Posts: 13,237
Threads: 25
Joined: Oct 2010
Well, that's the risk Nyk takes. I'm just saying I wouldn't consider Nyk a NAP-breaker for future games if he chooses to attack the cultists with privateers in the next 12 turns.
Posts: 5,294
Threads: 59
Joined: Dec 2004
NobleHelium Wrote:Well, that's the risk Nyk takes. I'm just saying I wouldn't consider Nyk a NAP-breaker for future games if he chooses to attack the cultists with privateers in the next 12 turns.
Do what PB did and name the Privateer "Griffon"
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
Posts: 13,237
Threads: 25
Joined: Oct 2010
I don't think griffon would work, they only have two moves so Thoth's cultist would normally be able to see one.
Posts: 23,668
Threads: 134
Joined: Jun 2009
NobleHelium Wrote:Hidden nationality units are exceptions to NAPs, in my opinion. That's kind of the point of hidden nationality. If you get caught though, I would also consider it expected for the other party to consider the NAP breached.
Pretty much it: if you can't find out who did it, then you're not exactly going to know if someone broke an NAP, so...
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
Posts: 3,390
Threads: 31
Joined: Dec 2009
Krill Wrote:Pretty much it: if you can't find out who did it, then you're not exactly going to know if someone broke an NAP, so...
Which is how real life Privateers were used...
Posts: 3,390
Threads: 31
Joined: Dec 2009
Irgy Wrote:I decided to whip a planar gate in the capital for 9 population, so it will be regrowing for a while now. Not sure it was worth it, but I do need to make use of the whip at some point and 9 pop is good value for happiness at least.
Erm, that didn't seem like the best thing to do. Even running Sacrifice the Weak (which Irgy is not) would take the city at least 9 turns to regrow. Why not slave out some more happy/health buildings?
Posts: 13,237
Threads: 25
Joined: Oct 2010
It might get pretty hilarious if those privateers get mixed up.
Posts: 2,257
Threads: 13
Joined: Jun 2010
Wow, privateers are being used? That's cool, never thought i would get to see one
Posts: 3,140
Threads: 26
Joined: Feb 2009
Seems like quite a lot of naval action. 2 civilizations making use of overlords units, every civilization with optics and plans for a decent navy, island colonies that need to be defended for the Elves and Lanun and lots of important coastal cities for every civ but the Elohim.
EDIT: And I'll be interested in how it plays out because I've always felt the naval side of FFH was definitely the most underdeveloped.
Posts: 131
Threads: 1
Joined: Apr 2011
Quote:something that might be of interest: the mines of Gal-Dur are located in Golden Igloo (formerly: Torrolerial), which happens to be Thoth's border city towards me. I don't know if I'll be able to take or raze it - it also contains the Bone Palace, which makes my collateral (fireballs, maelstroms) less effective - but if I can, that may help us in our efforts.
Wow, I can't believe that the MR bonus from the bone palace might *actually* matter in this game.
edit:
Quote:Something to note, the Bone Palace only prevents (or help prevents) spells with a resist chance. So that just means spells like Rust, Charm Person, Blinding Light are less effective (anything that can be resisted basically). This doesn't apply to summons or maelstrom, so unless you plan to rely on several resistible spells than Golden Igloo won't be too different to take than any other city.
Nevermind :/
|