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  #381  
Old June 21st, 2008, 08:27 PM
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Default Re: Principles of Colonialism

Quote:
Twan said:
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.
Do these barbarians call themselves the Marverni or do they say that they are Ulmish?

If they say they are of Ulm, then I'm afraid that relations between MA Arcoscephale and MA Ulm will sour. If they sour, well, I hope to eventually get enough gems to empower a smith to D-1, whereupon your lands will be blighted constantly and excruciatingly.

More likely, though, we'll just wave our heavily-armored fist at you in a vaguely threatening manner. [img]/threads/images/Graemlins/icon47.gif[/img]
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  #382  
Old June 21st, 2008, 09:31 PM

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Default Re: Principles of Colonialism

To refresh memories this is from the original thread, 1st post, and will be followed.

Speed: 24 hours per host for the first 18 turns moving to 48 hours per host until around turn 70+ in which it moves to 72.

This speed was also used for the 1st Big Game, which I thought moved at a pretty good pace. Remember, this game will only break here and there for holidays, it will not break for individual personal issues of various players, who will have to find subs.

I am unaware of any major holidays after July 4th until Thanksgiving, except maybe Labor Day. But given the world wide participation in this game, I am open to suggestions and certainly will not make fun of any holiday suggestions-however obscure they may seem to us Americans.
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  #383  
Old June 22nd, 2008, 01:09 AM
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Default Re: Principles of Colonialism

The intrepid war reporters of LA Pythium have seen the mighty armies of Midguard attempt to wrest control of the besieged capitol of Hinnom from Lanka. It was a sad affair. So many dead skinchangers. Needless to say, Lanka remains in control of Hinnom.
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  #384  
Old June 22nd, 2008, 08:25 AM
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Default Re: Principles of Colonialism

For the respect of the Giants, small correction: Lanka's forces are besieging Hinom which did not say the last word, of that I'm sure.
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  #385  
Old June 22nd, 2008, 08:28 AM
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Default Re: Principles of Colonialism

Quote:
Darkwind said:
Do these barbarians call themselves the Marverni or do they say that they are Ulmish?
The mavernis that's it.

Their kind of druids were finally recognized having a developped spirit as they succeeded to mind burn several elephants.

The skulls of this variety of mavernis will be studied and exposed in the colonial museum of Arcocephale.
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  #386  
Old June 22nd, 2008, 02:03 PM
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Default Re: Principles of Colonialism

Ahh! I staled! Again! Because I forot to send in my turn! Again!

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  #387  
Old June 22nd, 2008, 05:38 PM
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Default DPWM!

Just thought I'd take this opportunity to remind you all: you're doomed.

Also, if we're going to 48 hr turns, can we turn quickhost back on? I doubt it'll matter with a stale by someone every turn anyway, but hey, it might.
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  #388  
Old June 22nd, 2008, 05:53 PM

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Default Re: Hinnom goes back to sleep

EA Abysia is now selling nature gems. Slightly scorched, 13 gold each.
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  #389  
Old June 22nd, 2008, 06:02 PM

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Default Re: Hinnom goes back to sleep

sure, when we go to 48 hours, i will turn quickhost back on.

But someone stales every turn, so i don't think quick host will trigger much.
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  #390  
Old June 22nd, 2008, 06:43 PM

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Default Re: Hinnom goes back to sleep

LA Agartha is buying gems of all kind. We can offer good price for big amounts of death, earth and fire gems!
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