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March 18th, 2004, 06:49 PM
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Scout-triggered Wars and Longest Game
Hello all,
My Scout was just discovered and attacked by a nation I was previously at peace with. Does this mean I am now at war with that nation?
I am currently playing the demo (40 turn limit), and it seems unlikely that I'll finish my game in 40 turns. Out of curiosity, what's the longest game (turnwise) that you have ever played?
BTW, do mods work in the demo? Unzipping the ashikaga mod into the mod directory didn't work for me.
Thanks,
[ March 18, 2004, 22:07: Message edited by: Harmonist ]
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March 18th, 2004, 06:56 PM
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Harmonist:
Hello all,
My Scout was just discovered and attacked by a nation I was previously at peace with. Does this mean I am now at war with that nation?
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The important thing to remember about Dom is that you're never really "at peace" with any AI nation. The best you can do is to give them gems etc. to stave them off (which only works for a while) or to build high PD to keep them from attacking. They don't have to declare war on you to attack you, either - though they usually do. You'll find out in a couple of turns.
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March 18th, 2004, 09:21 PM
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Harmonist:
BTW, do mods work in the demo?
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No.
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March 18th, 2004, 09:53 PM
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Harmonist:
I am currently playing the demo (40 turn limit), and it seems unlikely that I'll finish my game in 40 turns. Out of curiousity, what's the longest game (turnwise) that you have ever played?
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Depending on numer of AIs and Mapsize, you can play for a few douzen turns (maybe even less) or for a few hundred turns.
Right now im doing a game on Kingdom of Karan, which is medium-big sized, imho, with 11 AIs.
Im at Turn 120 now, and i controll approx 1/5 of the world, with 3 AIs left. So i guess it could be finished by turn 200 if i hurry, but since im lazy and like to do research and stuff i guess it will Last until about turn 240 or something. This may not sound very long, but right each turn is taking several minutes, have to manage like 25 provines and the armys / mages which belong to them...Watching Combat Reports take time, too, in addition the List of Events gets longer each turn, which more provines...
Buy this game, if you like the demo you will LOVE the full Version, honestly !
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March 18th, 2004, 09:56 PM
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Re: Scout-triggered Wars and Longest Game
longest game I've been in was 120 days.
Almost always I play the large maps of 350 provinces or more.
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March 18th, 2004, 10:34 PM
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by NTJedi:
Almost always I play the large maps of 350 provinces or more.
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Huge epic maps are always the way to go. Gotta have the huge epic maps. It just doesn't feel like conquering the world when the world is a puny little island.
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March 18th, 2004, 11:11 PM
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Norfleet:
quote: Originally posted by NTJedi:
Almost always I play the large maps of 350 provinces or more.
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Huge epic maps are always the way to go. Gotta have the huge epic maps. It just doesn't feel like conquering the world when the world is a puny little island. I find (at least with Dom1) that huge epic maps take way too much time and micromanagement to finish out, especially once its obvious that you'll win. With the 40-turn demo limit, it's hard to get a feel for how much better Dom2 is in this regard than Dom1. How does the micromanagement in Dom2 compare to Dom1?
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March 18th, 2004, 11:19 PM
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Johan K:
quote: Originally posted by Harmonist:
BTW, do mods work in the demo?
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No. Thank-you, Johan, for your comprehensive reply. Did you get a chance to read the email I sent a few days ago (Heavensong mod)?
Peace,
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March 19th, 2004, 12:47 PM
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Re: Scout-triggered Wars and Longest Game
The micromanagement is still there, but its gotten a lot better since Dom I. First off, you don't have to manually tax your provinces anymore to remain competitive - excess taxes of more than 100% seldom make sense anymore.
Second, the leader-overview helps you finding lost scouts quickly without having to go through all provinces on the map.
Third, the provinces now thankfully remember the paths of magic you used to search them. No more tedious excel-tables running in the background...
Helps a lot to tone down micromanagement. And you can store orders for leaders, you can assign a bunch of mages to cast rituals with two mouseclicks, and a lot of other nice features that drop down the micromanagement to bearable levels.
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March 20th, 2004, 02:20 AM
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Re: Scout-triggered Wars and Longest Game
And don't forget the life saving (or at least time saving) 'N' key, which scrolls through all commanders on hide or defend orders!
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Currently playing: Dominions 2, World at War, Painkiller
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