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  #1  
Old November 21st, 2007, 07:54 AM

AlgaeNymph AlgaeNymph is offline
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Default Re: King of the Isle (full if all confirm)

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Twan said:
II was going to propose : "castle building on the isle not allowed", but as events may make a castle appear it's not necessarily a good/enforceable idea... so I have another proposal : I add a watchtower on the isle, and it would be destroying it to build a better castle there that will be forbidden
I wouldn't worry about castles as there are all kinds of ways to reduce their advantage. Large garrisons are vulnerable to Beckoning, Flames from the Sky, Leprosy, Lure of the Deep, and Melancholia. Essential commanders (e.g, nature mages, engineers, etc) are vulnerable to assassination spells like Earth Attack and Seeking Arrow (ask Janlm about that last spell), as well as assassination in general. All this is not to mention units and items that ease besieging a castle.
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Old November 21st, 2007, 09:33 AM
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Twan Twan is offline
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Default Re: King of the Isle (full if all confirm)

The problem I see with a (good) castle on the isle is more if the province is very contested (i.e 4 or 5 players owning neighbouring provinces and fighting to be the one taking the isle). In this situation, a siege can be very hard to end, as the competition between other players can help a lot the sieged one (ie : player A siege B, player C, D E try to take the province, C wins but after the 2 or 3 battles he had to fight the surviving army is too small to breach the walls, next turn same situation, etc...). An army with nature mages and good units may resist very well in this kind of situation, especially as spells cast on the province by all players but one will affect the sieging army first (iirc only the player who is sieging can affect defenders with spells, all spells cast by third parties rather affect the bessieger - but I may be wrong).

Of course diplomacy may solve the problem, but as there is only one VP I think it would be hard for all the wanabe bessiegers to find a agreement.
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