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Old April 18th, 2010, 11:46 PM
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Default Re: Hurt_Locker (Started)

Quote:
Originally Posted by danbo View Post
Oh, I hate the game manual. It states that all the global enchantments take place on step 15 and friendly movement on step 12. So, I assumed that's completely safe to move my forces out of water while casting Sea of Ice simultaneously. Instead, my army refused to move and it seems that my troops are now locked for long time, because my income of astral is very low (to dispel it). It's a real disaster for Atlantis.
BTW, I think I may have figured out what happened here.

Some GEs have an effect that "fires" every turn. For example, the Mother Oak that danbo created awards Nature gems each turn when the GE fires in step 15.

Sea of Ice is different in that it doesn't fire at all - it does nothing in step 15. Instead, its mere presence prevents movement between land and sea, so that effect will apply from the moment the GE comes into existence. That happened very early in the turn, when all spells (including GEs) are cast.

Just a theory ...
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