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  #521  
Old December 14th, 2005, 07:22 PM
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Default Re: Turn 21

Quote:
Huntsman said:
Quote:
Ygorl said:
Something I just realized... We'll need to know where the capitals of the different nations are, if we're to avoid invading the lands adjacent to them.

Already been done on multiple occasions. Just offer it back with profuse apologies.
Especially if you just killed the other Wyrm who was finally going to clear out those pesky knights.
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  #522  
Old December 14th, 2005, 08:49 PM
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Default Re: Turn 21

[edit] accidentally posted yarnspinners story in this thread...oops! I'm only in 2 games and can't keep them straight...moved...
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  #523  
Old December 15th, 2005, 01:56 PM
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Default Re: Turn 21

Quote:
Cainehill said:
Quote:
Huntsman said:
Quote:
Ygorl said:
Something I just realized... We'll need to know where the capitals of the different nations are, if we're to avoid invading the lands adjacent to them.

Already been done on multiple occasions. Just offer it back with profuse apologies.
Especially if you just killed the other Wyrm who was finally going to clear out those pesky knights.
Sounds interesting! Stories! Please! Your military advisors can always censor the important stuff.
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  #524  
Old December 15th, 2005, 05:20 PM

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Default Re: Turn 21

Quote:
Ygorl said:
Something I just realized... We'll need to know where the capitals of the different nations are, if we're to avoid invading the lands adjacent to them.
The capitols are fixed, so you definitely should know where they all are. The province numbers are listed in the modified COW map file and is therefore public knowledge. Ignorance is no excuse for violating Prop 14!

On a side note, I have scouted all capitols with my harpies and am offering an Excel spreadsheet containing the starting location of all nations for 31 gold plus 1 gem to anyone interested.
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  #525  
Old December 15th, 2005, 07:45 PM
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Default Re: Turn 21

Props to Ronan for defending the Safe Territories Amendment despite voting against it. Long live wyrmocracy!
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  #526  
Old December 15th, 2005, 08:07 PM
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Default Re: Turn 21

Good point. I was worried about being stuck unable to attack a province that bordered on a crowned province without knowing whether or not it was a capital. Your solution works beautifully, however (it's not important to know which nation's capital a province is, only that it is *some* nation's capital - a subtlety that had escaped me when I posted my request). Thanks for helping out this old and unimaginative wyrm!
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  #527  
Old December 15th, 2005, 08:37 PM
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Default Re: Turn 21

I can offer the same deal as panther
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  #528  
Old December 15th, 2005, 09:07 PM
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Default Re: Turn 21

Quote:
The Panther said:
Quote:
Ygorl said:
Something I just realized... We'll need to know where the capitals of the different nations are, if we're to avoid invading the lands adjacent to them.
The capitols are fixed, so you definitely should know where they all are. The province numbers are listed in the modified COW map file and is therefore public knowledge. Ignorance is no excuse for violating Prop 14!

Is the modified map file posted anywhere? Since if it isn't, the players can't see it as only the host has the modified file.
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  #529  
Old December 15th, 2005, 09:43 PM

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Default Capitols

I posted the map file on this thread somewhen. Of course, I would not be able to find it anymore after 36 pages...

Anyway, here is a list of the capitol provinces:
10
28
32
47
89
97
104
128
147
160
171
185
202
210
260
261
263
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  #530  
Old December 15th, 2005, 09:59 PM
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Default Re: Capitols

My turn is in... forgot to send yesterday and I couldn't get away from work. I shudder to think what would happen if I installed it there...
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