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  #1  
Old December 3rd, 2009, 08:13 PM
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LupusFatalis LupusFatalis is offline
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Default Re: Overlords - Game Thread. (playing)

I do not think my victory is guaranteed and I would like to play to completion. If for some reason that is not the view of everyone else and you are all not enjoying yourselves as much as I am. Then I would have no option but to accept such a concession. As I stated though, I am much further from victory than my current number of castles would imply.

And sure, if everyone from now until the end of the game were to stale, I'd have to beat pd and computer scripted mages after besieging and storming two 1000+ defense forts. Last I checked that's take something on the magnitude of 10+ gate cleavers, or 20+ wall shakers--to my great chagrin, I cannot seem to find these alleged sieging supplies. Or were those also being sent my way by my opponents under this nonsensical hypothetical situation? Hell, over such an 'unbiased metric' we might as well call all the games after the first turn--no one else's actions matter.

Dare I say Eriu is simply trying to draw attention away from the fact his own success long enough to bring his plans to fruition?
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  #2  
Old December 4th, 2009, 04:58 PM
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Default Re: Overlords - Game Thread. (playing)

Sure, then there are a bunch of people close to victory. And it also does make stopping people a bit more difficult. That is to say in my position I'd need to take any two of three rather than a specific one plus either of the others. Which adds some options. Suffice to say, I've no intention to actually start a siege of partake in any action gaining me a victory point within the next 8 turns, stale or otherwise. The Vanir have other plans, your childish races toward capital control do not concern us.
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  #3  
Old December 4th, 2009, 08:16 PM

namad namad is offline
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Default Re: Overlords - Game Thread. (playing)

wait? so province 100 does not count as an overlord fort?

then everything i've said so far has been totally false, heh...
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  #4  
Old December 4th, 2009, 08:21 PM

rdonj rdonj is offline
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Default Re: Overlords - Game Thread. (playing)

It counts if it has one of those big, huge defense forts on it. My notes imply that 100 DOES count.

Edit: However, that VP province list I gave you earlier says that it does not count. I would have to check the map to be sure.

Having done so, I can now confirm that 100 does indeed count and that I somehow missed it when adding in the VPs. Does this mean I'm at fault for all the wrong and misplaced VP markers? I sure hope not....
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Last edited by rdonj; December 4th, 2009 at 08:35 PM..
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  #5  
Old December 4th, 2009, 09:11 PM

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Default Re: Overlords - Game Thread. (playing)

so... anyone wanna make me some antimagic amulets or stone spheres at a reasonable price? anyone who already talked about it with me i'm still willing to deal with... it's just that they stopped replying to me before I got any of either
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  #6  
Old December 4th, 2009, 10:15 PM
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Default Re: Overlords - Game Thread. (playing)

for tc, province 100, 102, and 140 count.

I'm not going to list everyone in the game, but if you start a game of overlords with all human players you'll easily find out on your own.
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  #7  
Old December 5th, 2009, 09:26 AM
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Default Re: Overlords - Game Thread. (playing)

If there is another such game (and I hope there is) I think the map needs to be a wrap around. And personally I would ban Water nations too. They are too seperate and make balancing difficult.

I am not critical of how this was set up however. No one really knew how it would all turn out - or at least they didn't say And anyone who goes to all the effort of thinking up the rules, designing and making the map placements and running the game deserves respect. So well done Rdonj

But the initial plan was to have a sort of grid of Overlords and Normals surrounding them and I think in hindsight this would have been best. i.e. so while each Overlord is surrounded by normals and could be ganged up on each normal was to have two Overlord neighbours meaning going all 'one way' would be tough. That requires a wrap around map.

Instead we had most of the normals with only one overlord neighbour. And in TCs case this was extreme as most of the normals other neighbour was the natural barrier the sea. Baalz could have come out early and normals could have gone in after him. But early on the sea was basically acting as a map edge. So TC faced 6 normals - only one of which had a real border with another Overlord (Pan) and most had few even normal neighbours.

After seeing his terrible strategic position I changed my plan from toadying up to one or more Overlords to trying to organise a gang up on him. Not very successfully I might add I suspect that had all 6 of us attacked reasonably early then TC would have not been strong enough to resist. I don't think any of the other Overlords were in such a perilous starting position.

But had the map been a wrap around with all of us having a second (none water) Overlord the diplomatic position would have been very different.

Re the problem of the Overlords in the mid/late game. Please remember it is a problem now not early on. The Overlords could easily crush a normal without the restrictions on normals capitals early on and no dominion attacks.

So any fix should address the mid/late game issue not boost Overlord attack options earlier. So I don't like the prophet idea as it hardly solves Baalz's troubles now but would make an Overlord much tougher to resist earlier on.

You could for example allow an attack outside of dominion per Capital held by an Overlord. So he starts with one but can get more. Or simply add an extra attack every year or 18 turns. If you are worried about cheating you could have each Overlord post which areas he had attacked beyond his dominion without his Pretender - after the turn has progressed - so players can check if they were attacked legally or not. It gives all players some intelligence on where each Overlord is focusing but I don't see that as a big problem.

A restriction could have been placed on normals dominion (max 6? 7? 8?) so that the Overlords could have dom pushed more easily and made defence against that harder for the normals. That would help give Overlords more legal attack options.

I think packing the bonus gem sites in the Overlords forts would have been better than spreading them out as was done. It does make the Overlords core lands very inviting if they are looking in any way vulnerable. The actual forts are hard to take out - you can't just grab one, put up your dominion and enjoy the gem income - as you can with this set up.

Although the Overlords picked their own nations I think some are possibly more Capital focused than others. You could possibly get around this by making all an Overlords starting forts Capitals - i.e. give them the special sites of the Capital so they can build the capital only units/commanders. For variety you could have given other capital sites. e.g given TC his own Capital and the EA Capital in one fort and the LA Capital in another. Giving a wider variety of units/leaders and keeping them 'special' longer. As it has turned out there seems to have been little Overlord v Overlord fighting (that I can see anyway) after Dr P failed to decapitate Atul early on. But with the Gatestones an early take out of an Overlord Capital was very possible. A sieged capital can produce no units or mages which is very serious for some nations even if they have secondary forts. It was certainly my plan to get one of us to besiege TCs capital and stop his flow of good mages if we had been able to attack him early enough.
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  #8  
Old December 5th, 2009, 04:12 PM

rdonj rdonj is offline
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Default Re: Overlords - Game Thread. (playing)

I wasn't the only one who had a hand in designing the game. Remember I put out that game concept thread for advice, and I got a lot of help from QM, namad, and I think atul and some others on IRC. My initial version was much more complicated and problematic than the one you guys are playing.

My initial map concept was indeed a grid with overlords lined up and normals on all sides. Unfortunately I couldn't do that with the map you guys are playing on in any way shape or form, as it was hard even finding proper space to put overlords in. TC did have a pretty bad position, I feel bad about man's though, that island above TC could not have been an exciting place to live. In retrospect I should have at least given that island another land connection, hopefully one that did not head straight to TC territories.

Thanks for all your suggestions, I will keep these for later.


Quote:
I think packing the bonus gem sites in the Overlords forts would have been better than spreading them out as was done. It does make the Overlords core lands very inviting if they are looking in any way vulnerable. The actual forts are hard to take out - you can't just grab one, put up your dominion and enjoy the gem income - as you can with this set up.
I actually like having the Overlords gem incomes vulnerable, although not quite that vulnerable. If there's no reason to take an overlord's lands unless you're taking a fort, that really lowers a lot of the incentive of attacking one. I may consider adding some sort of rule to allow overlords to protect their starting territories more easily, but I don't think I'll be hiding gem incomes from raiding.
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Last edited by rdonj; December 5th, 2009 at 04:25 PM..
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  #9  
Old December 6th, 2009, 07:55 PM

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Default Re: Overlords - Game Thread. (playing)

The pretender god, Lingchih has been punished by the great and powerful Emperor Maximillion of Ermor and cast down. Let this be a message to all ye neighbors of Ashdod's lands--strike now and claim what you wish from the giants, for the giants can retaliate but weakly with their god displaced. Know you this, Ashdod, once Machaka's forces have been removed from the Empire, so too shall yours which so wrongfully attacked our outskirts known by the locals as "Bandar Log".
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  #10  
Old December 6th, 2009, 09:48 PM
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Default Re: Overlords - Game Thread. (playing)

Then the prophecy has begun, Ashdod has tripped over their own overconfidence. Now their neighbors need but to lay aside their quibbles and strike out against the tyrant! For destiny sees fit to unleash its wrathful vengeance on those who strive to rise beyond their worth.
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