WIKI suggestions Wiki should have a page listing the most recently updated pages. Wiki changes should be logged by author. __________ Newspaper Suggestion A To Do reminder list or calendar where one can jot down and date agreements and contracts. ___________ GAME Suggestions Region or Link Improvement: Allows one to cement a link or region through the use of units against the liklihood of GameDisaster. It should 'freeze' a region into unimproveability as it stands. Agents: Get 'em working! Travelling about, searching ruins, spying, etc -- Mod says: yep, it's in the works (err, and has been for a couple years... sigh. But we'll get there) Streaming: Automated chains of movement picking up GameUnits along the way. Game Boosts: rare pieces of luck, opposite of GameDisaster. Real Increase or allowing improvement. Bonus to an attempted improvement? Innovation? Breakthrough? Non-synchonized Game World Turns: So I can have a turn every other day or so in different games. SHARED MAPS: members of an alliance get each others maps as well as their own, or, one big map-in-common (preferred). This would encourage forming of alliances earlier in a game, as it is a major advantage to info-share more easily. Separate Diplo Messages for diplo rating - 3(TurnDiplomacy): It would be much more convenient all diplomatic messages get in separated emails like in universes with diplo rating 5(FullDiplomacy). Now, it is hard to keep trace of all treaties or to look for an older message. BEST & FAIREST: Players Award, ie voted by players in a universe for best campaigner. Plunder and Destruction: On captured the ability to plunder production or links, or destroy them. Would require some sort of dominion account for such things and the ability to allocate themelsewhere. Disasterless games: improvement linkage should be limited too. _____________________ Suggested new rule - revolutions: Hi everyone, This is an idea for an extra rule I've had - please give feedback. Revolutions: Any player can choose to try and incite a revolution in an area they don't control (whether nuetral or controlled by another player). The area must be one you can see on your map. If you try and incite a revolution, you can't do any exploring or moving of troops on the same turn. You can try and increase production and/or create an internal link, and your production works as normal. Revolutions are resolved before movement of troops, but after production. For each attempt to incite a revolution, the system generates two random numbers between 0 & 50 (eg). It compares these numbers to the number of troops in the area. If both numbers are over the number of troops: the revolution is successful. The number of troops in the area is a random number between 0 and x, where x is the number there now. The production is similarly changed. These changes take effect after all attempted revolutions are resolved. If one number is over: the area doesn't change hands, but any exploration or troop movements out of the area, or attempts to create internal links involving this area, do not take effect. Troop movements into the area still work. If neither number is over: the attempted revolution has no effect. If more than one player successfully attempts a revolution in the same area, that area becomes nuetral, and the number of troops and production are changed only once. ----------