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Accounting for undesirable action

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While we're thinking about victory conditions something I sometimes ponder is how to account for bad actions.

As an example a surface group in hostile waters sinks a neutral sub before getting a positive id. Maybe that sort of thing should be available as a victory condition for the opponent? Or maybe a neutral side could be triggered to align with another side, thus joining the enemy?

Or the scenario aim might be to defend a transiting surface group but not to escalate the strategic situation by taking out enemy bases or distant ships?

  • 1 year later...
  • Author
On 12/22/2021 at 10:38 AM, donaldseadog said:

Or maybe a neutral side could be triggered to align with another side, thus joining the enemy?

I've pondered putting this one into 'toolbox', if the player destroys a neutral then all remaining neutral turn to enemy. pretty much ready to go

 

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