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  #1  
Old August 6th, 2007, 01:23 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Team 3: The Western Empire
Baalz - Ulm
Thrawn - Marignon
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  #2  
Old August 6th, 2007, 01:45 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Dangit, I wanted the Magenta starts. Ah well.

Within teams you can switch your two start locations, if you wish, I just handed them out in alphabetical order. I just switched ours to give me more forest and him more resources.

Start location assignments:
(Team I - Western / Red) This wasn't randomly assigned obviously they have to be in the water.
Micah - R'lyeh - Southern Red / 57
Shovah32 - Oceania - Northern Red / 146
(Team II - Northern / Cyan)
Folket - Pangaea - Eastern Cyan / 200
Tromper - Pythium - Western Cyan / 190
(Team III - Eastern / Magenta)
Baalz - Ulm - Southern Magenta / 94
Thawn - Marignon - Northern Magenta / 144
(Team IV - Southern / Green)
Burnsaber - Abyssia - Eastern Green / 38
TNDP - Machaka - Western Green / 31
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Old August 6th, 2007, 04:08 PM

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Default Re: Allegiances (Team Game, Experimental - Recruit

Are we allowed to attack independents during the first 12 turns? Are we sitting in our start province for 12 turns or do we have more provinces?

Are sites, independents default?
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Old August 6th, 2007, 04:13 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Folket, you can TOTALLY expand and attack independents. The 12 turn thing just applies to other player nations.

I'll post the game settings info at the top. But, yeah, it's going to be all default, and no graphs.
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Old August 6th, 2007, 04:29 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

I assume renaming will be allowed ?
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