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  #171  
Old February 27th, 2007, 01:56 AM

GameExtremist GameExtremist is offline
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Default Re: The Quick and The Dead (Accelerated Start) [OP

Yeah I'm enjoying it too : )
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  #172  
Old February 27th, 2007, 05:59 AM

Rathar Rathar is offline
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Default Re: The Quick and The Dead (Accelerated Start) [OP

Very fun and fast paced beginning! I think its great how we can use our national spell casters to do our "thematic" stuff.

The only thing I lack is truly sufficient amounts of gems/slaves etc to fuel my theoretical capabilities.

A slight modifier to Ironhawk's concept for this game might be to include X amount of each gem type per player.?

I'm building lots of indy priests how 'bout you?!

Rathar
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  #173  
Old February 27th, 2007, 06:46 AM

calmon calmon is offline
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Default Re: The Quick and The Dead (Accelerated Start) [OP

This setup makes fun and i would try another one after finishing this.

I'm not sure playing with starting gems makes sense. It would help the nations with magic diversity very much (for example finding most of the sites very fast) and nation with only a few magic paths not as much.
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  #174  
Old February 27th, 2007, 12:39 PM
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FAJ FAJ is offline
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Default Re: The Quick and The Dead (Accelerated Start) [OP

Even when triple-teamed I am enjoying this game.

i would definitly like to do another one after this. Maybe middle aged?
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  #175  
Old February 27th, 2007, 01:08 PM

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Default Re: The Quick and The Dead (Accelerated Start) [OP

Yes, I like the concept, too. It's been a lot of fun so far.
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  #176  
Old February 27th, 2007, 03:45 PM

Ironhawk Ironhawk is offline
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Default Re: The Quick and The Dead (Accelerated Start) [OP

Quote:
Rathar said:
The only thing I lack is truly sufficient amounts of gems/slaves etc to fuel my theoretical capabilities.
Yeah I am finding this also. Its so odd, with 65 sites I thought that I would be swimming in magic sites. But my gem income is only average. Perhaps we should push it up to 70 (can you even go to 75?) in the next game.

Quote:
I'm building lots of indy priests how 'bout you?!
Hahahah yeah I just built my first temple in an indy province. The indy priests will be coming soon
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  #177  
Old February 27th, 2007, 04:13 PM

Rathar Rathar is offline
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Default Re: The Quick and The Dead (Accelerated Start) [OP

Yikes! Looks like I may be the first to go down..

Midgaard just boated in 585 troops to my capitol.! Anyone with artillery is greatly encouraged to test it out on region 146!!

Oh and his wyrm god is all alone underwater in 161.

Rathar
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  #178  
Old February 27th, 2007, 04:14 PM

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Default Re: The Quick and The Dead (Accelerated Start) [OP

I agree with calmon about the starting gem idea. It might unbalance things somewhat. But if bumping up the sites number doesnt fix it, it seems worth exploring the idea a little.

So, you can't directly mod gems into a player's starting treasury as far as I know. But, there are a couple of things you could do tho. The first thing that springs to mind would be to give each player one or more gem-generator items.

Another idea would to mod in a special magic site that produces.... say 1 gem of each type? And add that to each players capital.
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  #179  
Old February 27th, 2007, 06:14 PM
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Default Re: The Quick and The Dead (Accelerated Start) [OP

I like the relitivly low gem count. Puts more emphasis on building different troop types and using combinations of archers, infantry cavelry etc instead of all your strategy going into a handful of mages and their abilities.
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  #180  
Old February 27th, 2007, 07:08 PM
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Default Re: The Quick and The Dead (Accelerated Start) [OP

Ugh... How did Caelum make the comeback of the century? That army of mammoths and seraphs (or whatever) is ridiculous.
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