posted 03-14-99 01:28 AM ET
Recognizing "territorial waters" too aggressively introduces some real chaos into the game.But your point 2 is an excellent one.
"Any base construction which removes local resource potential from another faction's base is an act of war."
This is absolutely necessary. (I phrased it that way because, on land, it is possible to construct a base within your own territory that infringes an opposing faction's base's exploitable terrain area.)
The territorial model is excellent, but the "cold war claim jumping" problem definitely needs to be addressed. I would prefer a "no taking" solution to a less flexible MoM-style blanket "halo" rule (in MoM no city may be founded within 3 squares of any other city, regardless of political affiliation.)
My frustrations came with The Believers who crammed "Freshwater Sea" with a bunch of junk colonies, taking food away from my coastal cities, without diplomatic penalty. Even once I started cracking skulls I had to starve out and build colony pods on all those worthless bases to be rid of them -- I needed trade too much to raze them. (There was only room for 1, which I kept.)
The only way to permanently keep The Believers from claim jumping me was to capture all of their bases adjacent to the Freshwater Sea. In other words, because reasonable territorial claims are not recognized I was forced to conquer instead.