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  #181  
Old February 18th, 2004, 06:36 PM
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Arralen Arralen is offline
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Default Re: Jotunheim:Utgard AAR

It would really help if you could do a screenshot of the map and add province names ... I'm a little bit lost at times.
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  #182  
Old February 18th, 2004, 07:47 PM

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Default Re: Jotunheim:Utgard AAR

I'd say something, but you aren't really doing anything wrong, plus I haven't had as much time to read the Boards because I'm busy wrestling with this stupid patch that won't run properly. Argh.
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  #183  
Old February 18th, 2004, 08:37 PM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Arralen:
It would really help if you could do a screenshot of the map and add province names ... I'm a little bit lost at times.
Okay. I'm working on having an HTTP site set up so I can have someplace for the images to reside. Stay tuned ...
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  #184  
Old February 18th, 2004, 08:41 PM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Norfleet:
you aren't really doing anything wrong
There's a difference, though, between "wrong" and things that you (or someone else) might do differently. I'm interested in that sort of "alternate scenario" type of thinking. I'm not going to learn much if everyone agrees with me.
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  #185  
Old February 18th, 2004, 09:42 PM
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Default Re: Jotunheim:Utgard AAR

Turn #23 in progress ...

close-up (1280x1024)

overview (1280x1024)

[ February 18, 2004, 19:56: Message edited by: Arryn ]
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  #186  
Old February 18th, 2004, 10:35 PM

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Default Re: Jotunheim:Utgard AAR

And I am clueless about any other race than my squiddish friends to offer any meaningful comments

But concerning the importance of speed of expansion I ask myself if you think you could have done anything to expand a tad faster without the strategy being to risky.

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  #187  
Old February 18th, 2004, 10:50 PM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by CharonJr:
But concerning the importance of speed of expansion I ask myself if you think you could have done anything to expand a tad faster without the strategy being to risky.
With the caveat of risk-avoidance? No. I could have used a smaller force to beseige Pythium, but that would have risked more casualties and an even longer time to breach the gates. I could have built more combat units and fewer casters, but that's a really bad idea in my view. The main issues, as you can now see from the posted maps, is that I ran into Pythium on my only land expansion route, and Ashikaga is also close by. My next direction to expand is northwards into the woodlands. But I won't be doing that until I bottle up Ashikaga. My economy and position is strong enough that I can lay seige to their capital and then build a second army to go munching on other provinces.

Another big problem, that is not evident from the maps, is that the rich river farmlands to the east of Jotun are held by sizeable indy forces (50+) composed of heavy cav, heavy foot, and crossbows. I've been unwilling to risk my SC wyrm solo taking them on, and without magical support (I haven't studied Evocation yet for my Seithkonas) my Jotuns would take a serious beating from the cav/xbow mix. So I'm chewing on Ashikaga first, then I'll deal with the forests to the north, then the farmlands to the east, then the Atlantians. Well, that's the current plan, FWIW.

EDIT: as can be seen from the maps, until I wiped out Pythium on turn #18, I pretty much had to do everything in my power to get rid of this cork in the neck of the bottle I began the game in (the peninsula). Excepting the castle's ballistae, Pythium's troops were considerably weaker than the indies I'll be facing in Saeborea and Helmshire. Ashikaga is tougher than the indies, but the indies aren't a looming threat. The sooner I face Ashikaga the weaker they'll be. I cannot rely on them to bleed themselves on Atlantis or Man. They've already expanded in my direction, which was ominous. Better to face them now than later.

EDIT2: Now that I've pushed some decent dominion level into those indy farmlands to the east, I can probably take them on with my wyrm solo, since the wyrm will have nearly double the HPs that it has in zero dom.

PS - IMO, speed of expansion, while certainly important, isn't an overriding priority in SP as it is in MP. IMO, it's not as important as making sure you are ready before you begin your land grab. Better to "waste" a turn or two and have overwhelming force than to rush and fail. There's also a hidden side benefit. I often let AI nations do some of my site searching for me!

[ February 18, 2004, 22:34: Message edited by: Arryn ]
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  #188  
Old February 18th, 2004, 11:41 PM

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Default Re: Jotunheim:Utgard AAR

Odd screenshot. Why is it that your flags look nothing like the way they look in my game? Is this shield-display-mode some sort of mod?
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  #189  
Old February 19th, 2004, 12:04 AM
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Default Re: Jotunheim:Utgard AAR

Quote:
Originally posted by Norfleet:
Odd screenshot. Why is it that your flags look nothing like the way they look in my game? Is this shield-display-mode some sort of mod?
The flags are from Unwise's flag mod, which I highly recommend.

EDIT: I forget to list the mod in this thread's first post, when I listed all the other mods in use. Sorry.

[ February 18, 2004, 22:09: Message edited by: Arryn ]
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  #190  
Old February 19th, 2004, 12:07 AM
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Default Re: Jotunheim:Utgard AAR

yes strange flags (but not unappealing). How much militia do you have in the coastal areas guarding against the squids?
I wont make suggestions on the expansion game since I�m really bad at expanding fast.
My usual pace of expansion is one province every other turn with the main army. One turn for invasion and one turn for site-search.
Gives good gem income but its probably not competitive at all.
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