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  #61  
Old April 8th, 2008, 02:51 PM
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Default Re: Turn 13

Quote:
Psycho said:
Those are all nice ideas, but I have practically no research and they are one step from my capitol and access to air and death
Bah, Neifel Jarls don't have much Air usually. Just imagine if you came across giants with a 3-4 Air a piece, where would you be then?

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  #62  
Old April 8th, 2008, 03:17 PM

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Default Re: Turn 13

No, I meant I have access to air and death. I ate a couple of words up there
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  #63  
Old April 9th, 2008, 05:50 PM

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Default Re: Turn 13

Why are we on 48 hours schedule? Isn't it a bit early in the game for that?
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  #64  
Old April 9th, 2008, 07:22 PM

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Default Re: Turn 13

Moderation requested a 48 hour turn for a week due to illness and there was no objections.
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  #65  
Old April 9th, 2008, 07:46 PM

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Default Re: Turn 13

OK. I wasn't aware of that.
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  #66  
Old April 14th, 2008, 09:48 AM
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Default Re: Turn 13

Does anyone else think it is time to revert back to 24 hour turns?
I am not being pushy and am happy to go with the consensus opinion.
Just thought I would bring it up.
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  #67  
Old April 14th, 2008, 11:48 AM
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Default Re: Turn 13

Thought I would post a link to this discussion that is now taking place
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
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  #68  
Old April 15th, 2008, 09:43 AM

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Default Re: Turn 13

Sending a message to moderation to see if we can get this back to 24 hours. I'm sure we'd all like to get this game going again, 48 hours at this stage is really sapping my interest in the game.
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  #69  
Old April 16th, 2008, 01:20 AM
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Default Re: Turn 13

I am still feeling ill. I would appreciate it if we can stay on the 48 hour timer for the next few turns. I would like to see how things go and perhaps find a sub or set the game to AI after that. I am undecided on whether I should continue spending energy playing a game I feel has mostly gone sour due to the level of difficulty I have had dealing with zenphos who either does not understand what a NAP is, or feels that it is acceptable to slip out of one with vague wording whenever he feels it is convenient.

Anyway, since zenphos has presented his side of the story in the above link, featuring "the worthy and honourable Arcoscephale", and the "the bloodthirsty virgin slaughterer Mictlan", I feel compelled to present my side of the story here since the thread he started has been presented in a one sided manner and has gone off topic.

It began with a trade negotiation for owl quills that I opened with zenphos early on. Afterwards, I him on the border, and offer him I what I understand is a standard 3 turn NAP that most players seem to use. Note that at this point, he does not understand what a NAP is, so I go to the trouble of posting a question on the forums and sending him the link and explaining it.

zenphos replies with this message:

"At this point I find myself able to commit to a 2 turn NAP.
This is the same NAP I have organised with other nations.
Which means 2 turn warning before any sort of aggresive behaviour or subversion.
Basically scouts are fine but no one else.
Looks like things are quieting down so can install my wizards back into their labs and start thinking about owl quills and other goodies."

We have already exchanged quite a few messages at this point and I think we have an understanding, so I take this as done deal. Particularly the sentence "At this point I find myself able to commit to a 2 turn NAP." Little do I know that he will later turn around and say that we have no agreement and that he believes I am massing on his border to take his owl quills "by force", as if it would be a simple matter to march into his capital, lay siege to it and demand that he forge them for me then. Later on, he will claim that I am "unhappy with a 2 turn NAP and [...] getting ready to invade."

Both of these claims are illogical. The idea of marching on his capital to take the owl quills by force, would have resulted in my empire spanning the entire map horizontally which would make me a target for every other player on the map. An obviously impractical idea, not to mention the amount of time that this would required. Any why would I attack him because I was unhappy with the offer of a 2 turn NAP when I was the one who originally proposed the NAP? I cannot think of a more pointless reason for starting an attack. The whole point of arranging a early game NAP is allow both players to conquer indies without being attacked by another player. As illogical as these reasons are, zenphos used both as excuses to cut a deal with other players against me, all the while conveniently forgetting about our negotiations.

At this point, I consider the NAP and the trade agreement a done deal, and turn my attention to finishing off the early war I had with Lanka and to conquering indies, assuming there will be at least a 2 turn notice before hostilities with zenphos. However all this time, he is busy cutting more convenient deals with other players. When I send him another message to see how the owl quills are coming along before I go off for the weekend, I discover that he believes that we have no such NAP, and that I had been planning all along to invade him instead of trade with him. Why then would I have bothered to set up a trade agreement with him? A simple look at the research graphs would confirm that I was trying to acquire some more research boosters.

I don't know how much back and forth it normally takes to secure a basic NAP and ask for some trades, even by the standards of having to explain it to someone with slightly less experience, but I think I went out of my way to explain it and in return, I get backstabbed. In contrast, my negotiations with other players in this game have all been direct and to the point.

Anyway, it certainly looks to me that like I should have not bothered negotiating with someone who either does not understand how to negotiate, or feigns misunderstanding when it is convenient to backstab someone. zenphos, if you're going to try to slip out of agreements when you find it is convenient and fabricate some illogical reasons for doing so, that is one way to play, but do not pretend that you hold the high ground at the same time.

And give me a break about role-playing that you are "avenging the ghosts of Lanka". Aside from the thematic problems associated with Arcocephale avenging a nation of demons, I saw you attack Lanka several turns ago as I was laying siege to his capital. And now you claim you are avenging them when it is convenient to attack me. If there is a more ridiculous contradiction, I don't know what it is, but I believe other players would be well advised to steer clear of dealings with you.
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  #70  
Old April 16th, 2008, 07:16 AM
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Default Re: Turn 13

Hmmmmmm,

I guess all I can do is refer people to the above thread and let them make up their own minds.
But I will point out that
1. Lanka had been set to AI for 2 turns before I attacked him
2. I enjoy roleplaying and thought this sounded better than "you have lots of lands, I want some of them, I have a big army, here I come."
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