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February 3rd, 2008, 09:24 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Marmoset - MA game with mod nations - recruiti
Okay, done!
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February 4th, 2008, 07:37 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Marmoset - MA game with mod nations - recruiti
I staled! Noooooo!
Oh wow, that is inexcusable - really sorry everyone (although it may be good news for you, I haven't looked yet). I got confused by about one hour - I was just this minute about to take my turn when the next one popped into my inbox.
Anyway, are we back to 48 hours for this turn? I should be good with that.
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February 4th, 2008, 09:16 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Marmoset - MA game with mod nations - recruiti
Oh my goodness, this war is looking a lot less one-sided than I thought. Bandar has killed my beloved genie, and Man has 700+ troops! 700!
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February 4th, 2008, 10:15 PM
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First Lieutenant
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Join Date: Sep 2004
Location: N. California
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Re: Marmoset - MA game with mod nations - recruiti
So what's up with the genie? My battle report shows his brain exploding, but the message says you won and i still see the genie on the map?!? Is he dead or no?
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February 5th, 2008, 06:46 PM
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General
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Re: Marmoset - MA game with mod nations - recruiti
Shame you missed your turn, llamabeast... it could hurt you some, though I have no idea what are the odds at the moment. I know I'd hate it if our victory only came about because of that missed turn.
Perhaps we should just drop the deadline while the war unfolds, just as a safety measure? I'd expect all of us to be reasonable folks playing as soon as possible (well, I unexpectedly turned social butterfly along the way, but learned my lesson), and I know I actually feel worse about dragging my feet when there's no deadline.
Not much to report on the Manx front... I've decided against challenging Ulm's army as my simulations weren't favorable for such a minor province. I've also had the delightful surprise of losing another province due to nasty indies, which should prevent one of Ulm's small armies from crossing into my lands. Even if they do cross, that province is now utterly worthless, so they're more than welcome to it.
Bandar Log actually claimed they were a third-rate power... wonders what that makes me?
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February 6th, 2008, 08:27 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Marmoset - MA game with mod nations - recruiti
I don't know what was going on with the genie (I still had him), so to be as fair as possible I reforged the lamp (it is very cheap for me so it doesn't disadvantage me much).
We can drop the deadline if people want, but I know from personal experience that I play much more promptly with a deadline.
Wow, another painful turn for Ulm, but still I think the screws are tightening for the other nations. This turn I lost a further two elemental royalty (I cannot believe I lost my air queen to your stupid sprites Alneyan), which hurts a lot. Nevertheless Man lost a good bit more territory. I got one little province from Bandar (all my SCs being dead  ), and the Army of Fate is marching gradually towards T'ien Ch'is capital. Will they get there before they all die of plague?
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February 6th, 2008, 09:14 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Marmoset - MA game with mod nations - recruiti
Actually the best thing this turn was dispelling Man's globals. Hopefully that will stem the tide of Vine Ogres. I'm not sure yet where all the air gems have been going.
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