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-   -   Summer Madness, a game of strategic exploration. (http://forum.shrapnelgames.com/showthread.php?t=43547)

binarysolo October 18th, 2009 02:02 PM

Re: Summer Madness, a game of strategic exploration.
 
What exactly is the movement bug, and how'd it affect you on a high level? (EDIT: Ah, saw your other forum post, http://forum.shrapnelgames.com/showt...light=movement)

I think the major action this turn happened with Fomoria (Ossa) so it's mostly his prerogative. Oh, and to some degree probably R'lyeh/Mr. Admin too, given that he's one candle away from getting domkilled, and it would totally suck for him if the randomness of turns lost him the last candle.

Ossa October 18th, 2009 02:15 PM

Re: Summer Madness, a game of strategic exploration.
 
I also wondered why my units didnt attack that petty goblin camp outside of my capital:/

I'm ok with anything, either forced rehost or just getting on with everything and just do it one turn later.
____

I'd prefer to just go on a second though, but if you insist we can roll back one turn.

Elegy October 18th, 2009 03:17 PM

Re: Summer Madness, a game of strategic exploration.
 
Looks like my fate is sealed this game. I tried to buy time for a war-torn R'lyeh and managed to wheel and deal my way to peace with all his neighbors, slowly consolidate my forces into something mildly respectable.

Good game, lady and gents. I have to give it to Pangaea for that bloody dom push, pun intended. I've completely underestimated the relentless power of blood sacrificing, and it is only now that I realize the brutal effectiveness of it.

To my dear allies and enemies I have a few parting gifts for for each of you. ;)

In terms of admin duties, I can hand them down after I expire. (Arcoscephale, Pangaea, or Yomi probably?)
_____

I similarly prefer to go on just to minimize variables, but I can do a rollback if people strongly desire it collectively, for bug-checking or what not. I would be kinda pissed if I lost my last candle with it though.

kianduatha October 19th, 2009 05:24 AM

Re: Summer Madness, a game of strategic exploration.
 
I ended up doing the dom-pushing just as an afterthought midway through the game. Turns out it doesn't actually play too nice with carrion woods though...even with growth 3 the provinces near my cap are half the population they used to be.

Raiel October 19th, 2009 09:52 AM

Re: Summer Madness, a game of strategic exploration.
 
Thanks for the understanding attitude from everyone. My feelings on the subject haven't changed, but since someone else has at least one compelling reason not to roll-back and I could possibly lose as much as I could gain, I hereby rescend my request for a roll-back/force-host.

I'll just pretend that Ossa sent a single spy to block my army. Funny - that doesn't make me feel much better. Oh well. :rolleyes:

binarysolo October 20th, 2009 10:31 AM

Re: Summer Madness, a game of strategic exploration.
 
Sorry Elegy, I didn't realize your faithful were so stubborn to the end.

I will make sure that they be treated with utmost respect and dignity under new management. :)

Elegy October 20th, 2009 03:40 PM

Re: Summer Madness, a game of strategic exploration.
 
No offense taken, you do what you have to do. Inciting me to make a final attack against my killer while assembling such a large strike force was mildly disingenuous though. :P

I'll try to stay alive as long as I can given Pangaea's dompushing graces, but I'm not going down without a (short) fight with you though. Have at thee!

binarysolo October 21st, 2009 03:46 PM

Re: Summer Madness, a game of strategic exploration.
 
Hey guys,

Elegy passed me the admin password so I'll be able to help out with turn postponement and what not. Given that llamaserver is being moved around and what not I'll put a 24hr postponement on the game just to make sure our turns don't get processed behind our backs.

Elegy October 22nd, 2009 07:49 PM

Re: Summer Madness, a game of strategic exploration.
 
I'll be adding another 24hrs to the timer as well, as llamaserver does not seem to be accepting my turn submission.

This is a known issue given that the server is being moved. http://forum.shrapnelgames.com/showthread.php?t=44190

Elegy October 23rd, 2009 02:24 AM

Re: Summer Madness, a game of strategic exploration.
 
Hrm, this is kind of distressing... I tried to add 24 hours awhile ago and submit my turn but neither seemed to have come through.

If things catastrophically fair and people massively stale, I'd like to ask all to brace for a potential rollback to be fair. As good practice, I would also encourage everyone to send in their turns via email just in case the game will auto-process it based on when it received the email.

binarysolo October 27th, 2009 02:23 AM

Re: Summer Madness, a game of strategic exploration.
 
Hey guys,

I was wondering if we could move to a 72 (or maybe 74) hour timer. Due to out-of-game (and possibly in-game, eventually ;) ) reasons I really could use a bit more time.

Let me know, I'd like to put it to a vote if possible.

74-hour timer:
1 yes
0 no
0 don't care

AlgaeNymph October 27th, 2009 03:31 AM

Re: Summer Madness, a game of strategic exploration.
 
74? Sure.

binarysolo October 27th, 2009 03:52 AM

Re: Summer Madness, a game of strategic exploration.
 
I noticed a convention that people wanted 24-hr increments plus 2 to 3 hours. Since the timer generally runs a few hours short of the limit (no stales), if you just have a 24 (or in this case, 72) hour time increment then the end of turn creeps up on you over time.

2 yes
0 no
0 don't care

4 not yet voted

kianduatha October 27th, 2009 05:16 AM

Re: Summer Madness, a game of strategic exploration.
 
74's fine with me. It might even keep me from having to ask for an extension over the weekend(I'll be out of state)

Elegy October 27th, 2009 01:00 PM

Re: Summer Madness, a game of strategic exploration.
 
74 is fine with me for however long I last. :) Ditto to the Halloween weekend extension.

binarysolo October 27th, 2009 06:29 PM

Re: Summer Madness, a game of strategic exploration.
 
74-hr turns:
4 yes
0 no
0 don't care
2 not yet voted... we seem to have a majority of votes so I'll implement it first (and if people have issues they can raise it subsequently).

This would lead us to have a turn this Friday and next Monday, which should effectively let us deal with most Halloween issues. :)

Elegy October 30th, 2009 04:41 AM

Re: Summer Madness, a game of strategic exploration.
 
gg :)

binarysolo November 2nd, 2009 09:22 AM

Re: Summer Madness, a game of strategic exploration.
 
Hey guys,
Sorry about this but I have to give myself a 24hr extension since I've done a bit of traveling and am away from my gaming machine.

-Arco

binarysolo November 10th, 2009 08:43 PM

Re: Summer Madness, a game of strategic exploration.
 
Sorry one last extension for myself... someone cast Infernal Disease on me in real life. I'll try to submit it after my fever subsides. :(

binarysolo November 20th, 2009 07:36 PM

Re: Summer Madness, a game of strategic exploration.
 
Hey sorry guys, my .2h file for some reason is not getting accepted by llamaserver, so I'm giving myself a few extra hours while I figure this out. :/

binarysolo November 25th, 2009 01:13 AM

Re: Summer Madness, a game of strategic exploration.
 
Lemme know if any of y'alls need a Thanksgiving break/extension, otherwise see y'alls' turn on Friday. :)

binarysolo November 30th, 2009 09:52 AM

Re: Summer Madness, a game of strategic exploration.
 
UGH, I'm really sorry I'm asking for another extension, but I came home from the extended weekend, spent 3-4 hours lining up my turn, and the computer crashes on me before I save. I'll submit it after I get back from work today. :/

Raiel December 1st, 2009 07:08 PM

Re: Summer Madness, a game of strategic exploration.
 
Just out of curiosity, does anyone think they can still stand against Arcoscephale at this point?

binarysolo December 1st, 2009 08:15 PM

Re: Summer Madness, a game of strategic exploration.
 
You pre-empted my plans for a turn (I was waiting for ONE more thing to happen :) ) but I think some circumstances need to be brought to light...

So I'd say around midgame, right about when Ermor's short-lived ascension happened, Iainuki and I made an agreement to share endgame victory given our amicable relation since an early-game alliance. We were pretty middle-of-the-pack back then, with me locked in a stalemate with Tien Chi and her suffering losses against R'lyeh.

Nations changed hands, MP noobs were enlightened (so I realized this meta-strategy is... unconventional at the least, blasphemy at the worst), circumstances differed greatly... and while I think I am significantly better positioned at this point I would still like to honor this agreement, pending approval from the surviving players. And if not, we can always defeat the rest of y'alls and then call it amongst us two. :)

binarysolo December 1st, 2009 08:29 PM

Re: Summer Madness, a game of strategic exploration.
 
Of course, there is no small part of me who wants to use my well-loved collection of Elemental Royalty named after American rock stars, English queens, and Burning Man art themes.

As well as the obligatory Tartarian assembly named after X-men. Inspired by my first tartarian Cyclops, which I immediately named Scott (Summers). :)

Raiel December 2nd, 2009 04:38 PM

Re: Summer Madness, a game of strategic exploration.
 
I figured that was the case, since our dialogue evaporated. :)

Honestly, my heart hasn't been in this game for the last 40 turns.

Does anyone object to declaring Arco and Atlantis the winners?

binarysolo December 2nd, 2009 07:11 PM

Re: Summer Madness, a game of strategic exploration.
 
No worries, I tried to keep myself occupied with constant war (with 1 and only 1 player) to provide tactical combat fun (which is what I really dig in the game).

I had some really solid tactical exchanges with Tien Chi midgame and Pangaea late-game. Sadly my wargame-y OCDness is getting the better of me at this point, and managing communion armies and battlegroups in addition to the chore that is slave/gem-gen management is a huge time suck. Doesn't help that I have a lot of grad school commitments lined up over the next two weeks too. :-/

Pangaea, Atlantis, Fomoria... what'll y'all say?

kianduatha December 2nd, 2009 11:27 PM

Re: Summer Madness, a game of strategic exploration.
 
I'm more than happy to declare you the winner. Nice job, and it was a blast.

AlgaeNymph December 3rd, 2009 12:42 AM

Re: Summer Madness, a game of strategic exploration.
 
You the winner? Sure. :)

Ossa December 3rd, 2009 03:40 PM

Re: Summer Madness, a game of strategic exploration.
 
Snief - I aimed to high with Ermor in the beginning.

I'd happily concede this game at this point.

I'd like to draw attention to the fact that I smashed Yomi's SC army last turn in an epic battle;)

binarysolo December 3rd, 2009 04:52 PM

Re: Summer Madness, a game of strategic exploration.
 
It was an epic battle indeed, with a third of Yomi's Dai Onis dead in the field and Fomoria's blessed forces damaged and plagued (a lucky plague roll from the Ark robbed Fomoria's pretender's sight at the last turn before he cast and retreat).

I was exceptionally impressed at how Fomoria w/ a bless strategy ended up getting defended by Ossa against a tech/item-superior Yomi. Definitely beyond my expectations, as I hoped that my support to Fomoria would merely slow down Yomi as he invaded the nation. Good job though... though I don't think I'd be able to call a winner in your war just yet.


Should the game have progressed, and given that I was counting on doing this should Yomi's SC legion be smashed, I have (this turn) queued up about 8 seeking arrows on #97 (capital) to break the domes, and a smattering of Earth Attacks and Mind Hunts on the surviving Dai Oni stack. I'd drown my Stellar Focus caster via teleport and cast Astral Nexus the turn after. And oh I would cancel my NAP-3 with Yomi and get Atlantis to do so as well. But all that's just in theory now. :)

binarysolo December 3rd, 2009 06:14 PM

Re: Summer Madness, a game of strategic exploration.
 
And here are my chronicles, my confessions, and my journey:

EA Arcoscephale, w/ awake 4N4D4B Vampire Queen, 3Tur3Slo3Luc2Dra

Early game
NAP with all neighbors -- Yomi, Ermor, Atlantis; chose defensible borders over excessive expansion, though still tried to aggressively take lands with army and immortal flying VQ. Yomi, Ermor both had amazingly storng early games; Atlantis felt weak but I wanted no distractions from sea. Forged a secret alliance with R'lyeh to eventually take out Atlantis when time came.

Forged a Stone sphere, used it to determine rough locations of other players. Noted Tien Chi in defensible island; forged NAPs with Pangaea, Hinnom to avoid complications of amphibious assault. Allied with Atlantis to take out Tien Chi island.


War VS Tien Chi (~1 years, 2 seasons):
Amphibious landing took him completely by surprise; early battles took out half his communion mage force. TC starts deploying Fog Warriors ad nauseum and the war grinds to a standstill as I sacrifice forces keeping him bottled at his capital, moving around with constant raiding, till I ready my aerial anti-mage force + my own Fog Warrior counter. Managed to finally crush his remaining forces using "attack flyer" on the main BE/communion mages and casting Fog Warriors myself.

Dedicate heavy research towards artifacts; nab a few pivotal ones for own usage (Gate Stone, Flying Ship, Soulstone of the Wolves, The Sickle Whose Crop is Pain). Soulstone pivotal in shift from high-maintenance myrmidon/chariot formations to no-upkeep, stealthy Wolven chaff + massive communions. Soulstone stunningly good over long run given Werewolf commanders who are stealthy, have better-than-human HP/regen, and can summon more wolves per turn. For the 40 or so turns I had it I got ~1000 wolves and 40 thugs out of it... I can't say enough good things about it, it's ridiculously good for nations needing chaff armies to supplement their mage force. Start empowering mage hero for S9/Wish to ready for endgame Astral Nexus/SC summons. Littered the lands with scouts and sceptics.


War VS Ermor (~2 seasons):
Join with alliance (Atlantis, Pangaea, Yomi) against Ermor. Wiped off the last vestiges of Hinnom, then warred against Ermor. Nab southwestern Ermorian territory as the Old empire struggled to fight off the hoards of Pangaean manikin and the relentless flying SCs of Yomi. Offered potential alliances to turn against Yomi should Ermor incentivize with the Chalice, Scepter of Dark Regency... but to no avail. :)

Race to build Ermorian artifacts after his fall. Didn't get the Chalice. :( Made sure the balance of power in the water between my two water allies were in place till I were to take advantage of it. Readied assault on Fomoria but hostile Pangaean globals + dompush of doom made me set my sights elsewhere. Secured most Elemental Royalty and diversified to Blood; thank goodness, since every other surviving race had better SC/thug chassis. Hit research peak.


War VS Fomoria (1 month)
The Fomorian pretender cancelled his NAP-3, abdicated his godly throne, and went missing. Yomi swept across his lands and I decided to join in on the spoils. One turn in the new pretender sued for peace with me, and after consideration decided to supply him with some money, items, and equipment in trade for gems and the promise for him to be at war with Yomi. Creatively "babysat" a few Fomorian provinces and gave back the taxes to make sure his rear provinces weren't raidable by Yomi's flying SCs and I suppose give the illusion that I was attacking Fomoria with Yomi. Made my own preparations to invade Pangaea soon afterwards.


War VS R'lyeh (2 month)
Persuaded R'lyeh and Atlantis to push against Pangaea as his dominion was enveloping the world. Decided that my water allies were not gonna last against the domcrush. After getting him to boat all his land forces across to Pangaea, I did massive teleport/cloud trapeze/gate attacks versus R'lyeh to seize all his land holdings one turn before he was domkilled, while somehow managing to stay in his good graces (we had no official NAP, granted). :)

With S9 hero in hand, managed to convince Yomi to trade me the Chalice instead of having me Wish it off his hands. (Incidentally, I never cast Wish a single time in the game despite the ability to do so... was saving up for Astral Nexus.)


War VS Pangaea (3 seasons)
Rallied my aquatic allies vs Pangaea, starting off with anonymous Ghost Rider raids, Mind Hunts, and Earth Attacks to disrupt his army backbone... I delayed my entry into the war "due to my NAP", hoping Pangaea would eliminate my dominion-weak water allies and I can waltz right in via cloud trapezing oreiads with water suits. Atlantis was 3 candles away from being domkilled. Oh well, in it for the long haul now. :)

Dissolved NAP with Pangaea; surprisingly effective use of Undead Mastery, Army of Lead, Arcane Domination alongside 10-12 mage reverse communions w/ power of the spheres and various elemental boosting magics so each typical rainbow slave ended up with 3F3W2E3S with an occasional 4th path thrown in. Closely astral window-ed all conflicts between Yomi and Fomoria to see how I could disrupt Yomi's efforts (via Leprosy, Ghost Riders, Baleful Stars and Dream Horrors) and when I needed to enter the war (either to loot Fomoria's carcass or to obliterate Yomi's weakened SC stragglers with Mind Hunts and Earth Attacks so the equipment doesn't return to fresh generals).


And so it goes...

SciencePro December 3rd, 2009 06:47 PM

Re: Summer Madness, a game of strategic exploration.
 
congrats to the winner(s)

Elegy December 3rd, 2009 11:04 PM

Re: Summer Madness, a game of strategic exploration.
 
Grats on the win. I'm still bitter about you tricking me into attacking Pangaea then stabbing me from behind. :P (j/k)

To be honest I overestimated my own ability to maintain dominion with all those chaff-generating priests that come with Rlyeh and didn't treat Pangaea seriously enough until it was too late. Oh well maybe next time.

iainuki December 29th, 2009 10:56 AM

Re: Summer Madness, a game of strategic exploration.
 
I feel like I should add my own wrap-up to this game note. My variant strategy was, obviously, a living pillars bless. I knew it was a bad idea, I just didn't realize how bad an idea it was. The major problem was that everyone else in the game took dominion that ranged from "high" to "maxed," so from the very beginning of the game I was struggling to avoid dom-kill. Urraparrand greatly exacerbated this problem because the water twists around in one-province-wide channels, meaning it's virtually impossible to hold dominion in the water, even if you have strong dominion. I think the take-home message is that even in a variant game, low dominion is not a viable strategy, but especially on this map.

My other problems stemmed from plain terrible starting luck. While I was taking my initial provinces around my capital, I had independents recapture one of them, and then not much later independents killed my capital's PD and besieged it for a turn. Between these and having to puor money into temples to avoid dom-kill, my start was abysmal. Moreover, the living-pillars bless is a rush build, and I didn't have any good choices for rush targets: Yomi was close but not easy to overwhelm with living pillars, and Hinnom, Pangaea, and Arcoscephale's capitals were all too far way by the time I managed to find their capitals. From the situation in the first year, I could tell I was more or less not a contender in the game.

I tried making diplomatic overtures to R'lyeh, but they went to war with me. However, while living pillars are useless against gibodai, BK/BQ thugs are quite good and so while I was initially frightened, once I saw how long it would take R'lyeh to reach my capital, I figured I could manage to hold them off, and I did. However, the war with R'lyeh accentuated another feature of the map, which is that the distance between our capitals was so long that by the time either of us managed to reach the other's capital, we would have in place a counter to whatever we were using. (Yay for water movement.)

Meanwhile, I'd be frantically trying to avoid being attacked by anyone else, and had succeeded. I helped get Arcoscephale to go after T'ien Chi, and participated in that war to an extent. I also, somehow, ended up starting to organize the grand anti-Ermor coalition that characterized the midgame. I gladly took Arcoscephale's offer of a mutual win since I knew I wasn't going to win in any conceivable universe. On the whole, I'm amazed Atlantis managed to survive to the end given how terrible my start was. The best summary I can give of the game, I think, is that it was a learning experience.


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