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July 5th, 2010, 06:31 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Running
My pretender died a while back too. Took about 5 turns to call him back. I thought Umbrals plus darkness would be quite nasty under these settings since you can have a whole army of them quite early.
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July 5th, 2010, 06:53 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: ThreeFort - Experimental game - Running
Well, it's not exactly easy. I had no astral, no death and no water income - bad luck with gem sites. With just 2 death gems per turn from my pretender I couldnt really afford a big army of Umbrals. Not until Bandar Log sacreds, summons and massive communion would make a handful of Umbrals obsolete. So I rushed and failed.
Oh, and my luck dominion yielded me some water gems twice and generated two 'master thief stole your magic gems' events. So you can do the math, how long would it take me to summon a whole army of Umbrals.
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July 6th, 2010, 12:34 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Running
NooBliss, thanks for playing. You are certainly correct that these rules change things: you can almost skip over your opening strategies and go right to your mid-game, realizing of course that your opponent can do the same.
I tried to make sure each nation would have a decent supply of gems in its main paths by doubling cap gem income but in a case like Agartha's, where you have a strong strategy in a path in which you have no native income, it is up to luck whether you'll have a chance to implement it. Though I think your chances are better than in a normal game where you'd first need to find the gems to search in that path (or search manually).
I'm not sure what happened with your disappearing units. I vaguely recall reading about this happening but I thought maybe it was in larger games with many units?
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July 6th, 2010, 12:38 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Running
Quote:
Originally Posted by LoloMo
Oh my! Eater of the Dead is Scary! Mictlan slaves will make good munching, he'll grow quite fast!
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He's really been enjoying the Eagle Warriors. They make for a delicious and healthy snack.
Quote:
Originally Posted by LoloMo
BTW, I'll be out of the country July 7-9, wed to Friday. I'll send in this turn in time, and will try to get the next turn in before I leave if I can, but after that I may need a 48 hour extension. Thanks!
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No problem; I'll keep an eye on hosting and postpone as needed.
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July 7th, 2010, 06:41 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Running
I postponed hosting for the current turn by several days to make sure LoloMo has time to complete his turn.
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July 9th, 2010, 03:13 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Running
I'm back and turn has been sent! Thanks for waiting for me
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July 9th, 2010, 07:00 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: ThreeFort - Experimental game - Running
I see I am to be the next victim of the Caelian armada. Very well, bring cake, I'll provide the party favors.
On the gem income: Agartha got a really weird distribution of gem sites. Admittedly, heavily skewed towards a couple types, which should actually be an advantage. (I think he was only getting 3 types of gems from sites... !!!)
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July 11th, 2010, 11:00 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Running
Well, the mind hunts might have something to do with it. How's Mr S4?
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July 11th, 2010, 11:44 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Running
Mind hunt is a powerful tool, of course, but has a real risk in this game since unless your pretender has healing abilities (or maybe some heroes?) there's no way to cure feeblemindedness (i.e. Chalice, GoH, even faery queens).
Regarding gem distribution, Agartha's seems very unusual. I ran several tests looking for sites that I needed to add to the banned list and didn't have any results with so few types of gems. My experience in this game is the exact opposite: an even spread of gem types and incredible uniformity in gem income per province.
In other news, Eriu is pleased to announce that we've regained control of almost all our provinces. Sure, the unrest is sky high and our income is 50 gold/turn, but you can't have everything.
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July 12th, 2010, 12:47 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: ThreeFort - Experimental game - Running
Thanks for killing my feebleminded S4. Oh, and thanks for the bottles and the high seraph, i'm sure i'll find a use for them...
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