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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Fighting is good (that to me is the most fun part of the game) but dogpiles aren't much fun (unless the nation being dogpiled is so strong they are actually on an even footing with their many attackers) so I can see ghoul not being too happy about it. Ghoul and I have been in a lot of games together and he's a man of few words. That can definitely work against him in games that have diplo. Like Louist, Arco was the last nation I had contact with. I think another thing that works against Arco in this game is that he is the only strong astral nation. That makes him scary but it also makes getting access to his mystics probably the best prize in game. I actually had some concern that it was too good a mage to give other nations access to and that may prove to be the case. The problem is if Ulm is no longer going to attack Arco that leaves Eriu facing Arco alone and I'm not going to abandon Eriu so I guess that means I'll be attacking Arco again, which means Man and I will be back at war, which will remove the threat to Ulm of Man attacking him so he'll probably grab some of Arco's provinces, and we're right back where we started. :p |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
We certainly seem eager enough not to fight.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
I just saw the results of last turn. Ghoul's not out of the fight just yet. He rather neatly decimated my forces :P
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Anyway, I'm not sure what I am babbling about here, but that was a very dramatic turn. :) |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Admittedly, I don't have a lot of MP experience, but not even in single player have I lost so many men so quickly.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Well, we could always make a house rule that whoever conquers Arco (if anyone does) agrees not to recruit mystics. Or we could just view conquering Arco as being the equivalent of casting Arcane Nexus in a normal game and thus justification for a dogpile. ;) Quote:
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Also, I want to clarify something. It isn't necessarily fun to be dogpiled but sometimes that happens and you just make the best of it. Actually, thinking it over, it can be fun to fight a losing battle and make your opponents pay as high a price as possible for taking you down. I had quite a lot of fun in a recent game doing exactly that. Added bonus: the micromanagement goes down as the game goes on! So nobody is under any obligation to make fights fair or should feel they can't play to their own best interest. There can after all be only one true god. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
In other news, the Pangaean scouting network reports disturbing signs of a buildup of forces along Man's border with Ulm. Pangaea would look unfavorably on any hostile action Man might take against Ulm.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Well, that was a great battle in Arcoscephale, this turn. My congratulations to arco for this victory.
@ Pan We just want to be sure that Ulm does not stomp on the weaker nations. But then those "weaker" nations clearly showed teeth this month and perhaps don't need one to stand up for them at all. And just as a comment: Ulm did not stand up for you the way you did now, when We announced our short campaign against Pangaea. |
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