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Author Topic: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Done  (Read 48922 times)

AlStar

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #285 on: September 26, 2015, 11:26:47 am »

I didn't use my prophet, just one of my sacred leaders. Didn't go so well, but hey - can't win if you don't try.

Edit: Man, I am having the absolute worst luck findings sites - 8 provinces searched with at least 2 paths, and some with as many as 5, and all I've got to show for it is a Farm of Plenty and a Bile Marsh.  ::)
« Last Edit: September 26, 2015, 11:30:13 am by AlStar »
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #286 on: September 26, 2015, 01:14:02 pm »

Eh, I gotta say, that arena victory was dickish.
Did we not agree not to use these amulets? Or was that only for assassinations?
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #287 on: September 26, 2015, 03:07:08 pm »

Honestly, we never agreed one way or the other about them in any context. We did in 4.15, but there was not a whole lot of discussion about them in this round. If you'd like to petition for rules changes, however, go ahead and start the conversation, and we can see how everyone feels about it.

Having said that, my experience with arenas in MP has always reinforced the notion that arena victories have a nasty habit of being "dickish" more or less by nature...
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #288 on: September 26, 2015, 03:28:24 pm »

Right, right. That was in the other natgen game.

Still, I'm all for disallowing assassinations with the skeletal amulet - it's just way too overpowered.
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EnigmaticHat

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #289 on: September 26, 2015, 04:26:52 pm »

I don't really care but I acknowledge that it is way too cost-effective compared to anything else you could equip the assassin with so I'll second.
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You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #290 on: September 26, 2015, 04:28:07 pm »

... to be honest, I'd kinda' be okay with allowing it. We have all of one native assassin nation on the field, and they're a race of hoburgs. They need all the help they can get. Maybe just allow it for turland, the poor tiny blighters. Be about the only use you could get out of a hoburg assassin, anyway.
« Last Edit: September 26, 2015, 04:29:41 pm by Frumple »
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #291 on: September 26, 2015, 04:38:06 pm »

I'm fine either way. My biggest object to the Amulet personally is how cheap it is in terms of price and research - it really probably should be at least Cons-2. 10d would also feel more reasonable. But that's neither here nor there; I'm okay with the stumpy little gits having skelispam or not for assassinations - I'll abstain unless we need a tie broken.
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #292 on: September 26, 2015, 10:10:36 pm »

DAMMMNNNN YOUUUU AUTO ROUT!!!!

I mean really, if ANYONE shoulda routed it shoulda been him. I had 30 morale to his 12. FUCKER.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #293 on: September 26, 2015, 10:33:41 pm »

We both had enough HP and regen to survive whatever damage we did to each other barring lucky bursts, and I could make skellies roughly as fast as you could kill them or they could kill themselves. You drew the short straw and were the attacker. That's the one and only thing that determined the outcome of that stalemate; had it been reversed, yes, you'd've won.

Incidentally, this deathmatch highlights a serious vulnerability of the various giant nations. BV helps to counter it, but as this fight showed, even that's not a magic bullet. Giants have a very low attack density, so if you can throw chaff at them at least as fast as they can kill it, you can at a minimum force a stalemate on defense...
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #294 on: September 26, 2015, 10:39:00 pm »

You drew the short straw and were the attacker. That's the one and only thing that determined the outcome of that stalemate; had it been reversed, yes, you'd've won.

This is like the #1 worst thing about Dominions.
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #295 on: September 27, 2015, 03:42:18 pm »

Fhuamdar (boksi) stalled :/

And it looks like I'm the only one who received this turn late. Like "only now" late...
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Boksi

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #296 on: September 27, 2015, 05:16:08 pm »

Oh whoops. That was entirely my fault. I had plenty of time to do it and everything, I just plain forgot to do it.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
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[SUN_TSU_NOUN:art:war]

E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #297 on: October 01, 2015, 07:43:39 pm »

*demonic crickets*
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EnigmaticHat

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #298 on: October 01, 2015, 07:51:15 pm »

Well that's... sinister.
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #299 on: October 01, 2015, 09:53:03 pm »

Not for you, it isn't.
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Ask not!
What your country can hump for you.
Ask!
What you can hump for your country.
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