Mysterio = Oceania
Juffo-Wup = Bandar Log
ThornFalconeye = R’lyeh
Josemas = T’ien Ch’i
Kid Socrates = Ulm
Samurai = Caelum
Eduardo X = Machaka

Just a heads up that NewbieRumble has started with a 48-hour turn timer! All but Josemas has submitted Turn 1, so let’s get this game moving! The early turns shouldn’t take long to complete.

submitted, thanks

Sorry for holding up everyone’s turn: I swore I submitted, but I guess I just took my turns and forgot to send them in.

I’m not sure if you’re aware, but Turn 2 NewbieRumble is waiting only on your file.

Aaaarrgh! cant handle 3 games at once.

Well with my armies dwindling in the Pacific Dreams this shouldnt continue to be a problem(finish me if you dare!)[but please dare].

I just leave the Llamaserver status window (via Firefox tabs) for each game open at all times. I can then easily see which games are waiting on my turn, when the turn hosts, and who has yet to submit their turn. I just refresh each tab when I want updated results.

Yep, I’m not sure how the reinforcing army would get inside past the besieging forces - “excuse us, please” probably won’t be enough.

Some searching over on the Shrapnel forum should turn up a quite detailed list of the turn order-of-execution mechanics that is much more detailed and accurate than whatever is in the manual. In this case (from memory): the besieged province is “owned” by the attacking power (they set tax rates and collect taxes, for example). In the movement phase, units moving into friendly provinces move first - but the reinforcing army is moving into a hostile province so it moves later.

I think that you (Mysterio) could have had all of your forces fight in the same battle if you had used the “break siege” command. You would not have the fortress protect you, and you would have been the attacker (which is, depending on the magic being thrown around, sometimes a disadvantage), but you’d have been way better off.

Of course, I would never trust either the manual or my own memory if it was an important battle - I’d take a few minutes and set up a quickie single-player test game and see for myself what happens to a reinforcing army with or with breaking the siege from the inside.

And thus descend from friendly newbie games into being a core dominion player.

I’m not mocking Ron. I’ve done it. Everybody else reading the thread will too.

Pacific Dreams, Vanheim:

To be perfectly honest, I do not see we in Vanheim hanging around more than a turn or two longer. His main army is marching for my capital, and I do not believe I can hold him off. Huge mistakes early on have damned me, and I don’t think I can recover. I’m a little relieved to see the end coming – really, I feel like I never had a chance, for a few reasons.

Fight the good fight, everyone else! Take as many of my provinces as you can on the way out!

Aye Aye captain! o7

Heck, for a question like this it is quicker to set up a test game than it is to find the manual and then find the relevant part of the manual.

And I’ll bet almost everyone tries out their pretender build / early tactics in SP games to get an idea of what works and what doesn’t work against the common independents (and if you don’t do that, you should - you’re committing months to an MP game, might as well at least invest an hour or so into getting off to a decent start).

BUT - should you ever find yourself setting up a test game in which you do your best to re-create your opponents army and tactics (I think of them as the “scout team” at a football practice) and try out different mage scripts to see what works best, then you will know that you have descended into the depths of the “anti-Nick” school of dominions obsession.

The “Nick” school is to gather up as much stuff as you can and throw it at your enemy in as many different places as possible, and then see what happened when the smoke clears. The Nickian approach can be quite effective - just don’t use it and then whine that your guys didn’t do what you expected them to. Because you did not, in fact, know what to expect.

{yikes! 500th post. Uh, er, back to work…}

Atlantic Fervor:

Ermor/Yomi’s big armies missed each other. And um, Marverni is stalling. Hey GA, you ok? You out there? I expect my fort to be taken by now!

Ron debry

hey ron, you ever see my questions or brief thoughts on Pax Ermor? Was curious when you hit master enslave, etc.

A private message I got from Evil Steve, and the post above by wahoo, make me think they didn’t get the email yet referring to the re-running of turn 20.

As one of the people who submitted a turn for turn 20, I have to re-enter all of my orders, I assume? If so, ugh.

Oh wait, I should be able to just re-send the .2h file. NM

Is it worth searching for Divine magic sites in the MA? Are there any to be found in the MA? I found a spreadsheet online of magic sites that didn’t list a single MA Divine magic site.

I’ve never found one, myself, in any age. What would a holy site do? Holy gems?

I was thinking unlocking a unit type, like some magic sites do.

GA had an interesting idea with the “doughnut” map – minimize any chance for an early 4-on-1 type coalition. Everyone ought to have one neighbor on each side. Too bad the map we actually used was not even close to balanced. It had a skinny side and a fat side. Bandar Log drew the short straw on the fat side, being in between Pythium and Ermor, but that is like not getting your favorite flavor of ice cream. Bandar Log was still definitely on the ice cream side of the map. Shin, Ulm, and Abysia had to make do with gruel while we feasted in the ice cream. And then there’s R’lyeh. The doughnut gave the water nation really easy access to everywhere.

Anyway, Ermor started with a whole lot of room for early expansion. Eventually found Bandar Log to my north and the skinny little strip that belonged to Shin to my West. The first action was actually from R’lyeh, who tried to gain a land foothold right near my (and his) capitol. That didn’t last long, though, as my Shadow ladies had more than enough MR to survive the mind blasts – they ripped right through the Illithids. No way was I going to attack underwater at that stage, so R’lyeh and I basically just ignored each other from then on.

The border with Bandar was a long diagonal across the southeastern part of the world. It was a mess, and I could not even think about starting a war with Shin unless I had at least a solid truce with the poo-flingers. I presume Bandar didn’t think he was ready yet to tackle Ermor, so the truce was signed and Shin and Ermor declared war on each other simultaneously. From my perspective, Bandar should have attacked me at the same time that Shin did, rather than waiting for the Ermor/Shin war to hit a stalemate. Shin should have never attacked me at all (and certainly not without a simultaneous push from Bandar). I still think that only one of the “unfortunate three” could possibly prosper – but apparently Shin and Ulm had some sort of long-term pact, leaving poor Shin to try to push through Ermor unaided. He scored one big victory with an acid rain attack. In fact, it was so cool that I jumped into another game as Shin just so I could use that spell, too. Sadly, I ran into Ashdod in that one (now there is an overpowered nation, but that is another story). Anyway, I just played a holding action on the Shin front from then on. I did not want to lose another army to the acid, but I could easily keep him from making any headway into my territory. In truth, I never wanted to go any farther up the skinny coast than Shin. Everyone seemed to assume I would just sweep up the side of the map, but it would have been totally indefensible once I had conquered it (see the R’lyeh comment in the 1st paragraph).

So, conveniently enough for me, Bandar declared war just as the Shin thing had wound down. Here is what you’ve been waiting for, wahoo. I hit Thaum 9 on turn 48, and I used Master Enslave on turn 49 (no point in waiting, eh?). My biggest regret of that war was that I decided to try two approaches, one on each of his main armies. The one was the Master enslave bit. Worked like a charm (so to speak). But the other army I decided to blanket with leprosy and let it run around until it was crippled by disease. I should have just gone ahead and hit the second army with my pretender on the very next turn. The war would have been over much sooner.

By the way - master enslave does affect undead. It does not affect mindless units. Which makes perfect sense. In fact, an amazing amount of the intially obscure rule details in this game make perfect sense for similar reasons. So - I made sure that your pretender never saw my shadow vestals, because even enslaving 1/4 of them would have turned any battle in your favor.

As for the endgame, I was totally flabbergasted at how little fight Pythium had in him. I really was counting on Pythium putting a dent into R’lyeh, considering how long he’d had to prepare for the endgame. I had had zero time to prepare for the endgame, having been at war from turn 20 onward. I never had any especially large gem income, and I had not been able to stockpile late-game toys. I finally had a few tartarians, but without the chalice or GoH I only had 3 or 4 really useful ones. And with the insanity nerf, I don’t completely trust tartarians anymore anyway. It would have been interesting. I had magical surveillance on all of the VPs. Indeed, my last bit of compulsive planning was to design and outfit a teleporting force to take out the R’lyeh army that was laying siege to the old Abysia VP. But after being away for 6 weeks due to house selling/buying/moving plus work and work travel, I just could never make myself sit down and finish the turn’s orders. So I’ll never know if I had it right or not :)

The AQs would also have been interesting. I had been stockpiling mechanical men and lightning-resist rings for quite some while, with the intent of Astral Traveling them into any AQ fight.

I feel bad about having put the final nail in Pax Ermor’s coffin, but that poor game had had such a difficult time. I had played every single turn through nearly a year’s worth of delays and stopping-starting and disappearing players. When it was finally me that caused the delay, I just couldn’t find the time to get it restarted. I apologize for that.

No worries, Kid. It was a fun game at the start, but quickly devolved into a 5-on-1 for a reason already discussed at length in this thread. The five of us never had a chance against the doppleganger. An unfortunate side effect of you tossing in the towel is that Ermor read your post and is now moving his 500-unit army toward my capital instead of toward yours.

Eh…I’m pretty much at the point where I’m ready to turn my nation over to the AI and let Ermor achieve victory against them. No one except Ermor seems to be enjoying themselves.

Mostly Astral Pearls, which are a strong candidate for most useful gem type.

I find that they are worth searching for if you have priests who are not simultaneously mages or mounted priests who can cover a lot of ground. This is especially true if you’ve already done most of your magic site searching and some provinces have an abnormally low number of sites (0 or 1). Then the odds go up that there might be a holy site.

Yeah, I’m willing to go AI and just move on from this one.

In Newbie Rumble – okay, my start as Ulm is CRIPPLING me right now, at least is my understanding. I’m surrounded by heavy infantry on all sides, and I can recruit about six guys per turn. I’m sitting on 1200 gold right now, but thanks to low resources I can only get a few of our crazy-expensive troops per turn. What can I do to catch back up? I just took my first province, and lost two turns’ worth of troops in doing so, unfortunately. (10 losses, mostly my speardudes.)

In Septrain, I just found out about summon spells! I’m so happy! Now to see if my frost drakes freeze my army because I’m terrible at army placement…