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  #181  
Old April 24th, 2010, 11:22 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

Niefel Giants *are* worth it @ 150gp each, although Niefel Jarls eventually displace them completely.

I'm going to be out of town from tomorrow until Thurs of next week. I'll still be available but in limited capacity, so I'll need at least a few days after that to finish coordinating with my teammates.

Teammates: log onto the forum and pick nations! I'll take whatever is left, although hopefully it won't be Pangaea.
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  #182  
Old April 25th, 2010, 12:48 AM

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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

Yep, I agree completely Dr.P.

Dr. P: before you vanish, did you have any objection to making mountains real mountains, and adding lakes or the freshwater tag to provinces?

Adding lakes would help usurpers and agartha. Adding mountains would likewise help the slower nations, cutting down on the mobility of the faster ones.
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  #183  
Old April 25th, 2010, 02:33 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

I disagree with Ano about the possible utility of the merc, but it will remain to be seen how it functions in actual play (I would keep retention of services private and only list the menu of what is offered). Take something as simple as province information or scounting. There are times you may need fast/cheap/complete information on a given province that is located some distance from you. If pluncking down 5 or 10 gold can get you the information you need to make your decision without wasting gems (if you happen to have Astral access) it may be worth it.

The benefit of using the merc, is it enables your team to do things without taking risk/wasting gems/using your own troops/etc. For instance, you could be allied with team B but attack team B at the same time without team B knowing who ordered the attack. Why use risk your own troops against the AI or an enemy in some province when the merc can clear out the province for ya.
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  #184  
Old April 25th, 2010, 02:57 AM
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

Good to see the enthusiam.

I wouldn't really have any place to add any more sea provinces sufficently in a balanced way that would not obstruct the land game or inhibit the AI other than the possible exception of 4 provinces added to the N,S,E,W edges of the map near the center. Even there it is a bit obstructing but is limited at least. Currently the 5 sea provinces are each worth 1 VP. Wouldn't want to increase this due to the obvious bias.

Freshwater tag, I've got no problem with adding some of that. If DrP, Ano, and my replacement (if I get one) don't mind. Same holds true for border to mountain mask.

Currently 5 underground lake provinces. All surrounding provinces would be coastal, didn't count em, 10-20 or so, meaning recruitment of amphibious national units (for R'lyeh this would mean the recruitment of Hybrid Lord, Hybrid trooper, Hybrid Soldier, and Star Children) if a fort is built in any of them, plus the possibility of amphibious poptypes (indies) in those provinces.

If R'lyeh is used, their cap would be the sixth province, meaning all surrounding provinces would be coastal. If the cap is connected to the nearest corner lake, it means R'lyeh would also have the ability to move its aquatic only units to any other corner of the map (through the merc) thus giving it far greater range than any other nation and the potential to strike into the heart of an enemy camp. A rear/contributory position might be more suitable for them though, depends on what the captain wants to do.
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  #185  
Old April 25th, 2010, 03:09 AM
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

Ano, there's a slight issue with the Wyrm and the Manticore (not so much the manticore as Gandalf can handle the paths on that). Our rubric states that no pretender may take more than level 3 in any path not native to it. The Wyrm has no native paths. Thus strictly speaking the Wyrm would be limited to level 3 in all paths including death. If you read it wrong, you might think you could use it to bypass the primary path restrictions. I can either drop the Wyrm or adjust the wording to ensure there's no more than level 3 in any factions primary path.

I encourage anyone who's not yet signed up for the forums to make use of them. Again, not mandatory but probably helpful.
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  #186  
Old April 25th, 2010, 03:12 AM

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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

Quote:
Originally Posted by Septimius Severus View Post
If the cap is connected to the nearest corner lake, it means R'lyeh would also have the ability to move its aquatic only units to any other corner of the map (through the merc) thus giving it far greater range than any other nation and the potential to strike into the heart of an enemy camp.
Which could in fact be diplomatically disasterous. "R'lyeh can gang up on us at anytime, let's gang up on it!"
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  #187  
Old April 25th, 2010, 03:18 AM
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

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Originally Posted by AlgaeNymph View Post
Which could in fact be diplomatically disasterous. "R'lyeh can gang up on us at anytime, let's gang up on it!"
Heh, heh. The reason I am generally against connecting their cap. If they want to do so, they'll have to do so without their aquatic only units. Any team can choose to move through the merc in theory, but it will be quite expensive. Of course I can't dictate prices to Zegc. I just suggested some.
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Last edited by Septimius Severus; April 25th, 2010 at 03:25 AM..
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  #188  
Old April 25th, 2010, 03:21 AM

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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

I just want a big lake that can't be barged into easily. A water province surrounded by some water provinces. The troops're gonna be void things guarding mages anyway.
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  #189  
Old April 25th, 2010, 03:52 AM
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

Quote:
Originally Posted by AlgaeNymph View Post
I just want a big lake that can't be barged into easily. A water province surrounded by some water provinces. The troops're gonna be void things guarding mages anyway.
Well, not connecting your cap with any of the other water provinces, definately protects you. You wouldn't want the hired thugs with access to your cap. Fortifying all the provinces around your cap would be another way to go (giving you protection and more amphibious units to use). Your land teamates will shield you to some extent, especially if your in the rear. Though it means putting you, the more experienced player in the rear.

R'lyeh (if used) is really meant to be a fish out of water so to speak on this map. You'll have some vulnerability yes (your greatest threat may come from the death team) , but I don't want you to be surrounded by other water provinces either for space/obstruction reasons. Don't want ya totally untouchable.
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Last edited by Septimius Severus; April 25th, 2010 at 04:01 AM..
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  #190  
Old April 25th, 2010, 05:07 AM
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Default Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.

I've asked the captains and potential captains to handle as much of their position jockeying, balance leveling, competition wrangling and so forth as they can via PMs in consultation with me. Such things don't really concern me and many newbie players don't care. I just enjoy playing and want to try out these role playing themes and concentrate on having fun. While keeping as many of my goals intact as possible. Fostering of team identity and team spirit is what I am interested in. Nice to see people getting into character.

I wonder if I can find a captain for the Children of Crom to replace me. Ashdod, Agartha, Ulm, Marginon. Probably not a bad combo.
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Be harmonious, enrich the soldiers, and scorn all other men.
-Emperor Septimius Severus, to his sons shortly before his death, quoted in Dio Cassius (77.15.2).

Last edited by Septimius Severus; April 25th, 2010 at 05:16 AM..
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