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(May 25th, 2013, 15:36)SevenSpirits Wrote: So we got some good luck in the attack and only lost one archer, thus merely doubling the number of casualties we have taken over this spot. While we were lucky that all our other units survived (especially the barrage 3 cat), the outcome of razing the city was not really in doubt.
You mean you would have been able to raze it on the subsequent turn had you had worse luck? Because you seem to be out of units to me.
Does one HE unit unlock the wonder for both players, or do you have to gift it around?
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(May 25th, 2013, 16:12)NobleHelium Wrote: You mean you would have been able to raze it on the subsequent turn had you had worse luck? Because you seem to be out of units to me.
Depends. Worse luck on catapults doesn't actually cost us a kill. And we were able to hold back due to how well it was going: we only gave the 6xp axe combat 1 so it could take morale later, and we attacked a spear with an archer at 50% instead of with a spear at 73%, because we could afford one unit loss still and cared a lot more about preserving the spear. (That spear later attacked an axe, which the archer could have done better.) So we could get quite a bit worse luck in the attacks and still raze it this turn.
But also, I believe we would have been all but guaranteed to raze it next turn, if it came to it.
Quote:Does one HE unit unlock the wonder for both players, or do you have to gift it around?
I don't know. We were assuming that we'd have to gift a unit. If someone knows, that would be great to find out.
May 25th, 2013, 17:16
(This post was last modified: May 25th, 2013, 17:17 by Krill.)
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You have to gift it, but 1 unit can unlock both HE if you do so. I do not know if that is legal in this game however, as some games do run no gifting rules.
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You see, that misclick ended up being good. Very good hammer trade in our favor + xp bonus.
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(May 25th, 2013, 17:16)Krill Wrote: You have to gift it, but 1 unit can unlock both HE if you do so. I do not know if that is legal in this game however, as some games do run no gifting rules.
It's legal, yeah. It being a team game, we discussed various gifting restrictions at length.
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Very nice play. Good to see evidence that Mackoti isn't just your Tyler Durden, too.
I have to run.
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(May 26th, 2013, 00:59)novice Wrote: Very nice play. Good to see evidence that Mackoti isn't just your Tyler Durden, too.
I'm Seven's misspelled words.
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(May 26th, 2013, 00:59)novice Wrote: Very nice play. Good to see evidence that Mackoti isn't just your Tyler Durden, too.
Evidence of owning 2 laptops is not evidence mackoti exists.
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i took a look at your planning seven and i think a misionary for the FP its more important then other stuff.Galley can get the catapult .I seen you plan to start a fort, but i am 99% you cant build a fort in a teritory which isnt yors and then a belive a quary its cheaper then then the fort.
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There's some beautiful Civving going on in this game.
Do you plan any offensive actions soon? Or just tech and expand for now?
What do you plan to do with the Music GA?
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