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  #321  
Old May 9th, 2011, 10:02 PM

LoloMo LoloMo is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

AC was up, so maybe he decided to stop forging for fear of getting attacked by horrors.
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  #322  
Old May 9th, 2011, 10:36 PM
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Aethyr Aethyr is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Quote:
Originally Posted by Dimaz View Post
In fact he clearly *received* at least 3 rune smashers (probably from Ermor). Just to make your remark more comlete, I don't argue that the situation with hammers and gems was pretty interesting.
Dunno about the lack of items, but he received the rune smashers from me (shinu) waaaay back before the inital assault on Jotun began.

I can't add much to what Hoplo has said, there were wheels within wheels, but IMHO any possibility of withstanding Ermor went out the window due to the global defense Ex put up--I was just brutaized by it.

I'm fine with whatever folks decide.
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  #323  
Old May 10th, 2011, 02:05 AM

Dimaz Dimaz is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Rlyeh had E3 mage so probably he forged the hammers himself. The question is, where all the other gems went. Anyway I vote for finishing too.
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  #324  
Old May 10th, 2011, 04:40 AM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

ok friends. It seems like the decision has fallen to cede the game to Ermor.

Indeed it seems I got lucky in the sense the Jotun globals backfired on him strategically and actually bought me precious time to solidify my position.

It was a strange game for me all along. I am not used to being in leading position and this is by design. I hate to have the target marked all over me but in this game it sort of happened and I wasn't able to stay back. Like Pythium's attack on me and my consequent conquest of most of his lands. I had to fight him back, though had been up to me I'd have stayed smaller.

I have enjoyed the extensive diplomatic action. As Ahethyr said, plots within plots, and I was aware of the fact that probably all my allies were just waiting for the right moment to back-stab me so I was anxiously waiting for that each an every turn until BoT & AC came up and I could relax some.

All in all, fun game (regardless of the way it ended) with awesome players.
Thank you so much all. It was great having you on board!
Thank you Calahan for raising the flag early and saving us all precious time.

BTW, I would like to arrange a sequel game. I'm now short on time. Later today I will lay out the details here and invite all of you who wish to do so to join it.

BTWX2 what a mystery with R'lyeh (missing, non-existent?) items.
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  #325  
Old May 10th, 2011, 06:08 AM

Calahan Calahan is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Quote:
Originally Posted by WraithLord View Post
BTWX2 what a mystery with R'lyeh (missing, non-existent?) items.
Ask llama if he'll zip and send you the turn archives from the llamaserver. As that'll give the answer.
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  #326  
Old May 10th, 2011, 02:39 PM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Good idea but the prospect of sifting through all of his turns is not how I'd rather spend the next two hours
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  #327  
Old May 10th, 2011, 04:15 PM
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Default Re: GotM: Gardens of the Moon, Game Over: WL wins.

I would like to do a sequel but before I open a dedicated thread for it I'd like to present it here to get some ideas and to make sure the players of this game can be first to join.

The sequel will be named Deadhouse Gates - DHG.
Settings should be similar to this game with some differences (in Bold)
Victory condition: 50-60% of # players (15) capital VPs. Each capital is considered to be one VP. Capitals will be marked.
Nations: All MA+ENP1 nations.
Mods: CBM 1.84


Same as GotM:
Map: According to players number/wish/vote.
Hosting Pace: First 15 turns every 24h, turns 15-30 48h, turn 30-45 72h, turn 45-60 96h, turn > 61 120h.
Hosting is planned for busy ppl!
Disallowed exploits: copying Bogus' orders and overfilling enemy lab to prevent his own forge.
Killing own mages under Ankh or LaD to gain freebe mages and troops.
It's ok in a battle but it's not ok to set it up on purpose (whoever likes to do it knows what I'm talking about)
Probing armies with scouts/commanders must be done in such a way so as not to block movement.
Hosted on llamaserver.
Diplomacy allowed.
NAP's are not considered binding.
(I for one have no intention of breaking my NAPs but every player is free to act as he will in this regard)
Graphs: on
HoF: 15
Indies: 9
Map: ???
# of players: ???
Research: Normal
Magic sites: Normal

Please reply here or PM me if you wish to join or alter the settings.
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  #328  
Old May 11th, 2011, 12:21 AM

LoloMo LoloMo is offline
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Default Re: GotM: Gardens of the Moon, Game Over: WL wins.

I'm in! But what's ENP1?
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  #329  
Old May 11th, 2011, 12:30 AM

BlanketThief BlanketThief is offline
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Default Re: GotM: Gardens of the Moon, Game Over: WL wins.

Expanded Nations Pack 1, it's the warhammer nations one.
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  #330  
Old May 11th, 2011, 01:39 AM

LoloMo LoloMo is offline
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Default Re: GotM: Gardens of the Moon, Game Over: WL wins.

I would like to reserve tomb kings then please :-)
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