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  #241  
Old September 2nd, 2009, 08:25 PM

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

Well, trumanator, that province I took completely by mistake. Of course I'll have to take the province above it to gain a land route to stygia, you understand. Perhaps we can work something out.
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  #242  
Old September 3rd, 2009, 04:00 AM

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

Hahaha, I wasn't talking about myself, Trumanator is under attack by 4 nations now, that includes you.
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  #243  
Old September 3rd, 2009, 07:20 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Could we switch to a 48 hour schedule now?
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  #244  
Old September 3rd, 2009, 09:03 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Executor View Post
Hahaha, I wasn't talking about myself, Trumanator is under attack by 4 nations now, that includes you.
Ah, that's what you meant. Well, I have no real intention of fighting nehekhara at the moment, but I will if he is nwilling to part with that one province. I'm still pretty upset about that last turn, I can't believe I made such a stupid mistake.

Hosting is now set to 48 hours as per your request.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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  #245  
Old September 4th, 2009, 03:06 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Thanks for changing the hosting interval.

This was a halfassed turn from me but better to submit anything rather than nothing, well let's see whay Itza has planned for me.
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  #246  
Old September 4th, 2009, 04:11 PM

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

I think you'll be pleasantly disappointed
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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  #247  
Old September 4th, 2009, 07:14 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Hmm. Well, I can't say I didn't expect the mindhunts to fail. I was obviously hoping they wouldn't though. Oh well, I'll heal those mindhunters back up eventually. I have to say, this turn does make me worry though. Everything I worried about you doing seems likely at this point. Which is of course to be expected as you are a much better player than I am. I am just hoping you haven't got anything planned that I haven't yet considered. A hope which I find to be rather feeble.

I am not quite sure what to think of this burden of time. On the one hand, my units are all capable of living absurdly long, so they are in no danger of dying in any way, shape or form. On the other hand, I took a pretty big income hit this turn. I did lose 4 200% taxed provinces and a province in my own territory though. I guess I'll wait a few turns and see.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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  #248  
Old September 4th, 2009, 08:01 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

What? Nothing? Just a few lousy mind hunts? You've got to be kidding me!
Why in the world would you try to mind hunt me anyway? All I've got are immortal death mages and astral mages, but now I assume you have the chalice.
At the very least I expected some magic duels.

Bah, losing provinces to skirmish attacks doesn't bother me at all, I've had an upkeep of 3/4 of my income the whole game, in fact, if I didn't attack Ogre my upkeep would be bigger than my income, not that it would matter since the only troops I ever recruited were in the first 10 turns of the game.

What exactly worries you about me? I really don't have much to work with here?
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  #249  
Old September 4th, 2009, 08:37 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

You have immortal resul al'zaman (what a mouthful) as well, and I was pretty sure that guy was out of your dominion. I figured it was as good a chance as any to try and kill it. Although come to think of it they do have astral on them don't they? D'oh. And I'm not kidding you, I was really unprepared for war that turn. I was expecting to have several more turns to prepare, that land grab thing was a complete fluke. What I planned to do was something completely different.

Also, there is no way I am teleport magic dueling with my slann. After seeing the technique used in noobs vs vets, I have come to the conclusion that doing so would be far too costly for me to justify. Send a 650 gold, 3s mage to magic duel someone and have a good chance of dying? I don't think so. Not yet anyway. I'll need to become slightly more desperate first.

I am worried about the numerous immortal SCs you have wandering around your territory and the fact that you have nature magic :P
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  #250  
Old September 5th, 2009, 11:30 AM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Yap, they do have astral on them, but than again they are immortal so the magic duel wouldn't have worked either.
Why does me having nature magic worry you? It's not like I need it for tartarians.

The thing that worries me is your magic diversity, and all the cross paths and high magic levels that you have. You only lack death magic, and luckily you didn't take that on your pretender.
Oh, yes, and that level 9 summon of yours looks nice.

Well this should make for an interesting war, although I must warn you, I have no intention crossing over any time soon, so you'll have to meet me in my dominion if you wish to fight.
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