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  #81  
Old August 2nd, 2011, 04:43 PM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

To be fair, Ulm is hardly a forum regular, and that war had already ended before it came to their attention
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  #82  
Old August 2nd, 2011, 05:03 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

To be fair We informed our good neighbors of Ulm of our imminent attack and received good luck wishes.
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  #83  
Old August 2nd, 2011, 05:06 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Well, to be honest, I was standing up for my self-interest more than for Ulm. Pan is all about the balance of power - we believe it should be balanced in our favor.

As far as Arco goes, he's only weak in terms of province count. In terms of nation strength he's probably the most powerful nation in this game. Just wait until he's got his mind hunters geared up...
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  #84  
Old August 2nd, 2011, 05:42 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Quote:
Originally Posted by Olm View Post
To be fair We informed our good neighbors of Ulm of our imminent attack and received good luck wishes.
Wait, now I'm confused. Was my threat completely ineffective and you'll be attacking anyway? Or did you decide to call it off?

Olm, you are really very honorable but I think we're going to have to work on making you more ruthless. If you have a NAP with someone then I'd give notice but if not then all bets are off. After all, you've got a stealthy nation: just sneak your troops into someone's territory and when you're ready declare "Surprise! All your (unforted) province are belong to us.".
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  #85  
Old August 2nd, 2011, 05:57 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Quote:
Originally Posted by Valerius View Post
Quote:
Originally Posted by Olm View Post
To be fair We informed our good neighbors of Ulm of our imminent attack and received good luck wishes.
Wait, now I'm confused. Was my threat completely ineffective and you'll be attacking anyway? Or did you decide to call it off?
No, my comment referred to my attack against you some turns ago. I had (still have?) a NAP with Ulm and informed him, that I will attack you.
So he knew of our quarrel right from the start. He wished me good luck against you.

But honestly, this game is very difficult diplomatically. Especially for me. I cannot do anything without fighting two strong nations at once. On the other hand my advantage in research will evaporate as soon as everyone researches all spells.
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  #86  
Old August 2nd, 2011, 06:44 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Diplomacy is tricky and things are changing a lot in this game. And again, with so few nations options are limited.

My concern was that Man and Arco together would overwhelm Ulm, leaving me in a bad position. 1 vs 1 I think Ulm and Man would have a fun and fair fight.

I'm going to simplify things. Ghoul, Arco worries me a lot. I'm going to kill you (or die trying). I think I can keep Arco busy enough to keep him off Ulm's back, in which case I have no objection to Ulm and Man fighting it out 1 vs 1. So, everyone can decide their course of action based on that. Man and Ulm can face off 1 vs 1 while I fight Arco, or you can all dogpile me if I get to be too big a threat.
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  #87  
Old August 2nd, 2011, 07:39 PM

ghoul31 ghoul31 is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

I rank last in just about every category. But I'm some big threat. Yea right. You are so full of it.
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  #88  
Old August 2nd, 2011, 10:40 PM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Quote:
Originally Posted by Olm View Post
To be fair We informed our good neighbors of Ulm of our imminent attack and received good luck wishes.
To be fair, you are quite correct!
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  #89  
Old August 2nd, 2011, 10:48 PM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

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Originally Posted by ghoul31 View Post
I rank last in just about every category. But I'm some big threat. Yea right. You are so full of it.
You have several distinct advantages, even at last place. First, you have the aforementioned monopoly in Astral, which gives you the most powerful remote attack spell, and access to communions which opens up, for you, almost every battlefield spell in the game.

Second, and most dangerous, I think, is that you have ready access to trampling units that (as I painfully learned) you can field in great numbers, despite having only two forts, last I checked. Even my cavalry is small enough for your chariots to squash! I'm not sure I can field anything immune to the effect, besides the behemoth, but I can't create those in enough numbers to actually get a return on that investment.

In a game without any indy elephants and no high-level summons, that's huge.

But credit where it is due: You did a fantastic job in the battle over Arco. I'd love to end this war now, but I obviously cannot blame you if you want to continue!

Last edited by Louist; August 2nd, 2011 at 10:59 PM..
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  #90  
Old August 3rd, 2011, 04:03 AM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Well, perhaps its because I've never seen an astral nation on the rampage, but to me these threats seem rather dim and distant. And anyway the situation does not improve with Pan having access to th Astral Mages of Arco.
So my reaction to recent development:

We, Igraine, Mistress of Avalon, propose to the nation of Arcoscephale an alliance against all and every enemy of Our two great nations, until either all those enemies are vanquished or one of Our nations has perished for good.
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