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  #261  
Old September 8th, 2009, 09:27 PM
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the Vanishag the Vanishag is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

I'm not long for this game - I won't say I haven't made mistakes, but the power differential in this game is huge. I think I lost half of my provinces last turn, between Nekehara and Stygia stealthing in... Alugran units? Crime Lords leading Thugs... how'd that happen?

Honestly, it was looking pretty bleak before now, but wow...
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  #262  
Old September 8th, 2009, 10:07 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

I killed 3 squads of 40 thugs myself this turn. The only thing I can imagine is that nehekhara and stygia have both found brigand lairs (modified by the alugra mod) and have been recruiting crime lords over the duration of the game. They can summon thugs, so even if they weren't actively recruiting them, they could have built up a sizable number that way.

It's amazing you've survived as long as you have with your level of research. It will be sad to see you fall.
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  #263  
Old September 8th, 2009, 10:42 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Well, at least someone dispelled my BoT, I don't think i'd be far wrong in saying that it probably affected you the most. In other news, I mistakenly though I could cast E blood deepwell, and only realized I couldn't AFTER I'd done a bunch of alchemizing!

Edit: For the record, Nehekara has no such lairs, and was curious itself as to how stygia obtained them.
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  #264  
Old September 9th, 2009, 04:32 AM

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Default Re: Tourmaline - Mod Nations Game (Playing)

This turn wasn't very pleasant for me either.
I had to attack Alchera before I planned. You found one of my sneaking armies last turn and I didn't know how you'd respond to that, so I had to strike before all my troops were in position.

I got Crime Lords from the Criminal Outpost site, they are very nice actually, have summon ally ability and are spies also. It's a blood site right? I made a very stupid mistake in my pretender design when I took blood, I looked forward to having immortal assassin D4 cap. mages, only after did I remember that immortality don't work in assassinations... sigh

I do take comfort in killing Huehue doe. I expected you'd put bodyguards on everyone after you found that one assassin, but somehow I hoped you'd mistake him for a scout.
Learning of your forging intentions was very disturbing rdonj, clams and
bloodstones? not good.

Oh, and thanks for adding those few extra hours on the turn by the way.
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  #265  
Old September 9th, 2009, 03:56 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, it's a blood site, same as the normal brigand lair I think.

I'm glad to hear I'm not the only one making mistakes this game.... I already had bodyguards on all my slann. And on huehue as well as it so happens. But I went ahead and added bodyguards to more people that turn. I have to say, I wouldn't have thought your assassins would be able to take out two of my sacreds . I don't really want to put 4 bodyguards on each commander in that province, it would be just slightly excessive.

As to the disturbing forge implications, I think clams are a pretty obvious direction for itza to go, what with my best mages needing to be summoned for 50 pearls a piece, and some of their best units also requiring pearls. Itza just bleeds them out. As for blood stones, well, let's just say my earth gem income has been pretty lame this entire game despite significant site searching and I didn't get enough time out of huehue to fix that. I would bet nehekhara has more gem gens than me actually. Alugra is probably clamming and stoning as well, and if he's not, he should be....

You are welcome for the time.
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  #266  
Old September 9th, 2009, 04:22 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

So does that make me, Itza, and Alugra stoners?
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  #267  
Old September 9th, 2009, 05:11 PM
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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by rdonj View Post
It's amazing you've survived as long as you have with your level of research. It will be sad to see you fall.
That was my 1st mistake: I thought I could take the Ogre Kingdoms, and shortchanged myself on research to pursue that war, which left me in a very vulnerable position when that war ground to a stalemate (a stalemate that I think the Ogres would have won eventually, if it was just the two of us).

Live and learn... (die and learn...)
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  #268  
Old September 9th, 2009, 05:20 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

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Originally Posted by Trumanator View Post
So does that make me, Itza, and Alugra stoners?
Heh, I guess so.
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  #269  
Old September 9th, 2009, 11:21 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by the Vanishag View Post
That was my 1st mistake: I thought I could take the Ogre Kingdoms, and shortchanged myself on research to pursue that war, which left me in a very vulnerable position when that war ground to a stalemate (a stalemate that I think the Ogres would have won eventually, if it was just the two of us).

Live and learn... (die and learn...)
You probably COULD have taken the ogres. I suspect that I kind of threw a wrench in your plans. However, the ogres, instead of waiting for me to help them finish you off, proceeded to attack me with full force instead of helping me gank you. Needless to say, I think that kind of ruined my chances of being a real major power, since it became a long, drawn out, draining war that didn't really break till Stygia arrived.
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  #270  
Old September 9th, 2009, 11:28 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

I don't know, I think you still have a chance. You just have to consider very carefully how to proceed from here. There are a couple of options that I could see bringing you to greater power, and possibly eventually contending for the throne of Pantokrator.
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