przeszłość gier wojennych (gra jest z 1985 roku - przynajmniej tak podaje pudełko). Z początku zapewne niełatwo się będzie wielu graczom przyzwyczaić do buchalterii w postaci notowania w tabeli dochodów z poszczególnych rodzajów kontroli terytoriów i wydatków na utrzymanie swojej władzy oraz na wojsko w koloniach. Można jednak przez to przebrnąć. Odnieśliśmy wrażenie pewnego ciążenia gry w kierunku impasu. Zwłaszcza przy graczach nastawionych na pokojowy rozwój. Jeśli tylko Wlk. Brytania jako najsilniejsze mocarstwo kolonialne będzie usiłowała grać bardziej "wojennie", może jej być ciężko. To też wydaje się jednak do pokonania przy dobrym rozeznaniu w celach poszczególnych potęg. Natomiast słabym punktem mechaniki gry jest brak dokładnego określenia kto i w jakiej kolejności wykonuje swoje działania. Gra przewiduje, że czynności takie jak zakupy wojsk, podbój terytoriów, wszczynanie wojen, wszystko to gracze (wszyscy) wykonują jednocześnie. Tymczasem decyzja dotycząca określonego posunięcia często będzie miała wpływ na moją decyzję. Kto dłużej gra w gry, temu nie muszę tłumaczyć jak duże znaczenie może mieć kolejność wykonywania poszczególnych akcji, jak bardzo gracze lubią być czasami ostatni, albo pierwsi i ile czasem od tego zależy. Tym niemniej u nas jakoś bardzo się to nie uwidoczniło i grało się sympatycznie. Brakowało nam trochę Rosji, co w przypadku np. dzielenia Chin i działań w Azji może mieć moim zdaniem wpływ na rozgrywkę, a zasady generujące automatyczne działania Rosji nie są w stanie zastąpić gracza.
Panie, weźcie kości w rękę i wyobraźcie sobie, że gracie z królem Kastylii, i rzucając je na stół zdajecie wszystko na los bitwy. Jeśli dopisze wam szczęście, zrobicie najlepszy rzut, jaki kiedykolwiek uczynił król na ziemi; a jeśli rzut wam się nie powiedzie, inaczej nie odejdziecie z gry, jak z honorem.

Gil de Osem do króla Portugalii Jana I Dobrego przed bitwą pod Aljubarrotą (14.VIII.1385)
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Re: Pax Britannica (VG)

Post autor: Silver »

Typowo jak w każdej pierwszej rozgrywce; czyli wiele niewykorzystanych szans i odkrywanie gry.
Zagrałem Niemcami i od połowy rozgrywki po wybudowaniu bardzo silnej floty szukałem zwady z innymi europejskimi mocarstwami mając sojusz obronny z Japonią. Niestety nie udało mi się znaleźć powodu do wypowiedzenia wojny. Teraz przeglądając tabele i materiały do gry inaczej to widzę. Po przejrzeniu tabel i zestawień widać złożoność gry ale i wspaniałe ujęcie historyczne w starym stylu ubiegłego stulecia. Jednak by korzystać ze wszystkich smaczków które gra oferuje potrzeba mnóstwa czasu na rozgrywkę. Chyba lepiej byłoby gdyby swe poczynania gracze wykonywali np. po 1 na przemian w kółeczku bo takie równoległe działania mogą spowodować, że niektórzy gracze mogą poczekać na zakończenie działalności innych i np. nie robiąc na mapie niczego, zgarnąć wiele punktów zwycięstwa w danej kolejce.
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