Quote:
Thufir said:
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.
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uhm if it happens on turn 3 and you have to save your money for the damn lab it declares the slow expansion rate .
IF your sc pretender searches the province he gets 1 province per 2 turns .
i took a very experimental pretenderdesign so i have little money for an expansion army . if i hadn't had my labblow i had now 1 province more but it doesn't matter really since i just didn't plan to even grab a province with troops i will though hopefully make up for it later by a keymagic

and taking away provinces from a neighbor has some appeal too
iirc we have indies 9 there expansion without sc is not sooo easy . you are doing great though with your abysia
oh btw i found out that protection 15 is not enough against knights lance attacks
