Quote:
High_Priest_Naresh said:
but if you gave him notice he would have time to reinforce major tactical pints of large gem buliders or something like that
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One turn (with the battles being resolved in the beginning of the next turn) wouldn't be enough to move major forces, or teleport more than a handful of mages. Also, some artillery spells could do major damage.
However, it would be enough to put all your gem-producing items into your laboratory...

I had forgotten about those, as I don't use that particular strategy much. It would still slow down that player considerably, and probably set him back as there can only be so many items in the lab at the same time.
This would would still give a little boost to clammers, especially as with these settings (lots of provinces when compared to players) clamming might be reasonable choice. However, if played correctly it wouldn't necessarily break any player-player relationships, and other, more lasting alliances could be formed in later games. Without any rule against breaking pacts at all, one strategical necessity could mark you as a treatorous swine for that player for the rest of your life as a Dominions player.