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Old March 13th, 2005, 06:09 PM

msew msew is offline
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Default Re: Team Game Starting

Quote:
Truper said:
The desire to not have feeding nations comes from the idea that playing one isn't much fun. How much fun were you having buying a mage and sending gold to Vanheim? And yet there's no denying that it was an excellent strategy under the conditions.

Probably as much fun as I would have if I was playing the vans.

It is a TEAM game. The TEAM winning is that matters.

My nation (Ulm BF) was SLOW starter and end game ungodly powerful (given the game settings).

I am more than willing to spend time setting up blood economy and letting my allies take out the indies and shelter me from attacks.



Also I guess people's definition of "feeder nation" is a bit flawed.

A feeder nation would be one who's ONLY job was to feed other nations and have no purpose in the game except that.

For our strategy it was:


Vans: does no research, just makes troops
Ulm BF: only does blood research and alcheminizes
Arco: item construction, site searching spells, global spells, remote attack spells


Vans: early strong, middle semi strong, end weak
Ulm BF: early weak, middle semi strong, end ungodly
Arco: early medium weak, middle semi strong, end strong



Quote:
Truper said:
I don't know if having a wrap-around map is a sufficient preventative measure, especially if it were larger than the one we were using. You tell me. If we used a wrap around map, would your team dare to use a similar strategy?

Let's play again and you can see what strategy we will employ!


If the Ulm BF can be protected (either by his allies or by him not buying a blood mage every round), he is going to be a force to deal with.
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