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				March 20th, 2012, 02:20 AM
			
			
			
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 Major General |  | 
					Join Date: Mar 2007 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders 
 Ok, the game is setup on the server. I just have a placeholder map selected for now so the game doesn't start before we choose a map. 
Unfortunately, I wasn't paying attention when I uploaded the mod and accidentally uploaded it as a nation mod.    I'm going to ask llama to delete that version but I went ahead and uploaded it under a different name in order to get the game setup.
 
* So please download the revised mod from the first post. * |  
	
		
	
	
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				March 21st, 2012, 06:49 PM
			
			
			
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 Sergeant |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders 
 2nd roaches |  
	
		
	
	
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				March 21st, 2012, 08:44 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders 
 Ok, I'll add my vote to your two votes so that's three votes in favor of Roaches and three abstentions so that's the map we'll go with.
 I'll have a no indie version of the map ready by tomorrow. Feel free to already upload your pretenders and then I'll start the game once the map is done.
 
 Also, at the risk of stating the obvious I just want to remind everyone to keep in mind what paths they'll need to access summons. I'm sometimes willing to roll the dice and gamble on indies supplementing what my national mages and pretender bring to the table but that won't be an option here.
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				March 23rd, 2012, 03:12 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders 
 I've uploaded the no indies version of the map to the server and set the game to autostart once all pretenders are in. 
Please download the map from the first post. And of course send in your pretenders so we can get things started.   |  
	
		
	
	
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				March 23rd, 2012, 03:23 PM
			
			
			
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 Corporal |  | 
					Join Date: Feb 2010 Location: Cary, NC 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders 
 Just want to reiterate the rules so there is no confusion.
 - No diplomacy
 - No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).
 
 Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?
 
 I think I have my pretender ready, will be sending in soon.
 
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				March 23rd, 2012, 03:35 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders 
 
	Quote: 
	
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					Originally Posted by Larz  - No diplomacy- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).
 |  Yes, that's right. Thanks for the reminder as I wanted to especially repeat the part about no mercenaries since many people are so used to using them they may recruit them without thinking. Once again: no mercs!    
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					Originally Posted by Larz  Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held? |  I was planning on going with the last man standing/consensus approach. I haven't been too fond of the caps as VPs system we used in Myth. Seems like it just resulted in people taking turns getting dogpiled as they got too many caps. Also, if someone thinks they can pull off a long term strategy with relatively few provinces I'd like that option available rather than forcing them into war to stop someone else from getting caps. |  
	
		
	
	
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				March 25th, 2012, 02:56 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders 
 Good grief, it looks like I need to remind myself of the no mercs rule. I usually forget to even check the available mercs so of course this game I not only remember to check but recruit one.    Luckily, I realized what I'd done a minute later and cancelled my bid. 
 
Anyway, I hope everyone enjoys the game! |  
	
		
	
	
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				April 5th, 2012, 09:25 AM
			
			
			
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 Corporal |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders 
 I'm going to need a 48 hour extension on the next turn. I got the current turn in, but not sure I can take another until Sunday morning (GMT). Thanks. 
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				April 5th, 2012, 08:29 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running 
 Sure, no problem. 48 hours have been added. |  
	
		
	
	
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				April 6th, 2012, 02:08 PM
			
			
			
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 Major General |  | 
					Join Date: Mar 2007 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running 
 Actually, I postponed things a turn too early. The current turn has now been postponed until Sunday. |  
	
		
	
	
	
	
	
	
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