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  #311  
Old September 21st, 2009, 04:09 PM

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

I'm assuming it's the wywern alike summon, and the dracolich pretender.
Taking that pretender would be stupid in my opinion, and the unit summon can easily be replaced with a much less powerful unit.

Rdonj, could I ask for a 3 hour delay on the current turn?

Hmm, I'm looking at the score graphs and all the nations are more or less the same power there, well the exception of Itzas gold and my army.
I think there's gonna a be an interesting end game, turn 56 and no one cams on top as a possible winner yet.
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  #312  
Old September 21st, 2009, 04:41 PM

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

Yeah, postponement granted. I'll get around to addressing your post at me eventually .
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  #313  
Old September 21st, 2009, 04:45 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, its definitely interesting how even things are at this point. I was feeling like I was going to be kicked out of the running for a while, but now I feel much more confident.
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  #314  
Old September 22nd, 2009, 08:37 AM

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

Quote:
Originally Posted by Executor View Post
Rdonj, I think you're missing the point of raiding,
you should be doing it as long as it's gem/gold effective for you, which frankly, in this case, isn't.
You're only hurting yourself with those Slanns.
I don't miss the point of raiding. However, those slann I dropped on you had absolutely nothing to do with raiding. I did it because I was tired of not doing anything to you :P It was also a test to see if it would be worth it to try a new tactic. The test went better than I expected, so it is a possibility that I may try to follow through with the plan. How effective it ultimately is, is yet to be seen.
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  #315  
Old September 22nd, 2009, 12:45 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Peachy...
I knew I wouldn't be able to do my turn in the morning since I had some things to take care of, therefor the delay, however I didn't know there'd be a freaking power cut the moment I got home.
Hope nothing tragic happened.
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  #316  
Old September 22nd, 2009, 01:53 PM

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

Ah, that sucks. I would have delayed the turn again for you, but I was a bit busy at the time unfortunately. Well, I didn't do anything particularly dangerous on your side of the map, so I doubt you suffered too much from the stale other than forging/rituals.

You will all be very happy to see the global I put up to replace the one trumanator took from me last turn, however.
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  #317  
Old September 22nd, 2009, 03:01 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

heh, its not like we're dealing with anything new, since you already had as many gems as the top two competitors combined just about.
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  #318  
Old September 22nd, 2009, 03:22 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Um, I doubt that very much. I have gem gens, but not nearly that many.
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Last edited by rdonj; September 22nd, 2009 at 03:33 PM..
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  #319  
Old September 22nd, 2009, 03:25 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Well you're the one with clams and stones...
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  #320  
Old September 22nd, 2009, 03:38 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

That's true. And I fully expect that, whether you do or not, alugra has enough clams and stones that my gem income was never double that of the next two nations. I doubt it is even now.
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