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May 6th, 2009, 02:18 PM
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Second Lieutenant
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Join Date: Jan 2007
Posts: 411
Thanks: 69
Thanked 20 Times in 13 Posts
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Re: Wombat - LA team game. Game on.
Ok, I'll double check when I get home.
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May 6th, 2009, 04:09 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Wombat - LA team game. Game on.
Did you send the message in your turn 46 or your turn 47? Keep in mind that the message will be received on turn 47 or 48 respectively.
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May 6th, 2009, 08:08 PM
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Second Lieutenant
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Join Date: Jan 2007
Posts: 411
Thanks: 69
Thanked 20 Times in 13 Posts
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Re: Wombat - LA team game. Game on.
Ok, I checked turns 46-49 and no declarations of war (except for Jomon's).
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May 6th, 2009, 10:24 PM
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Sergeant
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Join Date: Dec 2007
Location: Staring through your window
Posts: 333
Thanks: 26
Thanked 4 Times in 4 Posts
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Re: Wombat - LA team game. Game on.
Quote:
Originally Posted by AdmiralZhao
Ok, I checked turns 46-49 and no declarations of war (except for Jomon's).
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Gah, I am quite sorry and it's completely my bad...I told Kortek that I had canceled the NAP. I was going to send you guys a message of the forums as well in case something like this happened but ended up deciding not to bother (clearly a poor choice).
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May 6th, 2009, 11:35 PM
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Sergeant
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Join Date: Dec 2007
Location: Staring through your window
Posts: 333
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Re: Wombat - LA team game. Game on.
Since we seem to be falling into world war and the game has reached turn 50, I would be willing to change the hosting interval to 72 hours if there is interest in that. If a couple people request the longer hosting in this thread, we'll go with it. Personally I'm still ok with 48
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May 7th, 2009, 12:01 AM
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Second Lieutenant
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Join Date: Jan 2007
Posts: 411
Thanks: 69
Thanked 20 Times in 13 Posts
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Re: Wombat - LA team game. Game on.
72 hours would be great for me.
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May 7th, 2009, 12:03 AM
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Sergeant
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Join Date: Dec 2007
Location: Staring through your window
Posts: 333
Thanks: 26
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Re: Wombat - LA team game. Game on.
Quote:
Originally Posted by AdmiralZhao
72 hours would be great for me.
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I figured it might be with an empire the size of yours...hosting interval changed to 72hrs.
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May 7th, 2009, 12:21 AM
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Corporal
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Join Date: Jan 2007
Posts: 111
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Thanked 1 Time in 1 Post
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Re: Wombat - LA team game. Game on.
I would like the turn length to be extended to 72 hours in general.
thanks,
cj
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May 8th, 2009, 12:57 AM
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Second Lieutenant
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Join Date: Jan 2007
Posts: 411
Thanks: 69
Thanked 20 Times in 13 Posts
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Re: Wombat - LA team game. Game on.
Wow, what horrid turn. Baalz, could you send me my Tome of High Power back? It belongs with Caelum, not with your invincible army of ice armored toads.
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May 11th, 2009, 11:55 AM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
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Thanked 662 Times in 142 Posts
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Re: Wombat - LA team game. Game on.
Quote:
Originally Posted by AdmiralZhao
Wow, what horrid turn. Baalz, could you send me my Tome of High Power back? It belongs with Caelum, not with your invincible army of ice armored toads.
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Man I love arssartuts. For some reason they always seem to be underestimated, but they're completely top of the line sacreds IMO, particularly when you consider their deployment mobility from being amphibious and sailing....plus partial darkvision along with mages who can cast darkness. If it's any consolation Gath is sharing the pain. Those guys just hit like a mac truck and don't go down.
Anyway, on to new business. I've been a bit surprised at the apparent lack of concern among most of the nations of the world at Caelum's amazing power concentration. Despite Atlantis' modest success at drawing some blood defending herself, overall Caelum is apparently the only nation not being ground down in the current fighting. For those of you who haven't figured it out yet, Caelum is using the ankh (and their ally) to transform many of their mages and priests into soulless. This has two benefits - 1) Their now undead priests can reanimate free longdead (you've no doubt noticed Caelum's army graph) 2) Their mages no longer have upkeep.
Just think about that for a moment. Caelum has nearly triple the size and income of the next largest nation *AND QUICKLY DISAPPEARING UPKEEP*. Now further realize that there is currently no significant offensive action against Caelum in the foreseeable future of the current fighting. By the time the current fighting resolves Caelum will have 5 times as much income as anyone else (after accounting for upkeep), 10 times as many mages, and 100 times as many troops.
This is not posturing, this is easily verifiable by just looking at the score graph. If the current fighting continues there is only one way this game will end, it's beyond doubt that everyone else is too evenly matched for a quick victory....it's going to be a long, drawn out war with lots of casualties on every side while Caelum's power grows exponentially. I propose an immediate ceasefire for everyone except Caelum and Pythium. Everyone is engaged in fighting now, and I expect there will be significant reluctance on every side to just leave borders where they are right now ("He just took that province!", "I've got an army about to attack!", "My stealth troops are just about to hamstring!", "He took out my ally...it's payback time!" "I just equipped a bunch of guys to teleport in") but realize that what I'm saying is the game is about to be effectively over and all that stuff doesn't matter unless you're willing to just say "screw it, I'm not playing for a win anymore". Realize there is no possible way other than "freeze everything as it is immediately" can be successfully negotiated by all. If your answer is "I'll stop fighting if I get..." then realize that your answer is really "no".
This is what Atlanis proposes, anyone else have a thought?
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