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July 10th, 2008, 04:13 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: MP questions
Unless there are special victory conditions set, and sometimes even then, MP victory is usually by consent. Someone, or some group, becomes sufficiently dominant that no one feels like playing out the 20-30 turns it would take for them to conquer every province.
So, yes. If 2 or more players want to claim a joint victory and the rest of the players aren't willing to oppose them, they win.
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July 10th, 2008, 04:30 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: MP questions
NAP = "Non-Aggression Pact".
It's an agreement between two nations not to engage in any hostilities with one another, and for each to give the other party a specified warning period before initiating any hostile acts. The most common length is 3-turns. So if you and I agree to a 3-turn warning NAP, I need to give you 3 turns of warning before I invade.
There are also fixed length NAP's in which two nations agree not to launch any attacks for some number of turns, with no provisions beyond that. They're less common.
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July 10th, 2008, 04:44 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: MP questions
I use fixed length NAPs almost exclusively. Unlimited length treaties make for a really boring game, IMO.
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July 10th, 2008, 04:59 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: MP questions
you need to give your Wyrm Dominion strength 9 or 10 so it will have Awe, then it will obliterate most armies with ease.
Flavor text such as "...dragons fear..." is just flavor text. Underneath it all this is still a numbers game, so you need to learn them and know how to min/max.
On a side note, has anyone ever pitted a Wyrm and a Dragon to see who would really win?
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July 10th, 2008, 05:19 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: MP questions
Surely a wyrm would win. I always find dragons quite weak.
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July 10th, 2008, 05:44 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: MP questions
But if it's a green dragon..... 
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July 10th, 2008, 08:15 PM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: MP questions
Carrion Dragons are extremely powerful.
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July 10th, 2008, 08:17 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: MP questions
What do people prefer for pretender status?
Awake,Dormant,Imprisoned ?
I have always used Awake, but Dormant is tempting because of the extra build points.
Does anybody actually use Imprisoned?
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July 10th, 2008, 08:19 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: MP questions
Quote:
Omnirizon said:
you need to give your Wyrm Dominion strength 9 or 10 so it will have Awe, then it will obliterate most armies with ease.
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Now that's what I was looking for. Time to rework that pretender god. 
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July 10th, 2008, 08:28 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: MP questions
The decision about dormant or imprisoned depends on the nation and the strategy. If your initial army and recruitable troops are effective for expanding, and you believe that your recruitables can stave off a rush, dormant or imprisoned might be useful. How you use the extra design points is also dependent on your nation and strategy.
For example, you might use them to improve your scales if your recruitable troops are expensive in gold or resources, you might use them to get more paths on your pretender to make up for some that your recruitables lack, or you might use them to get a good bless for your sacred troops.
Whether to go dormant or imprisoned depends on when you expect your pretender to be most useful. If s/he has paths you will need for summons, searching, or forging relatively early on, go dormant. If the pretender itself is just a vehicle for a bless, or only needed for heavy end-game spellcasting, go imprisoned.
Disclaimer: I stink of newb, so take my thoughts with grains of salt.
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