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Re: Turn 18
tvyno pushed me down in the HoF ranks :/
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Re: Turn 18
Eat him.
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Re: Prop 13
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Re: Prop 13
This is even a fun game to read about! Hats off to Panther for thinking of the concept and of course to all the good players involved!
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Pictures of Grundle
Nice pictures. I wept a tear for Grundle in the depiction of the Battle for Yellow Mountain.
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Re: Pictures of Grundle
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Turn 19
Turn 19 has hosted. Next deadline is Sunday at 8 PM MST. News:
1. Arco staled. 2. Pythium picked up a third VP. |
Re: Turn 19
VPs gonna be hard to get without going to war, soon.
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Proposition 14: Safe Territories Amendment
Proposition 14 is now open for voting.
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Turn 20
Turn 20 has been sent. Next deadline is Tuesday at 8 PM MST. Turn 20 seemed to be fairly uneventful.
Ronan of Pangaea did manage to survive and win an attack on a potentially nasty knight province. Let's hope that the routine HI/LI/Archer province does provide any surprises to the mighty green wyrm. With the neutral provinces radidly dwindling, I must wonder who will be the first test case in the Council of War. |
Re: Turn 20
I like to look at strings of knight and heavy calvary provinces as a sort of wall. (even though i did a pretty good job on a local heavy calvary province this last turn)
what I would give for a harpy. maybe you will be able to mercenary out your troops, or give them as gifts, in dom 3. that would be cool. |
Re: Turn 20
You'd like a harpy? Heh - until this last turn's conquered province, I couldn't recruit any scouts anywhere!
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Re: Turn 20
the best thing is to play new age pangea (because minotaurs in steel are scary) and still get harpies because the harpy queen shows up. (even if you have to gift of reason them)
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Re: Turn 20
Speaking of which, you could always charm / enslave one of Pangaea's harpies and GoR it. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Turn 20
I guess so, but that would require me to be at war with pangaea, and to be honest, I think their stats are better than mine.
edit: also, looks like prop 14 got the 7/13 votes it needed to pass. hooray for broadened safe zones. |
Turn 21
Turn 21 has been sent out. Next deadline is Thursday at 8 PM MST. News:
Leviatan has died for the third time. I guess his E3 magic is now gone unless he was empowered back up to E2 recently. This should now make 4 magic-less wyrms in the Council. I also expect Leviatan is chock full of afflictions (despite the 1/4 chance of wyrms gaining them)... |
Re: Turn 21
well he was alive just long enough to vote on prop 14, so thats what counts :/
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Re: Turn 21
Something I just realized... We'll need to know where the capitals of the different nations are, if we're to avoid invading the lands adjacent to them.
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Re: Turn 21
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Already been done on multiple occasions. Just offer it back with profuse apologies. |
Re: Turn 21
just know that when you are aproaching a crowned territory it may or may not be a capitol. you could send a scout ahead to check.
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Re: Turn 21
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Re: Turn 21
[edit] accidentally posted yarnspinners story in this thread...oops! I'm only in 2 games and can't keep them straight...moved...
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Re: Turn 21
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Re: Turn 21
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On a side note, I have scouted all capitols with my harpies and am offering an Excel spreadsheet containing the starting location of all nations for 31 gold plus 1 gem to anyone interested. |
Re: Turn 21
Props to Ronan for defending the Safe Territories Amendment despite voting against it. Long live wyrmocracy!
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Re: Turn 21
Good point. I was worried about being stuck unable to attack a province that bordered on a crowned province without knowing whether or not it was a capital. Your solution works beautifully, however (it's not important to know which nation's capital a province is, only that it is *some* nation's capital - a subtlety that had escaped me when I posted my request). Thanks for helping out this old and unimaginative wyrm!
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Re: Turn 21
I can offer the same deal as panther
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Re: Turn 21
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Capitols
I posted the map file on this thread somewhen. Of course, I would not be able to find it anymore after 36 pages...
Anyway, here is a list of the capitol provinces: 10 28 32 47 89 97 104 128 147 160 171 185 202 210 260 261 263 |
Re: Capitols
My turn is in... forgot to send yesterday and I couldn't get away from work. I shudder to think what would happen if I installed it there...
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Turn 22
Turn 22 has been sent. Next deadline is Sunday at 8 PM MST.
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Re: Turn 22
I think the council has it's first real case to debate...
Man just got the Ermorian cultist event. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Turn 22
Obviously an act of aggression. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Turn 22
the big dogs fighting it out. does this make ermor rogue?
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Turn 23
Turn 23 has been sent. No one staled and no wyrms in the HOF died. Next deadline is Tuesday at 8 PM MST.
I will be out of town on Monday, so I hope that any votes and discussion over this cultist event will still be brewing when I return (very) late at night tomorrow. I might point out that, as far as I know, the cultist event cannot be called upon. It is just a side benefit of playing Broken Empire. |
Re: Turn 23
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Re: Turn 23
Well, it's certainly not an act of aggression on the part of Zona Nyl... Still, a province that was mine is no longer mine, and so it seems (in my absolutely impartial and unbiased minds) that I ought to get it back. I'd like to see this resolved amicably (I get my province back, Ermor gets a free cultist and pack of undead). I'm submitting a proposition to that effect forthwith.
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Turn 24
Turn 24 has been sent. Machaka has staled.
The next deadline is Thursday at 8 PM MST. Since no one has said they will be away from their computer over the holidays, the game will continue on the 3 turns per week schedule. |
Re: Turn 24
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Re: Turn 24
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Re: Turn 24
I think I'm going to have to bow out of this game... hopefully one of the subs listed in the first post is interested?
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Re: Turn 24
Gah! This was just starting to get interesting! Any reason you care to share?
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Re: Turn 24
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If I stay I will just end up getting worked up about it. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Turn 24
Heh heh, well each to his own - I love that sort of thing; I got into this game for that exact reason. I do remember you saying about just getting it started. I was hoping Truper might join; there were a few that said they would have been interested if there was a spot. You are doing quite well and I imagine it shouldn't be hard to find a replacement for a nation with a strong foothold. Try passing off mine, for example...
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Re: Turn 24
My nation is available to any Quixotes and masochists who want it! One of the best things about ruling Caelum it is that you are allowed to make pronouncements like this in the Council:
BWAAAARGH! Except that now they've passed a resolution, or resolved to make a pass, or something like that, forbidding The Olde Tongue in the Council Hall. :-( Sad of the Raptors |
Re: Turn 24
Sheesh, dropping like rapto--, er, flies.
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Re: Turn 24
Kinda sad that people would be so discouraged. All the large armies are probably just longdead and militias people. geez.
Its not like the game is gonna end when there are no more independant provinces... It just means that nations formerly at peace with eachother, may find themselves at war. the difference from a normal game is that everyone is assumed to be "at peace" rather than the usual free-for-alls. Quantum: why not just go rogue - then you don't have to worry about all the rules - just every other nation. |
Re: Turn 24
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Vote YEA on Proposition 16!
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Your military advisors know more than they let on.
By the way, I just learned that if you ask your military advisors for the disposition of troops and recruitments in a given province (i.e., if you request Military Information), then they will tell you the name of the province, even if you do not control it and have no other information about it, even if its name is the name of a Nation Capitol.
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