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you could just make a PC neutral with an ambassador then take it with military. You still get the production and can control the defense you are fighting. Btw skeletons work wonders for this kind of tactic since they recover from all attrition at the end of the turn.
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How do you make a PC neutral with an ambassador? I thought the only way to get rid of PCs with through double-taxation
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09-19-2016, 04:38 PM
(This post was last modified: 09-19-2016, 05:10 PM by RELLGAR.)
SA-NO We have your ambassador that was unintentionally detained when the village of pirates cove was taken over by our forces. He will be immediately released for a small transpotationfee of 1 gold. I am also happy to announce I have found a nice village that that could join your kingdom. We thank you for helping us gain control of Amberland.
RELLGAR The Mighty
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NE > ALL
Turn 6 is here. Who will be the first to feel the taste of the enemy. The TY boy spoke large and the GN cowed his voice. The PI as he requested has been left unmolested. Naps around the map have been honored, and yet some naps remain. I for one continue to beg peace of my 3 Closest neighbors. The Red Wizard, The Great Centaur have both been honorable. The SA is a knight of his word, as he has as far as we know left the Mists. The Great Centaur warned me in time to prepare for the Winter's blight, many thanks. The Red Wizard made a good trade with the NO of the South. If the trade was true, then the NO is also honorable. I have had no contact with the other kingdoms of the realm, so I must assume visitors may arrive. You will not find us unprepared. PI my agreement stands, your PC's will remain untouched by death's hand. Should my neighbor's find themselves in need of assistance, be assured Death will answer their call.