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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
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The trouble with council elections in PBEMs lies in the communications protocols.
In one game I'm in, the poor second candidate (happened to be last in turn sequence) opened his gameturn to find that the election had been called, the bribery et al already done by the election-calling candidate, the votes cast and the election essentially over.
I happened to have the swing vote, and contemplated exiting the game, doing an e-mail round to get the best deal for my vote, then reloading, (but didn't)
(As an aside, the successful candidate in this case didn't even get to see the vote tally - only the defeated one - last in the turn sequence - saw that)
We have adopted a rule that many of the ACOL games have, which is that when you call an election, when you zip and send on that turn you also e-mail all players to advise that an election has been called, who the candidates are and how many votes for each factions are in play. This creates a level playing field and lets the usual vote-buying discussions commence.
I'd like to see this (and the probe advisory) be adopted for the ACT and AXT series of tourney games.
Googlie
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DilithiumDad
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This is a good rule. Getting players e-mailing each other is a good thing, helps keep up interest in the game, which is especially important in those 7-player games where the weakest factions may be getting dispirited (but weak factions have the most critical role diplomatically!).
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JAMiAM
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Santa Clara, CA, USoA
May 1999 time: 21:13
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LoD,
I disagree with the need for a full turn's notification. If the notice comes when the turn is passed to the next player, there is still plenty of time to conduct the back room dealings. Each of the players could hold the turn, waiting for the best offer.
However, if a full turn's notice is required, then there are additional considerations to take into account. A quick pop boom upsetting the vote counts, for example. Not to mention that the element of surprise is lost.
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