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Thread: Dual Alliances: Double Jeopardy 6.3

  1. #1

    Default Dual Alliances: Double Jeopardy 6.3

    Dual Alliances: Double Jeopardy 6.3
    I am the GameMaster, For any questions or requests concerning this game please
    Email me at Destinationcritical@gmail.com or send me a PM.


    TWCenter.net = DA: DJ (TW.net) site

    Settings:

    - Difficulty : Very Hard
    - Manage all cities = True
    - Show CPU Moves = False
    - Disable Console = True
    - No battle time limit = False
    - Autoresolve Battles = True
    - Use Passwords = True

    Rules:

    Your expected to play your turn every 48 hours or you will be subbed, If it happens for a second time in a row you will be replaced. Exceptions will be given if you give prior notice. Turns are uploaded through the upload tool in the forum
    Do not cheat.
    Spoiler Alert, click show to read: 

    Game Type:
    Auto-resolve
    Reasons: The reason for auto-resolve is for a balanced form of game-play, Battlemode is an enjoyable part of the campaign - and is at the heart of what is Total war. However, during multiplayer many problems arise that often benefit the attacker, reducing the defender to always fort up his armies and avoid outright sieges in situations in which he may lose (even thought his army might be bigger) - For these reasons and many more, its easier to go with Autoresolve.
    Spies:
    Limited Use - Open Forts, not Settlements
    Reasons: Spies are an important part of any campaign, but one of their more infamous abilities, to open gates is naturally unfair, countless campaigns have been won on a legion of spies rather than armies, and it has made for some very disappointing results. For this reason spies will be unable to open gates of cities or castles, but will still have a free hand at opening fortifications.
    Siege Ware-fare:
    Limited Use - Siege Equipment will be muzzled
    Balista = Nothing
    Catapult = Wooden Walls ( forts, small towns, large towns, Wooden castle, motte+bailey)
    Trebuchet = Stone Walls ( Everything Except, Large Cities and Fortresses)
    Cannons = Anything
    Reasons: By limiting the ability of siege equipment, it will give city walls the respect they truly deserve. No longer will anyone be able to Sack Constantinople with simply 1 balista unit. It will require a more strategic approach.
    Crusade & Jihad
    Limited Use - Only one Crusading army per nation, with Specific Rules attached. (read rules)
    Crusade Rules:
    Only 1 Crusading/Jihad Army per Kingdom (since it's Dual alliance you will be allowed to have 2 one each per Kingdom you control) -
    In joining the Crusade/Jihad you need Declare that you did so on the fourms and who is the leader of your Crusading/Jihading Army (Example: Duke SoandSo Joins the Crusade for Venice!).
    In joining the Crusade/Jihad you must always keep your "Crusade/Jihad Flag Up" -
    In addition your Crusading/Jihading army can only attack the kingdom that the Crusade/Jihad was declared on - Using the Crusading army to attacking an alternative enemy or settlement is considered Cheating. (However, crusading armies can be used to defend settlements, or as used as reinforcements in defense of settlements).
    Furthermore, The Crusading/Jihading army while it can attack forts and armies of the enemy target kingdom, it Cannot capture or besige any cities except for the actual TARGET city of the Crusade/Jihad.
    Finally, there are only 3 ways to Abandon a Crusade/Jihad:
    First, attack/defeat the Target City and succeed in the Jihad or Crusade
    Second, have your crusading army wiped out completely
    Third, Abandon the Crusade/Jihad have all your troops desert (including the original troops your started with), until all that's left is your general - then Declare your abandonment of the Crusade/Jihad.
    Abandoning a Crusade/Jihad and then attack/capture a settlement or alternative kingdom and rejoining it before the turn is up is also considered cheating.
    Reasons:
    Alright this might seem a bit complex, but all these rules have good reason attached to them. I thought about scraping Jihad/Crusade all together - but considering the circumstances of the game with slightly weaker Christian nations I felt that it was needed. -
    These rules were created in order to stabilize a very unstable system that have since plagued many multiplayer campaigns. It might seem overwhelming at first, but really these are simple rules that highlight only the boundries and reinforce the main purpose of its original ideal.
    Simply put if you have one jihad/crusade army and use it to go after the enemy targeted city, you won't have anything to worry about.
    Pillaging Cities
    No Destroying any property, Period.
    Reasons:
    Nobody likes to lose a city/castle, so when prospects of protecting your land don't look too good you may feel tempted to make your rival's victory bittersweet by blowing up all your property before he takes it - But don't do it, the result is that the later part of the game resembles Scotched earth in which peasants become the most advanced infantry, and former Goliath cities like Constantinople are rendered useless.
    It takes 20-30 turns and countless amount of gold just to restore damage done by one bitter player. Any purposeful pillaging will be considered cheating.
    Basic Rules
    48 Hours to play your turn, If your unable to make the engagement you will be subbed.
    After 2 turns of inactivity you will be replaced, exceptions will be made however if notification and reasons are given for the absence. You may choose someone to sub for you if you can't make it for a few turns, or if unable someone will be chosen for you.
    While a replacement is being found for inactive players, a Regency will be named to take over the campaign (another player in the campaign) and will take over the responsibilities of that absent players kingdoms for 2 turns only.
    If no replacement is found afterward, than that individuals kingdoms will be sent to the AI.

    Please Role-Play and have FUN!.

    Also Don't Cheat.. Most of you are honest people who want to have a good time, but cheaters will always be found out. all turns are saved and recorded on everyone's system.
    Usually the transgressions are fairly obvious, However, If you suspect someone of cheating, then please tell me and I will investigate.
    Punishment for cheating will depend on the severity of the offense, minor offenses might only be given a warning and a deduction or minor penalty, depending on the situation. However, repeat offenders or serious violations of cheating will result in the explosion of that individual player from the campaign.
    You have been warned!!
    Just don't do it and have fun and lose with grace


    FAQ:
    Spoiler Alert, click show to read: 

    What can I do with a Jihad/Crusading army?
    The answer is almost anything is acceptable upon the target of the Jihad/Crusade, with the very important exception of not being able to attack, capture or besiege a settlement of theirs that isn't the specific target of the Jihad/Crusade.

    Therefore, you are allowed to besiege, capture forts of the enemy target of the Jihad/Crusade and attack destroy their armies.
    For example, In the Crusade against the Moors, you are allowed to use your Crusading army to attack Moorish forts, Moorish armies and Moorish navies with impunity.

    Can I use a Jihad/Crusade army for defense of settlements and strategic fort locations?
    Yes, Jihad and Crusade armies can be used for strategic locations, whether you have build a fort with a Jihad/Crusade to block the enemy from escape, or move a Jihad/Crusading army into a settlement for defense purposes.
    For example, Lets say the Kingdom of Jerusalem builds a Crusading army, but instead of heading towards Granada they decide to move their troops into the city of Jerusalem. this is within their right to do so.

    What happens if someone uses a Jihad/Crusade army to defend a city, and an alternative enemy not part of the Crusade/Jihad attacks that settlement (or fort), can I retaliate?
    Yes!, this is the only exception where a Jihad/Crusade army is boxed in by an enemy, even if its not the targeted enemy, they are allowed to use force to free themselves from entrapment... However, you are not allowed to pursue the army that attacked you once free.
    For example, lets say Jerusalem calls a Crusade against the Moors, but instead decides to use their army for the Defense of the city of Jerusalem instead of attacking Moorish troops, and as a Result the Turks attack Jerusalem. This will enable the defending KOJ troops to attack and free themselves from the besieging Turks. This is the ONLY exception.

    How long can Crusade/Jihad armies be used for defense?

    Normally, if a Jihad/Crusade army stays in one place for too long, by the 3rd turn of inactivity people will begin to desert. So therefor you have a limited among of 3 turns, if you remain in a defensive settlement, city or fort for more than 3 turns and have not lost any strength, it will be considered cheating...


    Teams: (By turn order)

    1. TriforceV - England & Aragon
    2. Nightbringer - France & Norway
    3. Invicta- Venice & Hungary
    4. Askthepizzaguy - Poland & Genoa
    5. Dead- Crusaders & Scotland
    6. Tavix - Holy Roman Empire & Portugal
    7. Core-i7-inside - Leon & Sicily
    8. pesto alla genovese - Denmark & *Kiev*
    9. -=King Xami=- - Seljurks & Moors
    10. Grumpybean - Cuman Empire & Lithuania
    11. phonicsmonkey - Fatamids & Kwarezemian
    12. Thanatos Eclipse - Byzantine Empire & Novgorodv
    Last edited by TriforceV; 05-21-2011 at 16:53.

  2. #2

    Default Re: Dual Alliances: Double Jeopardy 6.3

    France & Norway is Up:

    Team 2

  3. #3
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    Download link for 6.3?
    #Winstontoostrong
    #Montytoostronger

  4. #4
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    http://www.twcenter.net/forums/showthread.php?t=377824

    however, i have no clue where to get the "disable real recruitment submod".
    also, just TONIGHT my kingdoms disk stopped working, so im going to have to go buy a new one tomorrow so i can play the game. sigh...
    this will be the third copy ive bought since the game came out, they should jsut give me an extra one at this point.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  5. #5
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    In the other thread
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  6. #6

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Nightbringer View Post
    however, i have no clue where to get the "disable real recruitment submod".
    It's included in the game. Run the file SS_setup.exe in the SS6.3/mods directory. Choose Early Era Campaign, and then select the "Disable Real Recruitment" check box. Also select one of the three AIs. Triforce, can you confirm which one we're using?

  7. #7
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Swarbs View Post
    It's included in the game. Run the file SS_setup.exe in the SS6.3/mods directory. Choose Early Era Campaign, and then select the "Disable Real Recruitment" check box. Also select one of the three AIs. Triforce, can you confirm which one we're using?
    its savage ai.
    for some reason i dont have that checkbox. but i also know that it is a broken option because it results in some units never appearing in the game.
    okay, i got my game working, but i still dont see the disable RR option and im not sure we really want to use it.

    finally, the save is kingdoms patch 1.4, not many of us still have that patch i think. im willing to just give up my spot if im causing trouble but im not going to be able to go down to 1.4, maybe we could play 1.5?
    Last edited by Nightbringer; 11-24-2010 at 16:37.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  8. #8

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Nightbringer View Post
    its savage ai.
    for some reason i dont have that checkbox. but i also know that it is a broken option because it results in some units never appearing in the game.
    okay, i got my game working, but i still dont see the disable RR option and im not sure we really want to use it.

    finally, the save is kingdoms patch 1.4, not many of us still have that patch i think. im willing to just give up my spot if im causing trouble but im not going to be able to go down to 1.4, maybe we could play 1.5?
    off to a rough start I see.
    Don't worry Nightbringer, we will get this thing rolling, after the bumps are smoothed out.

    First of all I think the problem with Kingdoms Patch 1.4 is my fault as I forgot to update it to 1.5.
    Second of all, I think I'll just scrap the "Disable Real Recruitment", if it really does cause problems.
    Last edited by TriforceV; 11-24-2010 at 17:14.

  9. #9
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by TriforceV View Post
    off to a rough start I see.
    Don't worry Nightbringer, we will get this thing rolling, after the bumps are smoothed out.

    First of all I think the problem with Kingdoms Patch 1.4 is my fault as I forgot to update it to 1.5.
    Second of all, I think I'll just scrap the "Disable Real Recruitment", if it really does cause problems.
    As far as i know it does, i think all it does is disable the script, meaning that units which are only made available by the script (late units) never become available. with the script they arnt available until the late years of the game but i havent seen any submod that makes them available when you have just built a high level building.

    basically, i think just leaving it on is our best bet.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  10. #10

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Alright Nightbringer
    Here is your new turn -

    France

  11. #11

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Nightbringer View Post
    As far as i know it does, i think all it does is disable the script, meaning that units which are only made available by the script (late units) never become available. with the script they arnt available until the late years of the game but i havent seen any submod that makes them available when you have just built a high level building.
    It's actually a bit different from that. Real Recruitment is designed so that the majority of units in the game are triggered by various events, usually those related to the development of new armour or gunpowder. When one of these events occurs, new units are unlocked (such as Billmen, Arquebusiers, Longbowmen, Halberd Militia and Musketmen) and old units are disabled (such as Norman Serjeants and Miles).

    The Disable Real Recruitment option triggers all these events on turn 1. So you instantly have access to all the advanced units as soon as you have the right barracks, but you also lose access to all the old units. The upshot of this is that you will get better units quicker once you build better barracks, but at the start some factions will suffer cos they have lost all their early era units. I think Venice, for example, can only recruit Urban Spear Militia from its castles until it gets fortress level barracks.

    If we don't want to go for Real Recruitment, one option is the No Waiting Mod. This mod makes later era units available as you build higher level barracks, so you get both the early and late era units. It can be a bit annoying, cos as soon as you upgrade your barracks you lose the ability to retrain older units, but then that same thing happens with quite a few units in KGCM. The No Waiting Mod can be installed by the fix compilation here:

    http://www.twcenter.net/forums/showthread.php?t=378648

    This set of fixes is fully save game compatible, and also fixes a CTD on turn 51, so we'll all need it anyway if our game is to get past turn 51. Once you install these fixes you lose the Disable RR option, but can add it back in using the patch here:

    http://www.twcenter.net/forums/showt...23#post8291123

    This will be useful for TWC members who are still in some of the hotseats that were started a while ago with the Disable RR option checked.

    I dunno whether we want to restart again with the No Waiting Mod. On the one hand, it won't affect balance, but on the other hand No Waiting will be good for roleplaying if, for example, the English King wants to recruit Longbowmen; the Byzantine Emperor wants Prononai; the Turks want Ottomans and Jannissaires; the Egyptians want Mamluks and so on. It will also reward people who build up their cities and castles faster - when playing with Real Recruitment you generally won't unlock any more units when expanding past the castle level until about turn 50 or 60.

  12. #12
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    i think we should go for the no waiting mod...
    Moderator of The Throne Room
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    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
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  13. #13
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    so, what i vote is ss 6.3, with the kingdoms 1.5 patch, install meneths fixes 4.0 compendium to resolve ctd on turn 51 issue (http://www.twcenter.net/forums/showthread.php?t=378648) and install "No Waiting for 6.2 v1.2" without the mercs files, Original AoR file, this way we can get the unique and advanced units within a reasonable time frame (for a hotseat). (http://www.twcenter.net/forums/showthread.php?t=383939)

    This sounds like a lot but meneth's patch is necessary and no waiting will make the game more fun.
    Last edited by Nightbringer; 11-24-2010 at 20:44.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  14. #14

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Nightbringer View Post
    so, what i vote is ss 6.3, with the kingdoms 1.5 patch, install meneths fixes 4.0 compendium to resolve ctd on turn 51 issue (http://www.twcenter.net/forums/showthread.php?t=378648) and install "No Waiting for 6.2 v1.2" without the mercs files, Original AoR file, this way we can get the unique and advanced units within a reasonable time frame (for a hotseat). (http://www.twcenter.net/forums/showthread.php?t=383939)

    This sounds like a lot but meneth's patch is necessary and no waiting will make the game more fun.
    Well Nightbringer,
    It's kind of late for that - I asked everyone in before we started to debate sub-mods, and the like but nobody came forward.
    I know you arrived late, so you never had the chance, but it seems silly to have to get everyone in the campaign to find/install the sub-mod. without a general vote,

    besides, I've never been in a hotseat camapign that last to the 50th + turn, and as for no waiting, while it seems like a good idea, I figure it is best suited for another time. lets just stick with what we got.

  15. #15
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    ok, sounds good to me, i didnt know that had already been discussed. i didnt mean to be trying to dictate things, i have just had a number of hotseats die right at the start because of disagreements about exactly what sub mods patches etc to use.
    i will play my turn with the save you posted.
    Hungary's turn is up, good luck!
    http://www.sendspace.com/file/ck4kku
    Last edited by Nightbringer; 11-25-2010 at 08:59.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  16. #16

    Default Re: Dual Alliances: Double Jeopardy 6.3

    The Man of Pizza is up.

    http://www.sendspace.com/file/p7x83h

  17. #17
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    How do I change the settings to match the rest of yours?
    #Winstontoostrong
    #Montytoostronger

  18. #18

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Askthepizzaguy View Post
    How do I change the settings to match the rest of yours?
    This this is the third time I've posted this... :P

    Run SS_Setup.exe in your mods/SS6.3 directory. Choose "Early Era Campaign" then tick the box for "Savage AI" and you're good to go! It'll take a while to load whilst it copies the right files over, but it'll get there in the end :)

  19. #19
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Swarbs View Post
    This this is the third time I've posted this... :P
    You are most helpful!
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  20. #20
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    http://www.sendspace.com/file/97mbe4

    Crusaders and Venice are up, Swarbs.
    #Winstontoostrong
    #Montytoostronger

  21. #21

    Default Re: Dual Alliances: Double Jeopardy 6.3


  22. #22

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Fatamid & Krarez are up

    Fatamid

  23. #23
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    ERE

    By the way, Fatimid and Khwarezm? In an autoresolve game? what was I thinking?

    is it autoresolve for battles against the AI too, or just vs players?
    Last edited by phonicsmonkey; 12-01-2010 at 01:32.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  24. #24
    Knight of the Crusade Member Thanatos Eclipse's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    England

    http://www.mediafire.com/file/c4bhc4..._England_2.sav

    FYI - Byzantium and Novgorod are now collectively the Roman Orthodox Empire
    Last edited by Thanatos Eclipse; 12-01-2010 at 08:09.
    For Rome! Got Rome!!
    For the Admiral!


  25. #25

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Alright I have created a Diplomatic Thread for your amusement if anyone is interested.

    Also here is the Second Turn!

    France

  26. #26
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  27. #27

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Poland is Up:

    Poland
    Last edited by TriforceV; 12-03-2010 at 15:39.

  28. #28
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    http://www.sendspace.com/file/93iqal

    Crusaders and Venice are up, Swarbs
    #Winstontoostrong
    #Montytoostronger

  29. #29

    Default Re: Dual Alliances: Double Jeopardy 6.3


  30. #30

    Default Re: Dual Alliances: Double Jeopardy 6.3

    I posted my save in the other thread...

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