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Option to convert to Escalating or Nuclear spoils

Posted: Sat Feb 21, 2026 6:11 am
by Apatheist
Slightly off the wall, this one.
Some games seem to get to a point where it's very difficult to get a winner.
One game I was in, Game 24242381, has got to the point where flat rate spoils are having no impact; everyone has well over 200 troops and is getting 20 or more every turn, and it's now on round 45.
Would it be possible to have an option after a certain round, if all remaining players agree, to switch to spoils that might produce a result more quickly? Whether that would be Nuclear or Escalating might depend on the map.
I appreciate that this could have been allowed for at the start, and that part of the skill of the game is to be able to win games like this by taking the right risk at the right time (or the right truce); but hardly anyone is attacking for fear that if A attacks B then both are weakened and will let C in.
I'm not sure how this might work - whether boxes could be ticked or it needs a mod to get involved, or even whether a mod has the power to do this. There might need to be a random element as to who gets to use the first new spoils, since the one who goes next after the switch probably has an advantage - or perhaps it should go automatically to the player with the most troops (with territories or spoils splitting those who are otherwise equal - failing that, just a random selection).
Lots to think through and consider to make it workable, but with it being optional, it has the advantage that it doesn't have to be used if you don't want it to, so it won't affect anyone's gameplay who isn't in favour of it.

Re: Option to convert to Escalating or Nuclear spoils

Posted: Sat Feb 21, 2026 12:20 pm
by Apatheist
Perhaps I was overthinking this: it should be implemented at the start of a round, but there would have to be a couple of rounds' notice so that players could get troops out of harm's way for nuclear. For escalating it probably wouldn't matter as much.