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Game of strategy and war
10:53:33 Sep 9th 13 - Dark Spawn (Lord Dark Spawn):

This is a strategy game of tactic and diplomacy, but how much is tactic used in here? 


When you start a war against a kingdom, do you go through list of enemy members, and if they have unfamiliar names, do you try to find out who they are? Do you point out members that are more important to beat than others? What makes someone worthy of special attention?

Many times it was written on forums that Binh is best player, and last era on Fant he was terrible. His army was not bounced, it was slaughtered. Some would say he wanted to get hit for exp? But his army was the weakest of all Legacy. 

Is nothing expected late era frpm Halfers? I know they are bad on end, bur what should be their role? 

Do kingdoms send people in enemy core to die? As distraction while others prepare. I mean Orcs train Gaia and know they will die, but they do it anyways. Is that common in big kingdoms? Last eta Legacy sent 3 Orcs to our core but I am pretty sure they expected to kill us all, later they said it was distraction. 

Also do big kingdoms guide their members in war, tell them where to go, always keeping everything in control? Or do you just let everyone do their thing and hope for best. If that fails, who is to blame?

How about teams? Do you form them so new players follow guides to learn what to do in war from veteran players? Are there any new people in Fant kingdoms? I see this Looser guy of Immortals seems new and yet he is all alone in certain area. Unless he is not new at all?

May I ask who are new players of Legacy, Mirror, Immortals, Poodles, Mad (just pointing out the large kingdoms)


11:14:07 Sep 9th 13 - Mr. Jew Binh Wrong:

Binh is terrible now due to not giving fcks to VU, but to the other games he is playing xD


11:18:21 Sep 9th 13 - Tyr (Mr. Tyrminator):

It really depends on the people in the kd and its leaders as well as what kds your fighting etc.


19:51:53 Sep 9th 13 - Mr. Osiris:

I can only speak for our kd tactics back when great walls were around but


Do kingdoms send people in enemy core to die? As distraction while others prepare. I mean Orcs train Gaia and know they will die, but they do it anyways. Is that common in big kingdoms? Last eta Legacy sent 3 Orcs to our core but I am pretty sure they expected to kill us all, later they said it was distraction. 

Also do big kingdoms guide their members in war, tell them where to go, always keeping everything in control? Or do you just let everyone do their thing and hope for best. If that fails, who is to blame?

 
Over the Eras Abydos did send some armies as distractions knowing they would die, this enabled us to lockdown certain areas/keep certain enemy players/armies occupied. OOP some players who were orc or halfer were sent to nearby cores to spam low lvl troops and cause as much havoc/damage to the enemy econ as possible. we know they would be defeated but it would weaken the enemy econ enough that our second wave could hit them with a much bigger advantage. (if the enemy kd was unorganized then it works)

As for guiding members in war and telling members where to go back in the day hell yes. There would be a war thread where you post your army your sci etc and be assigned a specific target/area/merge army to join, some free will and leeway was often given in long wars. IE go to this area instead of just attack this city. Lock down this city because it has army1034 in it from player jdjdjd.

with great walls co-ordination was key. you had to cast your spells and move your army at the last possible second while guessing what the enemy would do at the last possible second :D

These days dunno i expect in a serious era people still do it :D


22:37:44 Sep 9th 13 - Dark Spawn (Lord Dark Spawn):

I have played one era on Zetamania that has merges and great walls, and I have to say that era was by far the most boring and annoying era. All you do is train, and then merge your soldiers into someone else and then that person has all the fun, while you watch him/her walk around and kill the enemies.

And then people build mazes of great walls, and all others complain about it, going over a huge discussion about it on forums, trolling all around. I dont see where the tactic is in great merges, you just need to train and merge into one person, and then they do all the decisions while you watch from distance.



22:41:01 Sep 9th 13 - Tyr (Sir Tyrgalon):

Now put that on fantasia level activity etc and you might realize how intense it could get with such a large part of the kds troops in one or a few armies.


06:09:56 Sep 10th 13 - Mr. Riku:

Back in the day (Before Multi-Characters and KD caps on lower worlds but after Great walls and merges were removed)   VU use to be all that teh OP described and more. Teh level of tactics, strategy, diplomacy, team work, KD tradition, heavy coordination within your KD and with allied KD's, backdoor diplomacy, loyalty, rivalries, allies, personal vendettas against other KDs/people etc..all this use to be extremely common in VU. 


Now, with Multi-Characters and (for lower worlds) KD caps, it has pretty much killed all these aspects of the game or driven them down to a bare minimum. Its sad really. VU, for those who remember, use to be an oasis for deals and double crosses, tactics and strategy. You'd have KD's who's refuse to ally regardless of necessity or the situation they find themselves in (because of rivalries/past encounters). You'd have whole factions of KD's in VU.

Example Kingdom A,B,C,D in one faction, and they would always stick up for each other in the game and in the forums, whereas Kingdoms E,F,G,H would be in another faction and always stick up for each other in the map and on the forums. etc etc except there were many factions.  There were a lot more active KD's (and arguably players) back then (ironically the KD cap on lower worlds wanted to encourage more KD's to be created by capping their membership at 10, but in fact it reduced the number of players and competitive, active KD's). It was crazy times. Crazy but good times. 


06:41:41 Sep 10th 13 - Mr. Riku:

And diplomacy was cared out in a very traditional fashion

KD 1 - through there head diplomat: would offer KD 2 terms to an agreement

KD 2 - would discuss it in there forums and come up with a counter offer if they dont agree or outright reject

KD 2 - through there head diplomat - would send there counter offer to KD 1's diplomat

KD 1's Diplomat would bring the counter offer to his KD, they would discuss it in the fourms, and would come up with a counter offer if they don't outright reject or accept

KD 1's - through there head diplomat - would send there counter offer to KD 2's diplomat


And so on and so forth until negotiations broke down or an alliance was established. And this was because back then diplomacy use to be very precise. Alot of Alliance/NAP/MAP/CF/MAP use to include alot of very precise terms cause most KD's wanted to get the most out of the alliance like where the maximum limit the other KD can build to, are they allowed to build in each others cores, punishments for rouge players who violate the rules in either KD etc etc etc.


Diplomats use to handle most/all official external KD communications Everything from relations to informing the other KD of rule breakers within their KD or people who are being uncooperative and everything in between. Leaders use to only contact for very high level affairs. Otherwise diplomats would handle most of the nitty gritty according to the general direction ) or the council/KD/vices/leader (such as them saying lets try to ally XYZ or ABC from KD 123 is giving me problems, plz deal with it). Having a good diplomat was chiefly important back in the day. A good diplomat would be able to establish relations for you with a Kingdom who otherwise would have rejected your offer or be able to deal with a  issue that arose between the two kingdoms quickly and quietly before it got out of hand, all while getting the most out of it. messages back in the day regarding official business or inquires for an alliance, terms, etc use to be much much more formal than they are now.  Messages regarding official KD business back in the day use to be much much more formal and exact than they are now.


And don't even get be started on politicians. Back in the day, having a good politicians/political advisers in your KD or on your council was just as important as having highly skilled players in your KD. There are numerous examples on every world of what were in essence sub-par and weaker KD's who did not preform aswell (in relation to those they beat out) winning the world/era because of amazing political maneuvering and also just as much examples of large KD's filled with amazing battle/war/game talent from the first to the last name on the KD roster, who preformed amazingly well and by all accounts who should have won the world/era but instead lost the era because of poor political decision making. 


Unfortunately, Multi-Character and KD member caps (on lower worlds) pretty much killed these amazing aspects of the game or crushed them down to the bare minimum. 


09:15:26 Sep 10th 13 - Tyr (Sir Tyrgalon):

Yeah, people have no reason to go into such trouble when theres always another character to play...


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