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  #371  
Old June 21st, 2008, 06:43 AM
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Lingchih Lingchih is offline
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Default Re: Hinnom goes back to sleep

Quote:
Because they did the right thing and ganged up on me, which is how you defeat a trampling nation.
Yes, a gang-bang with Lanka and Kailasa is certainly a thing to be feared. I was about to attack you as well, but they left me no room to attack.

Hint: Those big nasty sacred Giants... you know, the ones that eat people. They are your friends. Make lots of them.
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  #372  
Old June 21st, 2008, 08:20 AM
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Default Re: Hinnom goes back to sleep

Interesting...if the Hinnom could hold out in the capital, could the giants eat enough of the population to cause the sieging armies to starve?

Also, do those Hinnom giants eat any leader in a province ie...leaders of the armies sieging them? Would make sieges of the Hinnom rather interesting...
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  #373  
Old June 21st, 2008, 08:43 AM

AlgaeNymph AlgaeNymph is offline
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Default Re: Hinnom goes back to sleep

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Lingchih said:
Hint: Those big nasty sacred Giants... you know, the ones that eat people. They are your friends. Make lots of them.
The units or the commanders?
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  #374  
Old June 21st, 2008, 12:34 PM
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Default Re: Hinnom goes back to sleep

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Lingchih said:
Hint: Those big nasty sacred Giants... you know, the ones that eat people. They are your friends. Make lots of them.
I did two test games with Hinnom in SP. The first game, I had a heavy dual bless and expanded exponentially, it was crazy (really awful research). The second game, I dropped the bless to get really awesome scales, and expanded with chariots - at a rate similar to what I got with giants. So the interesting part is that the sacreds are VERY thuggable, but if you want to shoot for Blood Summons as early as possible, the chariots are the way to go. People expand and conquer quite well with ele/mammoths, the chariots are far superior.
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  #375  
Old June 21st, 2008, 01:09 PM

Xietor Xietor is offline
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Default Re: Hinnom goes back to sleep

I think the danger of playing a race that eats the population of other races is you can be certain that most wars will be uphill affairs(i.e. you will be outnumbered).

Thank you for playing Wokeye. You took over in a dicey situation, for which i apologize for unknowingly getting you involved in. I am sure you gave a good account of yourself. Lolomo is quite good with those mammoth rushes and you are not the first, and will not be the last to fall victim to one.
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  #376  
Old June 21st, 2008, 03:47 PM
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Default Principles of Colonialism

Quietly travelling in the forests, trampling barbarians and deer tribes the armies of ME Arcocephale have made a strange discovery : a fortified city looking like it may be the center of a foreign civilization.

Long debates have opposed astrologers and priestesses about the nature of the strange red haired people inhabiting the city, and why they didn't even bothered to attack the poorly defended provinces owned by deer and lion tribes in the immediate neighbourhood of their capitol.

Some advanced it could have been a civilization so advanced they even concluded non agression pacts with tribesmen. Others considered these red haired guys should be barbarian themselves to coexist peacefully with deer and lion tribes.

As the only reaction of the strange people to the arrival of a dozen of elephants in the neighbourhood of their capitol was to send a big army of quasi naked guys leaded by what looked like their shamans to defend it, the final conclusion was they should be some kind of savage tribe themselves, the duty of Arcocephale being of course to free them from the rule of their primitive customs and allow them to discover the joys of art, philosophy, extermination of primitives and sex between young men.

It was finally good news as the peaceful people of Arcocephale were blocked by non agression pacts with their speaking neighbours in all other directions.
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  #377  
Old June 21st, 2008, 06:30 PM

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Default Re: Principles of Colonialism

After this weekend the hosting schedule will move to 48 hours. I am sure that is welcome news for some.

There will also most likely be a break over the 4th of July weekend, with at least the 4th, 5th and 6th of July included, and quite possibly the 3rd of July as well(Thursday)which will be a travel day.

From July 2-July 9 I will be off on a well-earned(cough) vacation. During that time Llamabeast has graciously agreed to run things.

To my enemies here and in Fallacy, do not celebrate overmuch, as I will have a capable sub, Tuidjy, though he knows it not. Hopefully he will not start too many wars while I am gone.
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  #378  
Old June 21st, 2008, 06:36 PM

Zeldor Zeldor is offline
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Default Re: Principles of Colonialism

That's indeed sad news. I hoped for at least 10-15 turns of 24h hosting. Why so big rush to make it 48, still in early game?
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  #379  
Old June 21st, 2008, 07:14 PM

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Default Re: Principles of Colonialism

10 or 15 turns? lol Zeldor. Look at what turn the game is on.

When the game goes to a 48 hour hosting time it will be right on schedule, as set forth in the 1st post of the original game thread.

Obviously your turns do not require enough thought, or contemplation. I suggest a war or two to remedy thy boredom.
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  #380  
Old June 21st, 2008, 07:20 PM

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Default Re: Principles of Colonialism

I didn't see anyone complaining about 24h. 95% games I have seen switch to 48h around turn 25-30. Some do it around 20 which makes uprisings among players.

And hmm... war... hmm... I have to think about that idea
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