Quote:
deccan said:
Turn 10 is up.
And I enjoyed the "Battle of the Danes" charts so much I'm going to do one here.
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That Battle of the Danes thread was excellent - the annotated screen grabs of battles were particularly entertaining.
As for our game, thank you Deccan for pointing out the obvious

If you all don't get off your duffs pretty soon, the Moloch
will rule the world! Actually, the key to my expansion is not the fact that I've lost the imps, but rather that luck-draining ability that Graeme added in his mod (did I forget to mention that before we started?). This of course explains the absolutely horrid luck experienced by Boron and Deccan with their early lab explosions.
But anyhow - what's going on in this game - I've never seen such a slow expansion! I understand two players lost their labs, but even so, I'd guess that should cost no more than one turn in expansion rate. Boron, you've probably seen more MP than I have, so correct me if I'm wrong, but I think that one of the things that veterans are able to do consistently is to put together an indy-crushing army from anywhere from turn 3-4, or maybe turn 5 at the latest. Then, if they've got an SC pretender, they can occasionaly get 2 provinces per turn.