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May 27th, 2004, 10:10 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
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Re: How to solve castling effect?
Quote:
Originally posted by Norfleet:
Death is the bride of the warrior, Stormbind. Your mother was a trout.
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It's impossible to have logical discussion with you Norfleet. You are clearly sick and need a professional help.
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May 27th, 2004, 10:44 AM
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Major General
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Re: How to solve castling effect?
Quote:
Originally posted by Stormbinder:
It's impossible to have logical discussion with you Norfleet. You are clearly sick and need a professional help.
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Don't be silly. I don't suffer from insanity, I enjoy every minute of it. Why would I want help?
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May 27th, 2004, 02:02 PM
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First Lieutenant
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Join Date: Mar 2004
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Re: How to solve castling effect?
Back to the original topic.
Personally I like a lot the suggestion about commanders having to manually destroy enemy temples next turn after they conquered province with temple.
That would go a very long way toward making mad castling less attractive, since the main point of mad castling is to protect temples against sudden raids. It should also be relatively easy to implement I think. And it feels better in general than some artificial limitations on the total number of castles.
[ May 27, 2004, 13:04: Message edited by: Stormbinder ]
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May 27th, 2004, 05:02 PM
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Major General
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Join Date: Aug 2000
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Re: How to solve castling effect?
Feh. Building lots of castles is rather expensive in gold, gems or blood slaves depending on how you do it -- unless you're astoundingly lucky with fortress sites and fortress events. If somebody's building castles everywhere, that's a lot of gold expended plus time consumed with commander-turns. Then garrisoning all those bloody castles is expensive unless they're undead, most of which defend the gates rather poorly.
You might as well argue that the game encourages having decent armies backed by mages.
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May 27th, 2004, 05:44 PM
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Major General
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Re: How to solve castling effect?
Quote:
Originally posted by Taqwus:
Then garrisoning all those bloody castles is expensive unless they're undead, most of which defend the gates rather poorly.
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The castles AREN'T garrisoned: Usually, they're instead defended by mobile forces that teleport, gateway, or fly between the threatened castles. The drawback is that in order to make this in any way affordable, the castles tend to be constructed of paper and breach quickly, necessitating a rapid response: Attacking more castles than your opponent can respond to at once will pose major problems for him.
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May 27th, 2004, 05:48 PM
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General
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Join Date: Jun 2003
Location: az
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Re: How to solve castling effect?
There should be some territories which prevents castles from being built. A territory with lots of rivers and sand for example.
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May 27th, 2004, 05:51 PM
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General
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Join Date: Jun 2003
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Re: How to solve castling effect?
Quote:
Originally posted by Norfleet:
Attacking more castles than your opponent can respond to at once will pose major problems for him.
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Very true... that's where diplomacy takes a big part. Hopefully a gamer has been trading/communicating with at least one other player where a plan can be arranged to attack the greatest threat... effectively altering the outcome of the game.
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