Quote:
Originally Posted by Gregstrom
I have to admit I thought Agartha gave up a little quickly - I'd only taken two of his provinces. However, I think very little other than an alliance of most of the remaining players against Pangaea would have actually changed the outcome of the game.
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Yeah, maybe. But at the time, I thought you were the strongest nation, and therefore that if you took Agartha, you might become too strong to stop. If my assessment of the situation had been correct, then rescuing Agartha with my lightning rings would have improved my chance of winning, and whether I was right or wrong, accepting my offer certainly would have improved Agartha's chance of winning. As it turned out, I was wrong to think that Fomoria was the most dangerous nation--but I was right to think that, if I were going to win, then the world must remain in balance until I was strong enough to take over!
If we had all tried to keep our rivals in balance, and if we had all accurately estimated the strengths of the nations, then at some point everyone except Pangaea would have attacked Pangaea. Accurately estimating someone's strength is something one naturally learns to do over many games. But keeping rivals in balance is not something you'll ever learn, if you always focus on your local situation, ignore the greater world, and give up as soon as it looks like your local war is going to destroy you!
Quote:
Originally Posted by BesucherXia
Now I hear Fom is ready to surrender, I beilieve its the best time to save the fun and discuss some other things of this game.
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Hm yes.
I have learned some important things:
Hinnom is very, very strong.
Hinnom with a super-powerful blessing is probably not as strong as Hinnom with a weaker blessing... but it sure is fun!
In general, super-powerful blessings are not as strong as they appeared to me to be, before I played this game. I was unstoppable at the start, and at that point I could have crushed whoever I attacked, except R'lyeh. But I researched very slowly, due to my limited gold and resources and my drain scale, and now my mighty Rephaim are almost useless. It pleases me that the blessing system is balanced in this way.
EA Pangaea is VERY strong, if it has the chance to grow large.
Blood Vengeance is good... but it's not as good as I thought it was. (I wanted to use it to save my nation, once the numerous Pans and maenads became able to overcome my Rephaim, but that didn't work out--I guess I'd have been better off trying to summon more Grigori!)
The spell that sends a monster boar to terrorize a province (until it is found and killed) can be devastating. BesucherXia, I did not say anything about this when it happened (because I didn't want to encourage you to keep casting that spell), but when you sent several boars to raise unrest in my capital, it crippled me for several months! Even when I stopped taxing the people there, unrest was uncontrollable. The only way I was able to catch the boars was by rapidly researching Watcher, and then empowering an air Ammi in earth and air so that he could cast that spell, and then sending out a few Watchers to patrol. During most of the lengthy time this took, I was unable to recruit my strongest units, and of course I had no income from my capital. That spell can be extremely strong! (Of course, it wouldn't have been as powerful against me if I hadn't been relying so heavily on units that could only be recruited in the capitol. But even so, there are probably many situations in which you could badly hurt somebody by sending several monster boars into some key province of theirs!)
Hunting for blood slaves in one's capital is actually not a bad idea, when you don't get much money there anyway (due to poor scales) and on top of that all of your capital-only commanders raise unrest as soon as they're recruited because they are enormous, tyrannical man-eaters.
Caelum has a strong capitol fortress, and besieging it takes FOREVER.
I don't like entering into NAP's. I hate breaking my promises, so once I'm in a pact I feel like I
must obey its terms--but it's hard to keep track of exactly when the pact ends, and anyhow, I am better at improvising than I am at making rigid plans, so chaos favors me more than order does... and entering into an NAP decreases chaos. I had trouble with a pact that BesucherXia and I made, because we unknowingly entered it with conflicting ideas about how long it should last, and then later I had trouble with a pact I made with Mictlan, because I miscounted the turns and attacked them when I wasn't supposed to. In fact that attack ended up killing their god (I think you saw that one Gregstrom!), and afterward I felt so badly about breaking a pact AND killing a god that I repaid Mictlan with a Ring of Wizardry. Which was expensive. In the future, I might make casual peace agreements that have no exact terms, but I will not enter any more NAP's!