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  #101  
Old July 5th, 2010, 06:31 AM

LoloMo LoloMo is offline
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Default Re: ThreeFort - Experimental game - Running

My pretender died a while back too. Took about 5 turns to call him back. I thought Umbrals plus darkness would be quite nasty under these settings since you can have a whole army of them quite early.
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  #102  
Old July 5th, 2010, 06:53 AM

NooBliss NooBliss is offline
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Default Re: ThreeFort - Experimental game - Running

Well, it's not exactly easy. I had no astral, no death and no water income - bad luck with gem sites. With just 2 death gems per turn from my pretender I couldnt really afford a big army of Umbrals. Not until Bandar Log sacreds, summons and massive communion would make a handful of Umbrals obsolete. So I rushed and failed.
Oh, and my luck dominion yielded me some water gems twice and generated two 'master thief stole your magic gems' events. So you can do the math, how long would it take me to summon a whole army of Umbrals.
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  #103  
Old July 6th, 2010, 12:34 AM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Running

NooBliss, thanks for playing. You are certainly correct that these rules change things: you can almost skip over your opening strategies and go right to your mid-game, realizing of course that your opponent can do the same.

I tried to make sure each nation would have a decent supply of gems in its main paths by doubling cap gem income but in a case like Agartha's, where you have a strong strategy in a path in which you have no native income, it is up to luck whether you'll have a chance to implement it. Though I think your chances are better than in a normal game where you'd first need to find the gems to search in that path (or search manually).

I'm not sure what happened with your disappearing units. I vaguely recall reading about this happening but I thought maybe it was in larger games with many units?
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  #104  
Old July 6th, 2010, 12:38 AM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Running

Quote:
Originally Posted by LoloMo View Post
Oh my! Eater of the Dead is Scary! Mictlan slaves will make good munching, he'll grow quite fast!
He's really been enjoying the Eagle Warriors. They make for a delicious and healthy snack.

Quote:
Originally Posted by LoloMo View Post
BTW, I'll be out of the country July 7-9, wed to Friday. I'll send in this turn in time, and will try to get the next turn in before I leave if I can, but after that I may need a 48 hour extension. Thanks!
No problem; I'll keep an eye on hosting and postpone as needed.
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  #105  
Old July 7th, 2010, 06:41 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Running

I postponed hosting for the current turn by several days to make sure LoloMo has time to complete his turn.
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  #106  
Old July 9th, 2010, 03:13 PM

LoloMo LoloMo is offline
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Default Re: ThreeFort - Experimental game - Running

I'm back and turn has been sent! Thanks for waiting for me
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  #107  
Old July 9th, 2010, 07:00 PM
Squirrelloid Squirrelloid is offline
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Default Re: ThreeFort - Experimental game - Running

I see I am to be the next victim of the Caelian armada. Very well, bring cake, I'll provide the party favors.

On the gem income: Agartha got a really weird distribution of gem sites. Admittedly, heavily skewed towards a couple types, which should actually be an advantage. (I think he was only getting 3 types of gems from sites... !!!)
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  #108  
Old July 11th, 2010, 11:00 PM

LoloMo LoloMo is offline
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Default Re: ThreeFort - Experimental game - Running

Well, the mind hunts might have something to do with it. How's Mr S4?
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  #109  
Old July 11th, 2010, 11:44 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Running

Mind hunt is a powerful tool, of course, but has a real risk in this game since unless your pretender has healing abilities (or maybe some heroes?) there's no way to cure feeblemindedness (i.e. Chalice, GoH, even faery queens).

Regarding gem distribution, Agartha's seems very unusual. I ran several tests looking for sites that I needed to add to the banned list and didn't have any results with so few types of gems. My experience in this game is the exact opposite: an even spread of gem types and incredible uniformity in gem income per province.

In other news, Eriu is pleased to announce that we've regained control of almost all our provinces. Sure, the unrest is sky high and our income is 50 gold/turn, but you can't have everything.
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  #110  
Old July 12th, 2010, 12:47 AM
Squirrelloid Squirrelloid is offline
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Default Re: ThreeFort - Experimental game - Running

Thanks for killing my feebleminded S4. Oh, and thanks for the bottles and the high seraph, i'm sure i'll find a use for them...
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