It’s a long shot, but it Might Just Work. Last turn I timed how long it took just to manage my blood economy - 27 minutes!

Sounds good to me!

Seriously, I posted because there only seem to be three of us and I can’t see how I can avoid winning (except by succumbing to management overload). Still, if someone is still having fun, thinks they have a cunning plan, or just wants to play with the toys before the game stops, that’s fine with me too.

Mark, can you rant or gloat or something? I hate gracious winners.

<stares suspiciously at irony-meter>

Faaeruntest: Panther, I dont think there were that many units involved in the 2nd battle… no way in heck did I have over 400 units there. I started with 250 about, I am sure of it. Anyway we can always check the replay…

Oh, I am most definitely correct. The troops killed by the spells were as follows (in order). I wrote these down is how I know.

MW 23
MW 25
MW 14
MW 27
FS 74
FS 59
MW 31

Total 253

When the ghost riders struck, I tried to count your troops remaining. It was somewhere very near to 300 (plus 10 commanders), which means you orginally started with approximately 563.

After the Ghost Riders, there were exactly 194 troops plus the ten commanders per the final battle report. This is how I estimated that the GRs killed 100 troops, but I certainly did not count them accurately and my eyes are not as good as they used to be.

It actually was not as bad as I feared. I remember my scouting report on your army was 720 troops, and I did not think I would be able to kill that many. I did have one final layer of defense with my armies sitting in the castle in case I lost everything and you stormed it. I figured that even if you did have 700+ troops, I could probably hold off the seige. But I didn’t have to!

Actually, the 250 army was all your remaining injured fiends in the first battle.

There was a lot invested in those battles on both sides for sure.

I went back and looked at the saved game file for that turn and you are quite right, I had a shade over 500 units in Sulphador.

The ghost rider attack killed 66 troops in all, from my report. Ghost riders do poorly against high prot… although an unknown number of sea trolls (maybe 15-20?) retreated during the battle so I guess they died as well.

Either way it was a pretty comprehensive destruction! The murdering winters are really really nasty!!!

P.S. I think what I did was I looked at the total number of units hit by the first murdering winter and assumed that was the size of my army. On reflection that’s actually almost exactly HALF of my army, so I was off by a good margin ;)

Faeruntest (Ctis): This game is a real meatgrinder! Not a turn goes by that massive armies dont annihilate each other.

Sadly I have been on the losing side of the attrition for the last few turns. Atlantis’s considerable successes in the south have reduced me to throwing loose collections of sauromancers in his path, to minimal effect. He did suffer one setback though, as a sizeable army of his got shellacked assaulting into the teeth of a very well defended castle, but that was the only bright light this turn.

In the north, ghost riders chewed up a smaller army of devils which had orders to assault a castle… the army survived with just the commanders left, and the ensuing assault was, predictably, a total disaster, with all the remaining commanders being charmed. My larger fiend army managed to beat off the ghost riders thrown at it with minimal loss, however, denuded of gems, it’s assault on Zhentil Keep turned into an absolute carnage with both sides losing heavily and Man ultimately keeping hold of the fort.

Reinforcements are on their way! Man will pay for his continued resistance! Somehow! :P

I was hoping to get away without doing too much mind-numbing micro-management but I can see that it has become a neccessity… the only clear-cut advantage I now seem to hold is raw purchasing power (and i am sure Atlantis is not far behind). What a crazy game…

Oh yeah! The turn before the super-combatnat Air Queen got worn down and killed by a massive horde of all the souls she had killed in her long and successful career. First time I have seen that spell in action and MAN that was a lot of undead! :lol:

FaerunTest (C’tis Observer): Watching these replays is simply amazing. What carnage. I don’t know if other games I have played have had one battle of this magnitude yet C’tis is fighting mutlple huge battles per turn. This is one for the ages.

However, even though it is massively entertaining to watch I know that I could not have played it through. The massive time it must take to do each turn is daunting. But it is really funny to watch guys. I don’t know if SoapyFrog is still archiving the turns but I really hope so for all of you dominions fans. This is great fun to watch.

Kudos to all of the players that are putting in the long hours.

Well again, I have been trying to keep my turns to less than 45 minutes. However I do not think I can do this and stay competitive anymore! Well… we’ll see anyway ;)

Faeruntest (Atlantis)

I too am running into a time crunch making these massive turns. But the game is so fun now with all the fighting that I really want to continue playing. Troops are dying on a massive scale, well beyond anything I have ever seen before. It is a glorious war indeed! C’tis actually had 52 Comanders inside that castle. FIFTY TWO!!! Wow, and wow!

One thing that would help me greatly is to remove the Quickhost option from the hosting schedule. I was grateful to Caelum for staling 2 of the last 3 turns, giving me more time to queeze in the turns among my true RL.

I have been doing partial turns off-line as I can find the time. But I am always afraid to connect to the game (to remind myself when it hosts next) in case I am the last to move. Removing QH solves this and furthermore allows a player to make additional turn changes even after uploading the move. It also fixes the hosting to the same time of day so we all know just when it is due.

Anyway, it has truly been fun just to do a huge Dominions game once in my life. But I can never see doing another war on a map this big ever again, unless there is a reduced victory condition like 70 provinces or so.

Battle on!

Panther

70 provinces, the game would have been over a looooooong time ago ;)

I think moving to a 48-hour Fixed schedule would be a good idea. Unless there are any objections I will do just that (and set to host at 4am EST or something like that).

Yeah at 70 provinces the game would have been over around turn 50 or so!

I have to say that I failed Soapy most mightly in the globals part of my strategy. I have been ganged up on so many times in Dom2 that I was afraid of showing people that I could put up globals pretty early on. I wish I had put up the nexus around turn 50. Dang. Ah well live and learn I suppose.

I’m fine with removing the Quickhost!

I’m sorry that I have staled a bit recently; my dissertation’s final draft was due this past Monday. I got it done, though… yayyyyyy.

Dave (Caelum)

Faeruntest (Ctis): Well I brilliantly cancelled out my previous victory against Atlantis my charging willy-nilly out of the fort I was defending and getting some 36 shamans, a couple of sauromancers and a batch of vine ogres and sea trolls slaughtered to a man. Oops! If only I had gotten just a liiittle luckier with the enslave minds… but that Atlantis does like to pump up his MR something fierce.

The Army of Gold boosted fiends proved themselves once again as virtually proof against ghost riders as an army of them, weakened by a few artillery spells, nevertheless destroyed a truckload of them with minimal losses. A few vamps slinging witherbones also eased their job quite a bit, probably saving a few precious fiend lives.

Horrors are lovely summons, it’s true… but I have noticed that they are unreliable in combat. Some combat turns they simply decide to do nothing… all horrors seem to share this feature. I guess if they didnt occasionally go brain dead for a turn or two they would be even scarier!

Status report on Feeding Frenzy please?

I’m still getting turn emails, so I’m curious if someone has taken the upperhand.

Faeruntest (Atlantis)

I suppose the game is pretty much over now. It will shortly move to the wrapup phase. With everybody but Man and I now on the side of C’tis, and he having both the Nexus and Strands, there is no way to stop him anymore.

Of course, it is a well deserved victory indeed. My hat is off to both Hozurdaddi and Soapyfrog on the superb handling of the lizards in such a huge map.

This has been a very fun game, other than the sheer length of time it takes to make just one move!

As for the balance changes, nerfing clams is the single best thing that was done. C’tis is winning through expansion, not hoarding. Just as it should be. The way it was meant to be. I have around 110-120 provinces now but I am in a distant second place to the lizards.

There was an earlier discussion about the excessive mod on the growth. While it definitely seems high at 0.5% per level (I am now over 15K gold income per turn), what it did was make troops worthwhile, even on turn 100! The downside was it allowed mad castling with ease. Every province I took, I put in a castle, lab, and temple without a moments consideration. Even if I temporarily lost the province and had to start the castle over again, it was inconsequential as to the cost. I am building 100-200 shamblers per turn, just to spend my gold!!! Who would have thunk it?

The downside of the growth scale was that it severly punished anybody who took a death scale (like Ermor), as they did not get the advantage of the near infinite gold income in the late game.

I also liked the life drain weapon nerfing. SCs were built all over the place, and lost all over the place. Even when you spent the huge gems to get life drain on the AQ, she still died and died and died again. C’tis has lost at least 10 fully outfitted tartarian commanders. That was a refreshing development. I have all the water queens, 1 air queen (unless I lost her and missed it), maybe 5 of the ice devils and perhaps 3 of the arch devils. But they are by no means so powerful that they will decide the game. Quite the contrary…

One thing we probably should have done was put in something like 10-20% magic sites. My gem income has now passed 400 per turn and C’tis is surely higher. On a map this large, there is FAR too much gem income. It is similar to clam hoarding on a smaller map, with magic and artillery spells dominating pretty much every encounter.

One thing is certain - Ghost Riders needs to be nerfed in the worst way! With my 30% conjuration site, I can cast 10 GRs at any time I want for a measly 30 death gems. That is much too cheap.

All in all, this has been a very interesting, if lengthy game. But Faerun is simply too large a map to play more than once. For me anyway…

I really appreciate your synopsis of the game, Panther. You played very well, too. I am fine with welcoming C’tis as our new overlords if the rest of the players are.

I only have about 20 provinces, yet over 20,000 gold in my treasury. Crazy.

Dave (Caelum)

Faeruntest (Ctis): I am surprised that Atlantis is willing to concede! he is vexing me mightily in the south, pushing forward slowly but seemingly inexorably. In the face of murdering winter and ghost riders a counter-offensive seems to me to be a very difficult proposition!

Man is going down (I think!!) but is still in the fight and will still bleed me as I try to finish him off.

Reclaiming the Arcane Nexus was nice, and it gives me gem superiority that is for sure, but clearly it is not decisive. Pythium held the Nexus for 25-30 turns? And he was not able to convert it to a game winning advantage, ditto Man… for the smaller powers the Nexus is a boon, for the massive empires like Atlantis and Ctis it represents maybe a 25-30% increase in gem income… alot but not the end of the world.

In the end of course I wont complain if you decide to throw in the towel. The game is pretty time-consuming at this point! But I dont agree that it is as cut and dried as you say.

A quick note on SCs: I only built 4 supercombatants, and inherited 2 from Huzurdaddi, for a total of 6.

The 2 I inherited were unquestionably the best in the game. Bune, the ice devil, equipped with the Sickle Whose Crop is Pain and a blood thorn, endowed with heroic quickness, was a true cusinart, and yeilded a nice batch of death gesm from each battle he was in. Amazing guy! Did untold damage before getting enslaved by Atlantis.

The other was the nigh unstoppable Air Queen, equipped with Ember, a blood thorn, the Amon Hotep, she was really unbeatable… even after she lost the Amon Hotep (wished away by Pythium), she was able to single handedly slaughter entire armies. However with only 50% cold resistance she was vulnerable to Atlantean mages, and eventually succumbed to a haunting nightmare.

The 4 SCs I built are not really SCs… I do not think they could single-handed kill armies. They are just thugs… 2 AQs and 2 tartarian Cyclopses, well equipped to be sure, but unlikely to be able to tackle a serious army.

The rest of the Tartarians I have produced have taken up the role of caster support for my armies. The are not combatants at all, so when the army they are supporting dies, they tend to die as well ;)

I still think life-drain weapons should be removed from the game… without life-drain weapons, even those few, TRUE SCs that appeared would not have been viable.

Faeruntest (Man)

I’d definitely prefer we go on at least a few more turns. Although I’ve been up against it for a hell of a long time, I think I’m not finished quite yet. With the Nexus in C’tisian hands this may change soon however.

I’ve definitely enjoyed the game - it’s been very different to my first one. Have seen some good battles, some enormous battles, and even some where I won. Particular highlights were killing various scary devils, and assassinating that air queen :) . The succession of allies I’ve had has also been amusing. First Marignon, then Pythium and now Atlantis - I probably couldn’t have survived as long as I have without the parting gifts of the first two.