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[SPOILERS] A threesome becomes a twosome

I'm finally done. I decided to attack Eiesswein stack after seeing that I could do it relatively safely. I did make numerous mistakes e.g. failed to promote anyone to dispel magic (I could have, but accidentally promoted a wrong guy to Maelstorm). Made several mistakes in attacking order (should have used more powerful units against Vampires). In the end killed ~26 units including Shamans, vampires and wolf riders. In the end this was left. Our stack is exposed (Yes I did forget to pillage), but I don't see anything that could really jeopardize our stack. Hopefully there aren't anything major in the fog.

[Image: civ4screenshot1818.jpg]
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Looks pretty good to me. He has Regeneration on those units unfortunately.
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btw. I built entropy node and promoted a bunch of adepts to rust and it seems that there documentation is mis-leading. It seems like losing metal and getting rusted promotion are not tied to each other i.e. some of the units have rusted, but still have metal and some have lost metal, but don't have rusted. e.g. 1st vampire in the list has rusted, but still metal whereas last one has lost metal, but is not rusted.
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Another note concerning Fire elementals. They disappear (as does Floating eyes too) probably when the turn rolls i.e. in our case after NabaMight has played so that they're not alive when Mardoc et al. plays. That is yet another nerf for players that are late in the turn order and makes them useless to us in defense.

Is this intentional? It would be a much more fair, if they disappear in the beginning of the next turn.
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What, really? That must be a bug. Summons should disappear at the start of the player's turn.
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(March 26th, 2013, 19:48)NobleHelium Wrote: What, really? That must be a bug. Summons should disappear at the start of the player's turn.

They should, but summons always disappear at the end of the last players turn, at least in this set up, as far as I know. You are generally lurking this game, right NH?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I haven't really read the other threads.

Why does this setup make summons always disappear at the end of the last player's turn?
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I will send you a PM to avoid spoilers; although, I doubt what I say will really matter at this point in the game.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I think the fireball and floating eyes are (almost) working as designed. These are temporary units not meant to defend, IMO. The problem as I see it is that they disappear at the end of the player's turn rather than the team's turn. This means the summoning player needs to be the last on the team to end turn, or his teammates will lose visibility given by those units.

On the attack against Eiesswein: it sounds like it went pretty well. It would have been nice to finish off those leftover units, but killing their built units with our summoned ones is almost always a win for us. It takes very careful and organized play for optimal attacks in this game: collateral spells, then summons, then buffs, except when you need to go in a different order. What I'm trying to say, plako, is don't worry about any mistakes you made; I'm sure I would have made more.
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I might be wrong, but IMO they disappear when turn rolls not at the end of certain players turn.
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