Those guys are pretty shitty. Plus, cold scales hurt above-water income but allegedly not underwater income. Finally, I'd need to get myself some coastal territory.FrankTrollman wrote:name_here wrote:Turn sent.
No one panic if forts start popping up off your coasts. I'm starting on spamming a whole lot of them for tax reasons.
You should spam them on the coasts, because Rlyeh gets freespawn in coastal forts.
-Username17
So since Dom 3 is being discussed
Moderator: Moderators
Sorry, I thought that marking territories well away from your home province and very close to mine was a joke.Avoraciopoctules wrote:Indeed. Arcoscephale wishes to inform you that we are officially miffed at you swarming your fur-clad hooligans into the territories we marked out on our public map without even the most perfunctory degree of diplomacy. We provided colored poles and everything! (over 5 minutes in a freeware replication of MSPaint for Macs)K wrote:In on 13.
And it looks like Arco is now down an SC chassis.
Not being a participant, could someone tell me who is what color.
Also, I agree with K, that public map marking was fucking hilarious.
Also, I agree with K, that public map marking was fucking hilarious.
The U.S. isn't a democracy and if you think it is, you are a rube.DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
That's libertarians for you - anarchists who want police protection from their slaves.
SPOILERS - please read only if you are not playing - Answers the colours questions.
The dark read colour is Vanhiem. He's subbed in for another player, so he has boned by a slow start. Player: Korwin
Strategy: Try and not get boned until he can recover
Light Blue: Arcoscephale, played by Arvowhathisname. Poster of the map!
Arcoscephale Power: TURTLE LIKE HELL - no idea why he is doing that, but he is. That pretender is a forging ninja, and he's offering to make earth hammers so I suspect he has earth powers.
The light green is Pangea. Player: Frank. That map is inaccurate as to Frank's true expansion, judging by forum remarks.
Pangea Power: TURTLE - Frank has a huge gem income, even more gem income from taking luck + turmoil (guessing here based on infomation disclosed) and some decent mages. He's also make an open NAP with everyone.
The Dark Green is Mictlan. Player: K. He had a ultimate showdown of ultimate destiny with Arcoscephale in the white flagged (neutral) barbarian province
Mictlan Power: FAST EXPAND
Not marked on this map: A brown grey colour in the province SW of the two white flagged provinces - Ashdod, played by Angelfromanotherpin
Ashdod Power: FAST EXPAND + BRUTUAL EARLY GAME WARFARE FROM GIANT CANNIBAL PEOPLE
The Purple Question Mark: Ermor. Player: Me.
Ermor Power: Fast expand with the world's worst economy and research (woe)
The Dark green Flag and the Giant Squid: Ryleh! Player: Name_Here
Basically he's a giant rampaging SQUIIIDDDDDDD with supporting mini squids and crabs. Currently dominates the seas and research, and may be the most dangerous power in the game.
Ryleh Power: Huge research and huge mages herd shield of ablative armour ^H^H^H^H^H^H critters in front. Likely strategy is a mix of raiding and turtling.
I'm anticipating the last few neutral provinces will go down in the next few turns, so I'm expecting the opening salvoes of the war soon.
Both Pangea and Arcoscephale are taking the TURTLE POWER option and Vanhiem isn't retarded, so realistic options are in order of likelihood:
1) Ryleh fucks someone over: This won't be man, Mictlan or Pangea (as they are to close to their capital) so it's going to be Ermor, Ashdod or Vanhiem.
2) Ashdod eats everything: Ashdod has a border with Me, Man and Mictlan. Ashdod can probably skullfuck us until we make our counters.
3) Mictlan: Mictlan is mother fucking hard core early game. Mictlan can realistically attack Pangea, Ashdod, Man or Arcoscephale.
4) I've included myself, but here you go - Ermor: I have a strong early game spam army due to horsemen, but I don't want to attack Vanhiem because I'm not a tool, Arcoscephale is at the end of a long supply chain and Ashdod can hit me harder than I can hit him. I'm better off consolidating and turtling.
My bet's on me getting pack raped by Ryleh and Ashdod so I am preparing defensive measures.
Strategy: Try and not get boned until he can recover
Light Blue: Arcoscephale, played by Arvowhathisname. Poster of the map!
Arcoscephale Power: TURTLE LIKE HELL - no idea why he is doing that, but he is. That pretender is a forging ninja, and he's offering to make earth hammers so I suspect he has earth powers.
The light green is Pangea. Player: Frank. That map is inaccurate as to Frank's true expansion, judging by forum remarks.
Pangea Power: TURTLE - Frank has a huge gem income, even more gem income from taking luck + turmoil (guessing here based on infomation disclosed) and some decent mages. He's also make an open NAP with everyone.
The Dark Green is Mictlan. Player: K. He had a ultimate showdown of ultimate destiny with Arcoscephale in the white flagged (neutral) barbarian province
Mictlan Power: FAST EXPAND
Not marked on this map: A brown grey colour in the province SW of the two white flagged provinces - Ashdod, played by Angelfromanotherpin
Ashdod Power: FAST EXPAND + BRUTUAL EARLY GAME WARFARE FROM GIANT CANNIBAL PEOPLE
The Purple Question Mark: Ermor. Player: Me.
Ermor Power: Fast expand with the world's worst economy and research (woe)
The Dark green Flag and the Giant Squid: Ryleh! Player: Name_Here
Basically he's a giant rampaging SQUIIIDDDDDDD with supporting mini squids and crabs. Currently dominates the seas and research, and may be the most dangerous power in the game.
Ryleh Power: Huge research and huge mages herd shield of ablative armour ^H^H^H^H^H^H critters in front. Likely strategy is a mix of raiding and turtling.
I'm anticipating the last few neutral provinces will go down in the next few turns, so I'm expecting the opening salvoes of the war soon.
Both Pangea and Arcoscephale are taking the TURTLE POWER option and Vanhiem isn't retarded, so realistic options are in order of likelihood:
1) Ryleh fucks someone over: This won't be man, Mictlan or Pangea (as they are to close to their capital) so it's going to be Ermor, Ashdod or Vanhiem.
2) Ashdod eats everything: Ashdod has a border with Me, Man and Mictlan. Ashdod can probably skullfuck us until we make our counters.
3) Mictlan: Mictlan is mother fucking hard core early game. Mictlan can realistically attack Pangea, Ashdod, Man or Arcoscephale.
4) I've included myself, but here you go - Ermor: I have a strong early game spam army due to horsemen, but I don't want to attack Vanhiem because I'm not a tool, Arcoscephale is at the end of a long supply chain and Ashdod can hit me harder than I can hit him. I'm better off consolidating and turtling.
My bet's on me getting pack raped by Ryleh and Ashdod so I am preparing defensive measures.
Last edited by cthulhu on Thu Oct 21, 2010 6:53 am, edited 5 times in total.
- Avoraciopoctules
- Overlord
- Posts: 8624
- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
It was meant more as "hey, these are territories that I want. Not must have and will kill over. If you want them too, let's negotiate."K wrote:Sorry, I thought that marking territories well away from your home province and very close to mine was a joke.
Also, I don't know exactly where you are. But it's not really a big deal.
- Avoraciopoctules
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Turn 14:
http://www.mediafire.com/?jyrkpr2uscqgf6h
Gah, I really need to catch up on my turn updates. Every time I've got the images all nice and Photobucketed, it's time for another turn.
http://www.mediafire.com/?jyrkpr2uscqgf6h
Gah, I really need to catch up on my turn updates. Every time I've got the images all nice and Photobucketed, it's time for another turn.
Turn sent.
(from another E-Mail, hope gmx doesnt cause problems.)
Edit:
Wont be able to send the next (15) turn until some time on Saturday...
(from another E-Mail, hope gmx doesnt cause problems.)
Edit:
Wont be able to send the next (15) turn until some time on Saturday...
Last edited by Korwin on Thu Oct 21, 2010 7:08 pm, edited 1 time in total.
- Avoraciopoctules
- Overlord
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- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
I've got a hammer. Since flaming swords aren't online yet, I'm making some Luck accessories and having my pretender site search. Anyone want 50% miss chances on their doods?
I'm recruiting indie soldiers on the west side of my borders. I intend to take the deep one land province between me and Vanheim, then leave it for Vanheim to take with a scout or something.
I'm recruiting indie soldiers on the west side of my borders. I intend to take the deep one land province between me and Vanheim, then leave it for Vanheim to take with a scout or something.
I'm going to be out of town over the weekend. I'll get this turn in before that, but probably won't get the next turn till monday.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
I have a 5 gem per turn earth income now.
13 earth gems for a hammer sound reasonable, avor?
I'd send my end next turn, so you'd get it on turn 16 if I'm counting right.
13 earth gems for a hammer sound reasonable, avor?
I'd send my end next turn, so you'd get it on turn 16 if I'm counting right.
Last edited by name_here on Thu Oct 21, 2010 8:47 pm, edited 1 time in total.
- Avoraciopoctules
- Overlord
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- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
I can make you a hammer if you send me the gems, but I'll need to site search, then walk my pretender back. I won't be able to get the hammer to you for a couple of turns.
EDIT: wait, I amend that. I can change my orders around and have my Forge Lord research this turn.
EDIT: wait, I amend that. I can change my orders around and have my Forge Lord research this turn.
Last edited by Avoraciopoctules on Thu Oct 21, 2010 9:39 pm, edited 1 time in total.
- Avoraciopoctules
- Overlord
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Okay, I dug through my image archives and realized that I didn't have anything for turn 6. Turns 7-10 were harder to dig up than I thought, but here we go. I'll try catching up with the present in my next of these updates.
Turns 7 through 10
I tried out my militia mercenaries. They actually served admirably in the first engagement.

My mages spam terrible astral evocations and lead a reserve of national soldiers. The mercs absorb the brunt of the enemy offensive and only lose about a quarter of their soldiers.

Pretty decent, though it did cost mage turns. Moving on:

An attack is planned on the lizards nearby. Maybe the militia will be an effective screen here as well. Enemy dominion to the left, and you can probably guess I have a scout over there. Also, longbow mercs are proving incredibly useful.

Here's the scout. Vanheim is trapped by copy protection. This means the possibility of guilt-free assimilation. Kind of a shame about the CD key problems, but I'll look at things optimistically.
Turn 8:

The militia fell apart in the second engagement. Fortunately, no devastating commander losses. Moving towards easier targets. I think that's a shiny new merc squad, heavy cavalry if the sprites don't mislead me. My mages are off combat duty.

Site searching with my pretender continues and I try out longbows on nearly unarmored indies with low morale.
Turn 9

The cavalry was quite effective. Astral site searcher returns home.
Turn 10

The mercs won, but only the commander is left. He does a suicide charge on the lizards.

Nice. Even if I never recruit a pyromancer, the gem income means my site searching has finally paid off.
Turns 7 through 10
I tried out my militia mercenaries. They actually served admirably in the first engagement.

My mages spam terrible astral evocations and lead a reserve of national soldiers. The mercs absorb the brunt of the enemy offensive and only lose about a quarter of their soldiers.

Pretty decent, though it did cost mage turns. Moving on:

An attack is planned on the lizards nearby. Maybe the militia will be an effective screen here as well. Enemy dominion to the left, and you can probably guess I have a scout over there. Also, longbow mercs are proving incredibly useful.

Here's the scout. Vanheim is trapped by copy protection. This means the possibility of guilt-free assimilation. Kind of a shame about the CD key problems, but I'll look at things optimistically.
Turn 8:

The militia fell apart in the second engagement. Fortunately, no devastating commander losses. Moving towards easier targets. I think that's a shiny new merc squad, heavy cavalry if the sprites don't mislead me. My mages are off combat duty.

Site searching with my pretender continues and I try out longbows on nearly unarmored indies with low morale.
Turn 9

The cavalry was quite effective. Astral site searcher returns home.
Turn 10

The mercs won, but only the commander is left. He does a suicide charge on the lizards.

Nice. Even if I never recruit a pyromancer, the gem income means my site searching has finally paid off.
....
It is not nice to conquer people out of pure spite about how I don't have anything cool like that.
Also, turn was sent a while ago.
It is not nice to conquer people out of pure spite about how I don't have anything cool like that.
Also, turn was sent a while ago.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
- Avoraciopoctules
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- Location: Oakland, CA
Turn 12 might make you feel a bit better.name_here wrote:....
It is not nice to conquer people out of pure spite about how I don't have anything cool like that.
Turns 11 through 13 (I think we're on 14 now)

I deal some damage to the lizards, but they are still reasonably strong. I also have the research and gems to magically search for Astral. I do that for pretty much every province that hasn't already been manually searched. I have a good feeling about this. Maybe I'll double my income.

I magically search 10 sites for astral. I find 1. One. And it doesn't give gem income. It gives combat training in exchange for commander turns. This is why I always set site frequency to 75 if I can get away with it. If I had a more choleric disposition, this turn would probably lead to an exclamation of profanities. As it is, I quickly make some basic moves, then wrap up the turn without further screenshots.

I finally receive exactly enough gems to make a hammer. If I recall correctly, most came from R'lyeh. They are pretty cool dudes. I feel inclined to send some rad stuff their way once I get a decent crafting base set up. And they have indicated the sort of things they want.
Also, this might be where I run into an army of jerks and feather them right good. Finally the hordes of maenads I see are making me feel pretty good about this peace agreement.
Last edited by Avoraciopoctules on Fri Oct 22, 2010 2:23 am, edited 1 time in total.
I don't have much, but I do have Earth Mages, Earth Gem incomme, and the Magic Knowledge to forge Dwarven Hammers.
So if someone has something which In could use... tell me about it. (Preferable with an explanation how I could use it)
An example of things (I think) I could use: Death gems or Skull talismans.
So if someone has something which In could use... tell me about it. (Preferable with an explanation how I could use it)
An example of things (I think) I could use: Death gems or Skull talismans.
- Avoraciopoctules
- Overlord
- Posts: 8624
- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
Turn 15:
http://www.mediafire.com/?wneennf7c8wwymg
Turn 14: I shuffle troops around, continue recruiting tiny men, and decide to stop expanding outwards beyond taking that one province for Vanheim.
Fort 1 is finished, and I'm smithing a luck charm together while I wait for the gems someone is sending for a hammer. I recruit a strategos in my labless fort. Building a lab there same turn. I forget screenshots.
http://www.mediafire.com/?wneennf7c8wwymg
Turn 14: I shuffle troops around, continue recruiting tiny men, and decide to stop expanding outwards beyond taking that one province for Vanheim.
Fort 1 is finished, and I'm smithing a luck charm together while I wait for the gems someone is sending for a hammer. I recruit a strategos in my labless fort. Building a lab there same turn. I forget screenshots.
Last edited by Avoraciopoctules on Sat Oct 23, 2010 1:57 am, edited 1 time in total.