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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

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  #1  
Old January 22nd, 2011, 07:11 AM

Executor Executor is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Calahan is on point about VP, tho I think I was the one who suggested this setup and I had no idea there indeed where those spots that marked capitals on this map at the time.

But still, I was the only one opposed to keeping track of current VP, as I do too think that's free info for others that have invested far lesser resources.

Personally, I prefer no score graph games BECAUSE one can run away with the win.
Even more so no diplo games, partially because I hate diplo, therefor don't bother with it much and often get stuck on the losing team.
Isn't it nice when you have a nice lead and everyone is too afraid to attack you but can't call for help as they usually do?

As for rushers, I believe they are just as likely if not even more so with higher indies. Rush nations have no problem with high indies while others will have a harder time beating them.
I myself tried to rush Ulm as soon as I realized caps were marked (tho I did not know it was Ulm at the time), and was at his capital around turn 7-8 already. Those sacred chopping infantry of Ulm made me pull back and deal.
And still I managed to invade Pang around turn 15-ish. And than there were TC and Cealum... and now Ermor and Mictlan... wow

Anyway, the reason people do run away with the win is because there are always only a hand full of nations that play aggressively enough to gain a lead. After that, it's as much as eliminating those few nations of similar power to win the game.
The rest, which is ofter the majority of players wait to long to make war.

I personally feel that you have to be out of your first war by turn 30 or so. Than it's back to research/build phase.
The sooner you attack a nation the better. There really is no point in "preparing" as with every passing turn your enemy will be preparing as well and anticipating, or planning, an attack more and more. So the only logical thing to do is hit someone before they hit you. If you manage to invade someone by turn 15 they'll always be caught with their pants down, will need time to regroup while you take that time to raid some provinces and ensure a gold lead, which in the end is all you need to rush someone, even if a non bless nation, just brute force.
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  #2  
Old January 22nd, 2011, 03:51 PM
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WraithLord WraithLord is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

And did you never experience an early rush that ended in bitter early war that no side could win???
In diplo game you have the option to negotiate peace and look 4 an easier target but in non-diplo you're stuck and most likely will lose the game.

I'd add to your suggestion that it pays to be aggressive when the expected war is not going to be fair. When you have a big advantage.

Naturally, to each his own but I personally like graphs on games with or w/o diplo. I think I'll more or less stick to those in the future
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Old January 23rd, 2011, 03:22 PM

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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

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Originally Posted by WraithLord View Post
And did you never experience an early rush that ended in bitter early war that no side could win???
Nope.

Interesting turn I must say. Flaming slingers a? Huh, I really expected something else with those gems sadly.
That was sure a lot of blood vines I lost this turn. And who would have expected AP, multiple attack, high strength blood vines wouldn't smack off mistform from those damn shinyas...

Btw, Ermor, it was fun watching 15 shadow vestals all trying to kill a paralyzed werewolf.

And really, Rlyeh?
You chose to attack me? I can't even begin to comprehend what a ridiculous choose that is.
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Old January 23rd, 2011, 04:50 PM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

"Btw, Ermor, it was fun watching 15 shadow vestals all trying to kill a paralyzed werewolf. "
Well, they're great to begin with, with gift of health and your (apparent) dom push they are neigh invisible in melee.
I got lucky in this battle but your ally has scored some hits on me
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Old January 24th, 2011, 03:33 AM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

TC has staled last turn. Is anyone in contact with him?- Is he also going to go MIA on us?
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Old January 24th, 2011, 05:04 AM

LoloMo LoloMo is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Ulm (me) and Shinuyama is at war with him, and it doesn't look good for him. But as far as I know, he's still fighting. Our last exchanged pms was about a week ago I think.
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Old January 23rd, 2011, 05:08 PM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

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Originally Posted by Executor View Post
And really, Rlyeh?
You chose to attack me? I can't even begin to comprehend what a ridiculous choose that is.
Fhtagn
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