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  #1  
Old September 4th, 2009, 07:14 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Hmm. Well, I can't say I didn't expect the mindhunts to fail. I was obviously hoping they wouldn't though. Oh well, I'll heal those mindhunters back up eventually. I have to say, this turn does make me worry though. Everything I worried about you doing seems likely at this point. Which is of course to be expected as you are a much better player than I am. I am just hoping you haven't got anything planned that I haven't yet considered. A hope which I find to be rather feeble.

I am not quite sure what to think of this burden of time. On the one hand, my units are all capable of living absurdly long, so they are in no danger of dying in any way, shape or form. On the other hand, I took a pretty big income hit this turn. I did lose 4 200% taxed provinces and a province in my own territory though. I guess I'll wait a few turns and see.
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  #2  
Old September 4th, 2009, 08:01 PM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

What? Nothing? Just a few lousy mind hunts? You've got to be kidding me!
Why in the world would you try to mind hunt me anyway? All I've got are immortal death mages and astral mages, but now I assume you have the chalice.
At the very least I expected some magic duels.

Bah, losing provinces to skirmish attacks doesn't bother me at all, I've had an upkeep of 3/4 of my income the whole game, in fact, if I didn't attack Ogre my upkeep would be bigger than my income, not that it would matter since the only troops I ever recruited were in the first 10 turns of the game.

What exactly worries you about me? I really don't have much to work with here?
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  #3  
Old September 4th, 2009, 08:37 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

You have immortal resul al'zaman (what a mouthful) as well, and I was pretty sure that guy was out of your dominion. I figured it was as good a chance as any to try and kill it. Although come to think of it they do have astral on them don't they? D'oh. And I'm not kidding you, I was really unprepared for war that turn. I was expecting to have several more turns to prepare, that land grab thing was a complete fluke. What I planned to do was something completely different.

Also, there is no way I am teleport magic dueling with my slann. After seeing the technique used in noobs vs vets, I have come to the conclusion that doing so would be far too costly for me to justify. Send a 650 gold, 3s mage to magic duel someone and have a good chance of dying? I don't think so. Not yet anyway. I'll need to become slightly more desperate first.

I am worried about the numerous immortal SCs you have wandering around your territory and the fact that you have nature magic :P
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  #4  
Old September 5th, 2009, 11:30 AM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yap, they do have astral on them, but than again they are immortal so the magic duel wouldn't have worked either.
Why does me having nature magic worry you? It's not like I need it for tartarians.

The thing that worries me is your magic diversity, and all the cross paths and high magic levels that you have. You only lack death magic, and luckily you didn't take that on your pretender.
Oh, yes, and that level 9 summon of yours looks nice.

Well this should make for an interesting war, although I must warn you, I have no intention crossing over any time soon, so you'll have to meet me in my dominion if you wish to fight.
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  #5  
Old September 5th, 2009, 07:50 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Executor View Post
Yap, they do have astral on them, but than again they are immortal so the magic duel wouldn't have worked either.
Why does me having nature magic worry you? It's not like I need it for tartarians.

The thing that worries me is your magic diversity, and all the cross paths and high magic levels that you have. You only lack death magic, and luckily you didn't take that on your pretender.
Oh, yes, and that level 9 summon of yours looks nice.

Well this should make for an interesting war, although I must warn you, I have no intention crossing over any time soon, so you'll have to meet me in my dominion if you wish to fight.
I agree, it should make for an interesting war. Although perhaps more interesting for me than for you. It'll probably take me a while to come up with a really brilliant way to conduct this war. It is alright if you don't want to cross over. I am quite happy to bring the war to you.

I think you might be overestimating just how strong my mages are by just a little, but it is true, I can cast pretty much any spell in the game, with the correct caster and a large enough communion. At the moment I don't have so many of my best mages though, so really high paths are quite rare at the moment.

My death income is somewhat weak at the moment, but I have hopes that will improve as I fight with you.
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  #6  
Old September 6th, 2009, 02:53 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Damn you...
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  #7  
Old September 6th, 2009, 03:53 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Hmm, not much interesting happened this turn. Unless you are talking about my slann's escape from your angel, I have no idea what you're talking about. But you had to know there was no way I was just going to sit there with an 850 gold mage out in the open and not have some plan to keep it safe . Or are you just upset because I haven't done anything to you yet.
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  #8  
Old September 6th, 2009, 08:10 PM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Sigh, It was the first one... damn returning...
But can't say that I like the waiting either.

I'd love to try Stygia in a somewhat larger game, I think they would absolutely dominate such a game, well if indies are to be included anyway.
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  #9  
Old September 6th, 2009, 08:49 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Sorry about that executor. I am wracking my brain trying to come up with a way to speed this up that wouldn't just be a waste of gems/units. I'm not having any brilliant ideas. I can raid you maybe, but that's dangerous and really doesn't hurt you that much. Also you can just reclaim any provinces I take in one turn. So for now I will go with my current strategy, which I expect to have mixed success. Perhaps if I were a better player I could devise a more entertaining strategy. Your bad luck to be fighting me in particular, I am a very boring player to fight. Also, as I said before, I know better than to just let you kill an 850 gold cap only mage. Especially that one .

However, I have to say in the meantime I am very pleased with the province I took from nehekhara. Even if it had 30+ pd in it.



It could be interesting to have stygia in a larger game, although I am not quite sure how indies would help. I guess if there were more indy mages that would be useful. I can't imagine there are any indies you could recruit that would be better soldiers than nomad infantry though. I still think stygia is weaker than la ermor until late game... but when they get to late game, they are a very tough nut to crack. Recruitable liches are pretty neat though.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP

Last edited by rdonj; September 6th, 2009 at 08:57 PM..
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  #10  
Old September 6th, 2009, 10:44 PM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Lol, I only actually paid for about 10 or so of that PD. Luck 3 FTW?
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