Still in. Just needed someone to start it, last time.Yeah, I will try to avoid that happening this time.
EDIT: For the map, would people prefer a small one (which would result in much faster conflict), or a larger one (which would result in later conflict with much more buildup)?
And thats everyone. Since the vote is split 2/2 on medium/large map, I'll break the tie myself with a vote for medium (unless darkpaladin votes large before I finish making and posting the map).
Noted.And thats everyone. Since the vote is split 2/2 on medium/large map, I'll break the tie myself with a vote for medium (unless darkpaladin votes large before I finish making and posting the map).
Don't forget the latest version of the rules is 02, not 01 or 011.
After realizing how annoying it is to make a symmetrical map for 5 people on a tile based map
Tip: You probably want to start close to the river.
4, 3 Poipol!
You get the resources for the tile your city is on, right? Can you build a city on a river? Co-ordinates imminent...You get the resource for the tile your city is on, but you cannot build any improvement on that tile (which means that you want to avoid building a city on a tile with a special resource that requires a improvement to gather).
If a spot opens up, I'd like to join.Sure.
I'll go 6,14. Sorry for the delay.Its fine, we are still waiting on darkpaladin.
In the interests of moving the game along, I suggest you should assign DP a reasonable co-ordinate and start this thing.
Possibly, I think I would just prefer to do darkpaladins actions unless he gets replaced outright.In the interests of moving the game along, I suggest you should assign DP a reasonable co-ordinate and start this thing.
Actually, IceFire could choose it. His peak in activity is coming up soon, and he has shown interest in the game.
...So do we just post a spoiler with our actions here? cause... I can't do anything if thats not the case.Yeah, you just post a spoiler with your actions in the thread. We go on the honor system that the other players aren't looking at your actions. If you are feeling particularly suspicious of someone, you can PM them to me but I hope that isn't necessary.
Edit: Whoever winds up taking control of purple, if I don't get 9,7 and we don't set up a trade agreement, there is a great potential for war.You wanna go mate? Because I don't, and a trade agreement sounds nice. Also, an open proposal to Greenland, I think we would make a good team thanks to out proximity and availability of resources. Food for thought.
Edit2: Made edit less aggressive.
Possibly, I think I would just prefer to do darkpaladins actions unless he gets replaced outright.In the interests of moving the game along, I suggest you should assign DP a reasonable co-ordinate and start this thing.
Actually, IceFire could choose it. His peak in activity is coming up soon, and he has shown interest in the game.
Oh, and two tips for everyone:
Full scale war is extremely costly, especially for the attacker. Don't do it unless you will gain a very large strategic advantage from it or finish it very quickly.
Always have your attacking troops in the same army wherever possible. Otherwise they fight separately (even if all moving from the same place to the same place at the same speed), which makes them exponentially weaker.
Oh, and two tips for everyone:
Full scale war is extremely costly, especially for the attacker. Don't do it unless you will gain a very large strategic advantage from it or finish it very quickly.
Feel free to replace me right away. I'm busy with other things right now, so I won't play.Oh well, replacing you with Icefire then
Yeah, of course.Spoiler: Bluepower (click to show/hide)
Can I renames to Istania?
If I read it right earlier in the thread (http://www.bay12forums.com/smf/index.php?topic=138669.msg5295972#msg5295972), I think the gist of it is this;You got that all correct, but slightly underemphasis the importance of having more food.
Every Pop you have eats 2 food per turn. Excess food is stored.
Once you have food equal to [Population/2], it is consumed, and you have a new pop unit.
This is all done automatically, but it's still good to have more food, for more Pop.
Question: how do you get more non-city population? I know it's linked to the amount of food you have but does it increase automatically? I hope I've not maxed out my expansion already...City-population is the same as regular population. You can add one pop/turn to a city, but that uses up its action for the turn as well as requiring that you have a free pop to spare.
To the person in charge of green I offer the trade 6 units of wood (from me) for 3 units of food (from you). If you accept, I will later (~5 turns or so) offer the trade of 6 units of food for 4 iron.Sadly, trade requires either:Spoiler (click to show/hide)
I told everyone to start near the river. Not my fault that half of you screwed yourselves over and didn't listen to me.Spoiler (click to show/hide)
I get the feeling that this may take a long time before we get near each other, by which point I suspect it will already be very obvious who will come out ahead.
Curse my non-river starting position. I would have rather started at 17.12, I think. If cities can go on mountains. Doesn't matter now, though. :/
Are there improvements to make Ocean tiles worthwhile?
I'll be slightly inactive the next few days, I've been busy today and will likely be busy the next few for exams. If I can get a chance between studying i'll postI'll probably just auto you then until you become unbusy.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
As I said earlier, be very careful with that tile...
None of you are really supposed to be reading other peoples turns before they have been run, otherwise people are going to have to message me their turns when army movement starts, and its going to rather annoying. >:(Spoiler (click to show/hide)
As I said earlier, be very careful with that tile...
Don't screw us Icefire, you claiming that tile will be trouble for me, and when I figure out how to build units it will be a problem for you.
Its been noted before that if he loses that tile he attacks me, if he gets the tile we have a trade agreement and take over the world.Despite him saying so earlier in the thread, I don't see any possible reason for him to attack you. Attempting to claim your iron could be a possible reason, but it would require him extending through notquitethere, which is insanity. Especially since there are two other iron sources much closer to home that he has an actual chance at taking.
So be it. Someone tell me how to raise units.*Shrug* if you want to attempt to fight Zanz's war for him...
Jboy, i meant that there was the potential for me to attack Ice if I couldn't get an agreement for iron from someone. Lemon, I knew about that because after everyone posts, I check for a claim on the tile via the turn formatting. If there were no claims, I wouldn't get any results. That iron is the only one I have available in any true manner, and its proximedy to a food bonus gets me worried because I am going to be needing it.Looking at the turn directly by reading even a line of the turn code is the same as loading it up in the game. It doesn't really matter in this case since no one has started throwing around armies, but it will matter eventually.
Whoever winds up taking control of purple, if I don't get 9,7 and we don't set up a trade agreement, there is a great potential for war.You probably meant pink (which is icefire), not purple.
Jboy, i meant that there was the potential for me to attack Ice if I couldn't get an agreement for iron from someone. Lemon, I knew about that because after everyone posts, I check for a claim on the tile via the turn formatting. If there were no claims, I wouldn't get any results. That iron is the only one I have available in any true manner, and its proximedy to a food bonus gets me worried because I am going to be needing it.
Hey GM, would it be possible to introduce an NPC Barbarian Race you would make the turns for?That sounds fun. If not for this game, maybe the next one. Im trying to learn how to use the admin interface, so if I make one of these Ill definitely do that.
What happens if two countries both try to claim the same tile?
Hey lemon10;Oh yeah, one of them randomly gets it. I don't think it should happen that way (IMHO, it should just prevent both of them from claiming the conflicted tile that turn), but that's the way the game resolves it.What happens if two countries both try to claim the same tile?
I like these slow burn forum games. Your day-to-day decisions have only a small impact but over time you can your strategies gradually come to fruition. Or, uh, watch your inevitable downfall in very slow motion.Yeah, thats one of the problems. Half of the people watch their very slow death, which makes them post their turns slower for some reason. ???
Yeah, its totally possible. But i'm not going to edit the map for this game at this stage in any way (despite having tons of ideas of how to do so)). People made strategic choices based on the data, and if new completely unpredictable things come in randomly, it throws people off unfairly, and may give advantages to people who did otherwise sub-par actions.Hey GM, would it be possible to introduce an NPC Barbarian Race you would make the turns for?That sounds fun. If not for this game, maybe the next one. Im trying to learn how to use the admin interface, so if I make one of these Ill definitely do that.
Has the battle system been explained anywhere? Can you take territory or just cities with soldiers? What about razing land?Here is my explanation from a earlier game:
Battles are pretty simple. There is a 20X1 field, and units walk towards the enemy from their sides at their speed each turn until they get in attack range. They can't attack the very first turn they get in range (except for units with the charge ability, who get a bonus to attack on the charge), so the units that walked into range attack next turn.EDIT: As for the second and third parts of your question:
Each units randomly selects an enemy unit and attacks, dealing 1Dattack-1Ddefense damage (random number between 1 and attack minus a random number between 1 and defense).
This works out so that two units fighting one will get in between 3-4 times more attacks, so assuming the units are near equal, even a few more units will cause a significant difference.
Focusing is very random, a army won't pick the same units to fight (although they can all pick the same ones if you get lucky), and won't stick with fighting the same unit till it dies either, so how much they focus can very well decide larger battles.
Units get 1XP per turn they are in battle.
What does experience do for units? Do they level up and improve their stats then?Experience gives +2 HP per level, and it also typically gives +1 of a stat (attack at lv 1, defense at lv 2) as well. It also occasionally improves other stats (eg. charge strength), but that changes on a unit by unit basis.
You know, this game would definitely benefit from having some kind of manual. I imagine the xp requirements for levelling up vary by unit and are a mystery to the player until it happens? Is an undefended city taken automatically when invaded or does it get some kind of native defence?Yeah, a manual would be a great help indeed. I might actually consider making one if I get the time.
So a balanced, combined-arms approach to armies is more risky and less reliable than hordes of the same unit? Since, you know, your spearmen might never fight the cavalry; your archers might try instead? And your cavalry impale themselves on pikemen?Not riskier, but in general sub-par.
this not being very far in, I'll take over if icefire is droppedSorry Kashyyk is in the waitlist before you. You can replace the next person if anyone else drops though.
Jboy, I'm willing to let you have that iron without contest, but I expect you to respect that the rest of that mountain range, at least to the south? That's mine. Not yours. Disregard this at your own peril.
Or maybe Im just OCD and want my empire sitting pretty between those mountains? Did that thought ever cross your mind? I wasn't even thinking about that iron, I just wanted my empire to touch both ends of the mountains.
I really don't like having to keep autoing Icefire, nor do I want to kick him from the game, because he has posted whenever he is on. But since he isn't on that much, I don't think I am going to have much choice in the matter if I want to keep the game going in a timely manner. And given my previous game of this (where turns always managed to take at least a week), I really want to keep this going quickly.
So next time he A) Fails to post a turn within two days after it comes up AND B) Fails to post within a day of the next latest person, he will be dropped from the game, and replaced.
If it keeps you off my arse you can have the iron, in all honesty Im going for the mithril.
Blargh. OK then, was looking forward to stomping everyone again(though I didn't see any fire mana on the map last time I looked :P)You won your game by having like twice as much labor as anyone else. You could have done the same using other other things. The fire mana didn't help their position though.
Protip to everyone. If you see someone teching up heavily, you might wanna war with them to slow them down since there are some late-game units that can go one man army on you if you don't have any reasonably teched units to counter. That's how I won my game, by getting fire drakes with everyone else not even having a blacksmith
*Shrug*I really don't like having to keep autoing Icefire, nor do I want to kick him from the game, because he has posted whenever he is on. But since he isn't on that much, I don't think I am going to have much choice in the matter if I want to keep the game going in a timely manner. And given my previous game of this (where turns always managed to take at least a week), I really want to keep this going quickly.
So next time he A) Fails to post a turn within two days after it comes up AND B) Fails to post within a day of the next latest person, he will be dropped from the game, and replaced.
The exams that were limiting him should be clearing up soon. If you do replace him this will mess up a few negotiations I was had with him that had finished up with me being able to get 9,7...
Edit: Type on coordinates...
Zanz, going to need your turn, or you are going to end up getting autoed along with Icefire.
No worries. Just wanted to get everyone else done so I can bump out Icefire in a days time.Zanz, going to need your turn, or you are going to end up getting autoed along with Icefire.
Sorry about that. I spent last night working on a turn for a game I promised to update roughly a month ago.Spoiler (click to show/hide)
No worries. Just wanted to get everyone else done so I can bump out Icefire in a days time.
Spoiler: Turn 9 (click to show/hide)
Zanz, are you Red?
Zanz, are you still interested in setting up a trade route? I could lay a road north to your lands if you lay a road towards mine. I would trade stone for wood.
lemon10, if roads and sea work, why not river for trading?Two reasons:
...Why was a town built on 15,17?Jboy, that town there is going to prevent you from building a mine there and using the iron. You really should raze it and replace it with a mine (even though it will end up costing you a pop).
I thought building a town there would give me the iron, Ill fix that quick. How do you raze cities?...Why was a town built on 15,17?Jboy, that town there is going to prevent you from building a mine there and using the iron. You really should raze it and replace it with a mine (even though it will end up costing you a pop).
EDIT: Note that there is no ingame way to raze a town (or indeed unclaim a tile). To do so you have to give me the orders specifically.
Take a moment.I thought building a town there would give me the iron, Ill fix that quick. How do you raze cities?...Why was a town built on 15,17?Jboy, that town there is going to prevent you from building a mine there and using the iron. You really should raze it and replace it with a mine (even though it will end up costing you a pop).
EDIT: Note that there is no ingame way to raze a town (or indeed unclaim a tile). To do so you have to give me the orders specifically.
What about a combination of river and road? Asking someone you have a water trade route with if you could trade with someone that city has a road connection to?Rivers are completely useless for trade. The riversharks are simply too smart for any of your tricks.Spoiler (click to show/hide)
That bowman raised by Zanz is going to make things very interesting between him and Kash for a few turns.
Thoughts: I was actually expecting Zanz to use his archer to go and try to steal that iron tile from kash (rather then wait as long as he might have ended up needed to take it.)
It says I can't claim 12,12. Is there a gameplay reason for that, or is the mithril off limits for now?To claim a tile you need one of two things.
Green, your army is right next to my border. Call me paranoid, but I don't like. Move your army or I will.Spoiler (click to show/hide)
So, basically the mithril is impossible to claim? Since the mithril is a one tile island?It says I can't claim 12,12. Is there a gameplay reason for that, or is the mithril off limits for now?To claim a tile you need one of two things.
1) You need an adjacent non-ocean tile
2) You need an adjacent ship (which is what you need to colonize new islands).
Since this small mistake isn't actually your fault since you didn't know, this turn has been edited so that the ocean tile is now unclaimed and you get the pop back.
Those are OR conditions, Jboy, not AND: if you build a town on the shoreline and build a dock and then build a ship and bring the ship into the water, then you can colonise the central island.
So, basically the mithril is impossible to claim? Since the mithril is a one tile island?
Just waiting on Zanz again. I think he probably thinks that he turned a turn in earlier.
You chaps talk an awful good game, but Greenland has interests in the area.
I was waiting on not quite there first>_> so you were saying you were waiting to see my turn, i.e. cheating? Maybe I'll submit my moves via PM from now on.
I think I've spotted potential Greenlandian citizens across the mountains that require liberating...You chaps talk an awful good game, but Greenland has interests in the area....What is that supposed to mean?
I was waiting on not quite there first>_> so you were saying you were waiting to see my turn, i.e. cheating? Maybe I'll submit my moves via PM from now on.
I meant you're response to my question of the hell those axemen were doing.Ah, well I'm sorry for impugning your honour.
I meant you're response to my question of the hell those axemen were doing.Ah, well I'm sorry for impugning your honour.
In the interests of speeding up this turn, I will point out that his intentions are pretty crystal clear, because I can only think of one thing his army is going to do over on that side of the mountains, and I'm not sure what else you think he could be planning on doing with it.I meant you're response to my question of the hell those axemen were doing.Ah, well I'm sorry for impugning your honour.
Not a matter of honor, just miscommunication that needed to be clarified.
Also, what do you mean by 'liberated'?
In the interests of speeding up this turn, I will point out that his intentions are pretty crystal clear, because I can only think of one thing his army is going to do over on that side of the mountains, and I'm not sure what else you think he could be planning on doing with it.
In the interests of speeding up this turn, I will point out that his intentions are pretty crystal clear, because I can only think of one thing his army is going to do over on that side of the mountains, and I'm not sure what else you think he could be planning on doing with it.
While desiring speed is good and all, there are times when things need to be slowed down. Anyway, turn.
In the interests of speeding up this turn, I will point out that his intentions are pretty crystal clear, because I can only think of one thing his army is going to do over on that side of the mountains, and I'm not sure what else you think he could be planning on doing with it.
While desiring speed is good and all, there are times when things need to be slowed down. Anyway, turn.
For you, perhaps! The Great Democratic Republic Land Of Istania will expand without cease! To halt is to die! For the motherland!
Take hostile action against me and you die, NQT.
Take the iron sitting next to one of my cities, and you die, NQT.
I just got enough iron to tech up. Things will be going far better from now on. I know this much.
No zanzet
There is also diplomacy
With others. Outside of your foe.
Well, don't just fucking quit. Fight a defensive war while everyone else teams up to keep the steamroller dude from beating us.
[spoiler=Turn 17 results]
Battle fought at (7,8):
The Inverted Axes attacking (2 units)
Valcoran City Guard, The Ancoran Tribe army 13 defending (3 units)
Bowmen (13) destroyed
Bowmen (9) destroyed
Bowmen (4) destroyed
Attackers win
I don't want to be pessimistic, but Zanz might end up being right when he said that he had pretty much lost.
Question how does HP recover?
Another question, how do healers work?
City. That's why I fought three of your archers not two.
I say, give us 4-5 more turns to see where this goes.
I hardly think I'm steamrollering. I've caught a grand total of two cities and am now forced to fight a war on all fronts. The others could hunker down and produce superior technology (especially with their greater access to mana) or capture one another's cities to build a consolidated power base. Things are still precarious.I beg to differ. Zanz and Role can't beat him on their own, or even pressure him at all. It may take him a while, but eventually he can crush both of them (Zanz especially as he lacks a source of iron).
I think you underestimate my rate of population growth, lemon10. And how quickly I can start producing troops, especially Iron ones now that I can grab that iron.Units have a speed that determines how far them can move.
That is, if you as Boydinia don't contest me for it. >.> As long as I can have that iron I will try and keep him from breaking through as long as I can, but I can make no promises.
So can units only move one tile a turn, then?
I'll give Zanz till tomorrow morning, then auto him if he doesn't have a turn in.
E: Just a reminder for all those engaged in combat: If our troops go into a battle in separate armies then they all fight individually, and will end up brutally crushed.
Wait a seond what the fuck?First off: I don't control the food consumption and population growth, it happens automatically.
You skipped a food consumption population point, lemon. It went 19, 19, 20, 21, 21, 22.
That ain't right, man.
Each military unit costs 1 money in upkeep as well.Ahhhh
BUT I HAVE SO MUCHThe end limit on the size of military you can field is money because everything else is a one time cost. If you do build a large military you quickly see how important it is. That said, you should note that you can also buy pegasi (which is the only way to get them on this map) with money.
AND IT'S TAKING UP SO MUCH ROOM
THE PEASANTS ARE WASHING THEMSELVES WITH GOLD NOW
IT'S KINDA GROSS
It was a 50/50 chance of getting into the city before the Boydinians, whoever got there first would be able to defend it and win out. I risked my entire southern army on a single roll of the die, but fortune favours the bold!Apparently, you have been damn lucky on pretty much every single attack, not least in the fact that your enemies didn't notice you coming early enough to stop you.
I don't know what chargebreak is but I just hope it counters your Axemen. It might not. I might start needing to make cavalry once I have access to more horses.Chargebreaker does not counter axemen, it makes them better against calvary. In the absence of horsemen, I would say axemen are better due to the lower labor cost (although a pikeman is very slightly stronger due to the +2 more health it has).
You do have more cities for the moment, by 1 city, so you can get some more labor than me in a few turns if you really invest it, but I have great Population growth still, and with two mana sources nearby, great reasons to build more cities. Plus, once I get some more Iron I can work on getting more Engineering Guilds(I believe I could build an aqueduct in my capital in the next few turns if I focused on it).
My biggest impediment at the moment, actually, is wood production, so I can build the Iron-producing inspiration building.
I feel somewhat more relaxed about this game now that it's mostly a matter of fighting against one person instead of everyone, so I don't feel like sharing my problems and such(which anyone who cared to could figure out, at the moment, just by looking at the turns and such) is a dangerous thing.
You do have more units, and more experienced/better ones, (which makes me curious as to how you're managing to pay the upkeep), but your attention is also heavily divided; mine isn't.
Also, for the record, I was kinda screwed by my starting position. If I had started by the river as I would have personally preferred had I arrived earlier, rather than the sea...well, things would probably be going differently.
Managed to grab access to a computer that had the ability to load the game. Checking on auto'd turns that were made by Lemon gives me a guess as to the strategy that was being used, and I shall use. Anyone want me to start another game of this?Yeah, I would be very interesting in playing a match of this (from the start and to win).Spoiler (click to show/hide)
HEYMagic defense. Units that have magic attacks (eg. wizards), check attacks against it instead of defense.
WHAT DOES MD MEAN
Melee Defense? Missile Defense? Morale Damage? Initiative? What does it dooooooSpoiler (click to show/hide)
I'll fix that next turn.Spoiler (click to show/hide)
Also, you can't build a Horse Pasture on a desert...
Real quick, Lemon, what does Siege do?
Ah, that makes sense. I thought it might give the attacking forces a bonus.Real quick, Lemon, what does Siege do?
It reduces the bonus to defence a unit gets from city defences.
Real quick, Lemon, what does Siege do?Cities have a passive defense bonus of 25%+25% per defensive building. Siege reduces this by the strength of the siege bonus. It does not affect terrain defensive bonuses.
So, uhhh...Real quick, Lemon, what does Siege do?Cities have a passive defense bonus of 25%+25% per defensive building. Siege reduces this by the strength of the siege bonus. It does not affect terrain defensive bonuses.
Damn ninjas.
I think they stack, but I'm not 100% sure. You can check in the admin interface if you want.
Defensive bonuses simply increase the defense stat of all defending units. If they get a +125% defensive bonus (+50% from hills and +75% from a city), then a unit with 4 base defense goes into battle with 9 defense.So, uhhh...Real quick, Lemon, what does Siege do?Cities have a passive defense bonus of 25%+25% per defensive building. Siege reduces this by the strength of the siege bonus. It does not affect terrain defensive bonuses.
Damn ninjas.
I think they stack, but I'm not 100% sure. You can check in the admin interface if you want.
What does defensive bonus do, exactly? And what bonuses do the different terrain bonuses give? Wouldn't, to a certain point, bowmen be able to rain death without retaliation if there was a wall and the attackers don't have a siege weapon? And don't the Stone Wall and Fortress give +50% each? That's what the 50 means right?
And even though I know you almost certainly won't answer this: When is the best time to use siege weapons, then? After all, they're rather slow.
Well, if you get 1 or 2 high health and defense guys in melee, your ranged guys get to just sit there all day taking pot shots.Outside of having a few specialists (siege, healers, units with auras) and units that need rare resources (mana units, mithril units) you don't ever want to split your force with different speed and range units.
I think it's less of a 'split your forces' thing and more of a 'mass all of your troops into one giant glob'.Well, if you get 1 or 2 high health and defense guys in melee, your ranged guys get to just sit there all day taking pot shots.Outside of having a few specialists (siege, healers, units with auras) and units that need rare resources (mana units, mithril units) you don't ever want to split your force with different speed and range units.
E: Just waiting on nqt.
If it's any consolation, I'm beginning to feel thinly spread.Yeah, I think that probably cost you your easy victory. If you had focused on a single front after taking those initial two cities you could have beaten any army raised against you fairly easily (and wiped out either Zanz, Kash, or Boyd without trouble). As it is though you ended up splitting your force into three. Splitting your force that thin both cost you your growth potential (since you spend all your iron and lots of your labor to be able to field two attacking armies) and allowed your enemies to array against you.
No, Lemon10.Using the admin interface helps a lot in understanding the game. It tells you the stats, strengths and costs of all the units for long term planning. It allows you to run battles to see what the outcome will be, it allows you to run the game turns into the future to see longer term results of you actions (eg. seeing how long it will take to get a building you want), and combining it with the player interface you can use it to see the potential actions your enemies can take over a few turns.
That time will come when NQT has one city left guarded by the most grizzled of the grizzly, that everyone just leaves alone cuz no one cares to lose all the troops it would take to conquer.
As for the battle simulator, I like that.
Can I ask what Hydromancers, Priests of Life, Paladins, Priests of Death, Skeletons, Air Mages, Lightning Skiffs(unless they're naval then I don't care), normal Priests, and Healers do? As well, can I ask what the difference between Crossbowmen and Longbowmen is?The admin interface should be able to answer most of those questions. It won't tell you what specific abilities do for the most part, but it would still tell you a good deal. I will answer what abilities do to the best of my knowledge, but you can also look at these things yourself to some extent. For instance if you just looked you would see that lightning skiffs have no powers besides flying and mechanichal.
I haven't wanted to touch the admin interface because it feels like cheating. Maybe I'm wrong but...
Where is your talk of iron price now, warlord? Your forces hide behind the walls of your newly taken city, as it's inhabitants curse your name. You speak of taking our farmlands; yet you will nurture our harvest with the blood of your soldiers. Our armies swell with men from those very same farms, eager to prove their worth in glorious battle. Our ranks sit on your doorstep, while the nation prospers behind their watchful gaze. Time itself works against you, as every month that passes allows us to grow greater and recruit more eager young men to cut you apart. Do not presume that because the pig is fat, that is ripe for the slaughter; remember, instead, that the boar is wily and fierce enough to have more than it's share of the meal.You wait and wait and wait, concentrating your forces in a tiny mountain pass. I doubt you will ever find enough men to take Utyug Ferma. Meanwhile my glorious forces sprout Green across the continent, razing villages and taking towns. We have lost but one unit in battle (Boysdbane, may we sing your name forever). Everywhere the blundering fools that run the other nations are outwitted and outmatched. You will not goad me to act before the time is ready. You say you are a boar, but they cook just as well on a spit...
So tell me, warlord. Where is your talk of conquest now?
EDIT: Lemon, are we allowed to let armies of other nations go past/through the tile one of your own is in unmolested, if both players agree?Nope.
Your allies are in disarray, and they will follow the Boydinians into the dust, all their legacy in the colourful names they gave the cities I took from them.
Magecraft?! Wizards are mere conjurers of cheap tricks. They too bow before the might of the axe, pike and lance.
Please rename my nation to 'the Ancoran Confederacy' after the turn is run. I am building up a city.
Hey Lemon, why haven't you had my place renamed 'the Ancoran Confederacy, like I asked at turn 7?Sorry, I missed your request. I'll change it next turn.Please rename my nation to 'the Ancoran Confederacy' after the turn is run. I am building up a city.
75% defence on Mountains? i thought it was 50.So did I for a while. That said, attacking there with even 50 defense would have been unwise.
Pretty sure they stack. You can get some pretty crazy defense.Yep.
Okay this is getting frankly ridiculous.Yeah, I forgot to trade it, then promptly edited the turn so that it was traded not a minute later. If you reload it you should see that you now own it again.
If NQT wins purely because of the RNG I'm calling bullshit.
I mean seriously, does it even matter what we do at this point, if he's just gonna win every battle anyway?
Also damnit Lemon10 you forgot the iron mine tile.
Also: I ran test turns with him attacking me. I have nine units on that tile, to his 8, with a 75% defensive bonus.
The first two times I ran the turn, he won. What. The. Fuck. I mean, COME ON. This is getting ridiculous.
Also, where the hell is he getting all these iron units from? I mean, seriously, he has the same iron income as I do, and yet he has craptons of pikemen, all ready to go in the same place. Garr. >:(
Not my fault I started in crappy position. >.>No, it really isn't. Sorry about that, I probably would have let you move it on turn 2 or whatever if you had asked then.
Not my fault I started in crappy position. >.>No, it really isn't. Sorry about that, I probably would have let you move it on turn 2 or whatever if you had asked then.
I think it's heartwarming how you're all working together. I would have burnt Valcoran to the ground, but that doesn't appear allowed (and otherwise almost all invaded cities would always raze themselves).It is allowed, you simply have to do it in preparation.
It is allowed, you simply have to do it in preparation.Uh huh. Another reason why this game should have its rules written down >_>
The three requirements are:
1) It must be size two
2) You cannot use it to do anything that turn
3) It takes place *after* troop movement, and requires that there be no enemy troops in the city.
Also, I hope that the alliance fragments before they end up wiping you out (if indeed that is what ends up happening), because all 4 of them can't win together, and it wouldn't be very fun if they simply crushed you. A eventual 3 way battle (with you as the weaker team, but still potent) would be more fun.That's all very well for you to say now after you orchestrated a mod mandated alliance in the first place.
Sorry :-[. If you hadn't split your forces, the alliance probably might not have even been enough, and even with the alliance you still have the very real possibility of victory.It is allowed, you simply have to do it in preparation.Uh huh. Another reason why this game should have its rules written down >_>
The three requirements are:
1) It must be size two
2) You cannot use it to do anything that turn
3) It takes place *after* troop movement, and requires that there be no enemy troops in the city.Also, I hope that the alliance fragments before they end up wiping you out (if indeed that is what ends up happening), because all 4 of them can't win together, and it wouldn't be very fun if they simply crushed you. A eventual 3 way battle (with you as the weaker team, but still potent) would be more fun.That's all very well for you to say now after you orchestrated a mod mandated alliance in the first place.
Sorry, I don't mean to sound like a poor sport, I'm still going to win this afterall, but take for instance the gifting of Boyd's terrain.You are right there, it was kind of shady to gift terrain like that.
The mod has been 'assisting' us only in that when one of us us absent he fills the void. If you were AFK he'd do the same for you.He is right though. As mod I should be much more passive when autoing, playing very passively not in any way better then the player I am replacing. I certainly shouldn't be doing negotiations on my own like I have been doing, not coming up with strategies they would not have thought of, nor done things they wouldn't have bothered doing. I really have trouble not playing to win though, which you can tell by my actions.
So we can't even do railroad tie breaking style shit by re-investing labor and what not?Sabotaging a railroad is easy and takes little time.
Spoiler: Battle Details (click to show/hide)
Just for my clarification, that means trading food for iron correct?
Tryrar, don't forget that Kashyyk has to pay 1 food upkeep per turn for that mithril mine...cumulative.
Yeah, but making things pentagonal is rather annoying on smaller maps, especially for resource distribution. It isn't impossible, but it is still annoying.
Anyways, here is the map (http://pastebin.com/zig8pARU).
Special Rules:
Pegasi Traders: You can buy pegasi from the flying pegasi traders at a cost of 10/30/60 money for 1/2/3 per turn.
Blood Mine: The Mithril Mine in the center has a cumulative cost of 1 food/turn/turn for as long as you own it. This cost is not reset by losing control of it. You cannot trade away this tile to another player, but you can abandon it.
-----
Any balance concerns about the map? Suggestions?
-----In order to allow people to give suggestions about the map (without screwing over other people that have already picked), picking sides will be delayed until tommorow.
Ehh, scratch that. People can begin picking a starting tile (any tile not adjacent to a mountain is acceptable) and color now.
Tip: You probably want to start close to the river.
Why not just a direct trade of 4 food for x amount of iron per turn? He's gonna need all the food he can get with that blood mine....
I figure he would only want to give me 1 iron per turn at most, and I want to make certain a turn isn't missed by accident.
If you want, I'll trade you five iron for twenty-five food now.
Population isn't a resource so I don't think it should be tradable.
Population isn't a resource so I don't think it should be tradable.You can't trade pop.
Yeah, I'll allow that, since the fact that you would need random luck to trade food otherwise. This is predicated on the fact that you gained a pop last turn though (eg. you are retroactively not gaining that pop, you aren't converting the people into soylent green).Population isn't a resource so I don't think it should be tradable.
If not, then remove the one pop and five food and give kash 25 food (as said earlier, next turn since I don't have enough right now, but will next turn).
EDIT: You can't sell buildings or anything, right tryrar?You can destroy a building as a cities action (although it requires a admin to do it), but you can't sell a building.
hey lemon, back so soon? :PHeh, thanks for taking care of the game while I was gone. :P
?Yeah, that trade was fine. My concern isn't about you in particular, but rather allowing even allies to auto each other in general.
Ranger needed reagents in order to produce the Mage's guild I had been trying to go for to utilize the Earth Mana.
I needed horses(notice the horse place I granted him) in order to make horsey things, and he had a fairly large excess.
Anyway.Spoiler: Mah Turn (click to show/hide)
yeah, I saw that when Role had orangeworld trade 3 horses for 3 reagents. I actually almost said no, but then said "ehh, if Ranger didn't want something like this to happen, he should have come back."You taking over for Ranger now would be perfect.
Actually, I'll take over for Ranger if you want. Zanz's game seems to have died off(hint hint Zanz)
Hmmrpphhhh.Ehh, I think it was. Turn 35 was the first time you had good odds to win a battle attacking his city (2/3? 3/4?). At least that's what I presume given your reaction to his move. I presume he realized this too, and knew he had to move his army.
NQT you are lucky as fuck if that was honest play.
Aye, but he moved in such a way as to move past my armies(somehow) without them blocking his passage. Otherwise, he should have been blocked by the spearmen on those hills. As it is now, there's about a 50/50 chance of me killing his army, or him taking my city. While I can certainly take it before he conquers it, I have a great suspicion that he will lead me instead on a wild goose chase, popping between my cities and forcing me to try to catch up to him.Ah. Yeah, he did get lucky there.
Tryrar, your assistance in this matter would be greatly appreciated, though I understand if you might be reluctant to engage his forces, considering many of them are pikemen. Actually I'm not sure if you even can do anything to help, which is mildly frustrating.
Maybe I should just send my tier 2+ units after his, and leave the spears to consolidate my gains... >.>
EDIT: also, yes, when I ran the simulations (15 units vs. 9 or so, with zero defense bonuses), he lost every time, while I took maybe one casualty. So perhaps it was; my suspicion is less the turn, and more the fact that he was able to send his army around mine with such ease.
Actually, I'll take over for Ranger if you want. Zanz's game seems to have died off(hint hint Zanz)
NQT, give me possession of Verdantia, 6,13, 6,11, 3,21, and Elmsgrove, then we can have peace.Your submitted turn has the wizards in Ancora not moving. The one you have open might have, but you obviously didn't submit it.
Lemon, why are my wizards still in Ancora? I have the prior turn's map still open and I have them ordered to 5,6.
NQT choosing the one turn that I start moving my armies around in such a way that unless he moves his army, it's destroyed, and yet there's an opening for him to move said army around, to move his army around and towards me. That's totally not suspicious in any way. Especially since he went after me and made a comment about how many of us there were.I didn't look at what move you'd submitted but every turn I run a bunch of counterfactuals through the admin panel and for the first turn, now was the time you'd undoubtedly be able to beat me so I figured I'd make my move. I honestly expected to be stopped in the hills on my way around. it's all ancient history now, of course, now that the Wild Rovers have been destroyed.
Also, HAHAHAH! Luck has finally turned against you, NQT! And now you shall fall!Your chickens have yet to hatch.
NQT, give me possession of Verdantia, 6,13, 6,11, 3,21, and Elmsgrove, then we can have peace.Surely you jest! You'll have to pay the iron price if you want my lands and cities.
Quick question Lemon: Will you allow an allied victory? IE if an alliance of players beats everyone else, we can declare the game over, correct?Not really. You can all kind of simply stop playing and declare the game over, but in that case none of you really wins by the standard of the game. You don't lose either of course but...
Surely you jest!
Lemon, you forgot the trade between me and Kashyyk.It was never ordered.
Lemon, you forgot the trade between me and Kashyyk.It was never ordered.
If you want, I'll trade you five iron for twenty-five food now.
So you don't wanna trade with me, then, Kash?
No, Zanz, just because I do most of my trading through PMs doesn't mean I wasn't doing trading. Look at the turn again and what Lemon said about/to me. I had made a trade, and thought Kashyyk would confirm it, but he didn't.
I agreed, and then the solution of reducing my pop by 1 (since food is automatically spent, so, the free pop would be removed to represent 20 food being traded) and 5 food (reaching 25).While you can agree with each other on trades to occur in future turns, you have to actually order the trade on the turns you want them to occur.
Zanz: I am aware that its only been a few hours since the turn has started, and you may well be conducting negotiations, or lack access to a flash computer.
But given that everyone else has posted, and you seem to have a habit of thinking your have done turns (when you really haven't), I'll just give you a small poke.
Someone else is going to have to run my nation for awhile. My Grandmother is in the hospital for reasons I am not clear of, and I need to take help out with my grandfather.Hope she gets better soon. :(
So Speed is determined by movement speed, yes? And thus, horses will always act first?Pretty much.
So anyone want to actually trade anything with NQT?I mean going from one route to another. Trading across a single road only takes a single turn no matter what (assuming it is unblocked that is). However, going from sea->road would take two turns, and going from road->different road (eg. if you had a road to a middle player, and the middle player had a different road to your trade partner) would also take two turns.
Yeah I thought so. :P
So, if there's a road that stretches all the way across the map, but only touches two cities at either end, it only takes a turn.
But if there's a road that goes a third of that distance, yet goes through five different cities total each from a different player, it would take four turns to complete.
And thus, by building a city on a road that is otherwise unoccupied, it causes trades from cities on either side, even with my permission, to take longer?
Or do you just mean going from land route to sea route and back again?
This falling out between Role and tryrar is going to make the game much more interesting for now methinks.About time. I think turn 20 was the last time any of you attacked one another (and that was just a light bit of razing).
About time. I think turn 20 was the last time any of you attacked one another (and that was just a light bit of razing).
That and Kashyyk has Mithril. And Mithril units.You all keep saying this, I have no Mithril units! :P
I mean, damn, how is he still managing to gain population?
Yeah, poor planning on my part, as I thought that was a city that had more than bupkis. Should have gone all or nothing then and wandered into strike range of his capital :PYou should have looked at it in the admin interface to see what buildings it had.Spoiler: Orangeworld (click to show/hide)
Spoiler: Battle Details (click to show/hide)
Well that wasn't supposed to happen. I was thinking fastest moves to it's 1st space, then going down to slowest's first space, then fastest moves 2nd space, etc.
We still waiting on Tryrar?Yeah. I'll auto him in a few hours I guess :/
Question, Lemon.A) So people know the turns are done for the autoed players.
Since we're not supposed to read everyone's stuff, why do you post the turns for the people you're auto-ing, instead of in, say, Google Docs?
I always play these sorts of games with the mentality of if I have the highest population growth I will have the highest population, if I have the highest population I will have the biggest cities, if I have the biggest cities I'll be able to outproduce EVERYONE. It works pretty well for the Civ series, and also here it seems.Nope.
Also, as you asked, it's been nine turns.
You got it on turn 35 (where it cost 1 food). It is now turn 47, so it will cost you 13 food this turn.
Also now that Kash has Sky Knights, I am going to repeat the fact that flying units they take half damage from non-magic non-ranged attacks.
How does transporting units in other units work?You just move the army, ground troops and transports included onto a water tile. So long as the totat number of transports 'points' is greater than or equal to the number of units you are transporting, you'll be fine. If it ever goes below that, then units will start drowning until it equalises again.
And do swamps have a defensive penalty? Cuz' they're all swampy and stuff?I think it's 25%. Don't quote me though
And are there siege units that aren't slow as balls?Golems (an earth mana unit) acts as an infantry unit with 50 siege iirc
And what are the move costs of various terrain? Is it 2 for plains, 3 for everything else except mountains, five for mountains? Or four for hills, or what?2 for plains, 3 for forests, 4 for hills, 5 for mountains.
One Paladin+Cavaliers is the best. The buff is nice, but the healing they provide basically means that your cavalry never need to return to a city. Paladins don't need mithril either, which means that the costs for them won't really overlap (aka, one needs mithril, the other iron and life mana, so you would probably build them at different cities).Spoiler (click to show/hide)
So, uhh...what's up with the critical hits?
Also, I can see a reason to include ranged and melee units in an army now, and it's remniscent of real life so it makes me smile. Tough pikes and deadly mages/crossbows. Pikes help keep cavalry from reaching them, and just generally give a bit more wiggle room to the archers with how tough they can be.
I wish there was anti-cavalry cavalry, though...*sigh*
So, are Paladins or Cavaliers better in general? Paladins give buffs but Cavaliers are slightly stronger, I think...so the best would probably be mostly Cavaliers with a couple Paladins attached, right?
I kinda wish there were mounted mages.A mounted elemental mage would be pretty neat, and could be modded in fairly easily (although I'm not sure where they would end up going). There might be balance problems with non-elemental mounted mages though.
It's by no means impossible; there's plenty of stories about such. There also aren't mage knights(besides Paladins, that is), which disappoints me. Balancing reasons, probably, but still. Such would be very interesting.
I kinda wish there were mounted mages.Nah, I just didn't put them in. Honestly, the balance is kind of a mess. I think I dramatically undervalued mobility when I put together the unit stats. And the non-specialist mages seem kind of underpowered, in retrospect; magic resistance is generally lower than defense, but so is magic attack, and their own physical defense is pretty sad.
It's by no means impossible; there's plenty of stories about such. There also aren't mage knights(besides Paladins, that is), which disappoints me. Balancing reasons, probably, but still. Such would be very interesting.
Gandalf. The Herald Mage trilogy. There's others I'm sure, but those are the ones that come to mind immediately at first.Yeah, look at the rulesset and scrolldown until you see the ability section. They are enough there that you should be able to figure them out. I don't think that there is any way to add in new images without adding them directly to the .swf files (which I don't know how to do).
Typically they're mage-knights of some sort.
I feel like there should be some sort of uber-Reagent, almost an element-less mana or something to create Archwizards or some such.
Since I'll be editing the ruleset, though, I want to ask if there's ways to create those auras and buffs and whatnot, or ways to add in new images from somewhere, and, uh...things of that general sort.
Whilst you're here, what does dispel do?
<buff code="displ">
<objname>Dispelled</objname>
<mods att="0" def="0" res="0" rng="0" spd="0" hp="0"/>
<overwrites code="aBuff"/>
<overwrites code="wRes"/>
<overwrites code="fAtk"/>
<overwrites code="blsd3"/>
<overwrites code="eDef"/>
</buff>
...
...
<special code="dispM" typecode="infl" buffcode="displ">
<objname>Dispel Magic</objname>
</special>
It removes buffs on units it hits. Notably the fire mage attack buff, the earth mage defense buff, the water mage resistance buff and level 3 blessings (but not level 1 or 2 blessings apparently).Uhhh...did the iron not get traded to Orangeworld for some reason?You need to have the iron you are trading at the start of the turn. You wanted to trade two of them, but only had one. If you don't have what you want to trade, then it isn't traded (instead of only part of it getting traded).
Actually, buff overwriting is commutative - dispelled overwrites bless 3, which overwrites bless 2, therefore dispelled overwrites bless 2. This is also why bless 3 doesn't explicitly overwrite bless 1.Code: [Select]<buff code="displ">
It removes buffs on units it hits. Notably the fire mage attack buff, the earth mage defense buff, the water mage resistance buff and level 3 blessings (but not level 1 or 2 blessings apparently).
<objname>Dispelled</objname>
<mods att="0" def="0" res="0" rng="0" spd="0" hp="0"/>
<overwrites code="aBuff"/>
<overwrites code="wRes"/>
<overwrites code="fAtk"/>
<overwrites code="blsd3"/>
<overwrites code="eDef"/>
</buff>
...
...
<special code="dispM" typecode="infl" buffcode="displ">
<objname>Dispel Magic</objname>
</special>
E2:Vanigo are the defense bonuses from abilities (eg. stuff you had before the battle) counted when it calculates defense bonus from cities/terrain? Are auras?Buff multipliers are applied, then buff bonuses, then terrain bonuses. (Not that there are any buffs with defense multipliers.) There's no distinction between permanent stat modifiers (Superior Equipment, etc.) and temporary buffs.
The main problem is that I really want aether to have is own elemental icon (which would require editing it into the .swf somehow, and I have no clue I would go about it).This would, I'm afraid, require access to the source (and a copy of Flash).
That's a shame. It would be awesome if you would give me a copy of the source code, but I understand if you want to keep it.The main problem is that I really want aether to have is own elemental icon (which would require editing it into the .swf somehow, and I have no clue I would go about it).This would, I'm afraid, require access to the source (and a copy of Flash).
I don't recall ever having decent luck in one of these games.You had good luck in your defense last turn, most of my simulation runs resulted in me winning with 4-5 crossbow horses left over.
All this game people have been crying 'such and such is going to win the game' (usually me). I still think it's too early to call.I think I can win pretty securely at this point as long as I don't screw up. I really don't want to test it out though (because the GM winning the game is kind of lame).
I think I can win pretty securely at this point as long as I don't screw up. I really don't want to test it out though (because the GM winning the game is kind of lame).Just to make sure you see it Kash.
To that end I propose a peace treaty with Kash. Give me the iron mine next turn, and the turn after that I trade you Forstis for Riverton (both of which will be emptied of troops when we trade them). The peace will last for 25 turns, until Kash breaks it (by a number of conditions that I will list later), or until someone else takes control of Orangeworld.
The metropolis trade will favor you (since otherwise you can't build mithril units or calvary until you get a force in Riverton), and it will give me a clear boundary for peace. It will also stop me from using the wonderworks in Forstis to get a total of two dragoons every turn.
I am going to take that southern pasture on my side of the border though, no matter what peace agreement we have.
An alteration I suggest: Before you take control of Forstis, I reduce the population to 5, in order to bring Riverton up to 5. Other than that, I think I can agree to it.That is perfectly acceptable.
Could I auto Zanz as an ally? I'd just play him belligerently and wouldn't do any exchanges or trades etc. Only, there's a bit of a conflict of interest with Lemon forging a ceasefire with one character that is warring with his other character.He was explicit in that he didn't really want you to run his turns due to potential conflict of interests despite the alliance between you. That said, it doesn't really matter *who* is running his turns now, because he is probably going to be effectively wiped out in two or three turns.Spoiler: Turn 54 (click to show/hide)
I could auto Zanz.Ehh, sure. You can take over for him starting this turn.
I'm far enough away that there should be no conflict of interest.
Alright. It could be a bit since my parent's ten-year anniversary is today, but I'll try to make sure I get it done.I could auto Zanz.Ehh, sure. You can take over for him starting this turn.
I'm far enough away that there should be no conflict of interest.
Hello, I'm back. What happened?
Hello, I'm back. What happened?Hey. The Ancoran Confederacy is pretty much destroyed. It has just the town in the mountains left, but odds are very good that it won't even have that soon. I tried my best, but there really wasn't much I could do without the central two towns and lacking a iron (which I would have ended up using to get dragons/fire wizards). NQT helped a bit, but not nearly as much as he would have needed to to stop Kash.
Do troop trades take place at the start of the turn?They don't really. The owner loses control of the troops at the beginning of the turn, and the new owner gains control of them at the end of the turn.
I think it's cuz you never got around to making those Fire Mana units.
2 labor
4 money
58 food
5 wood
6 stone
2 reagents
1 fire mana
1 inspiration
3 labor
13 food
153 wood
128 stone
4 iron ore
19 reagents
25 fire mana
27 inspiration
In addition, there are two mages at Firagan.If you are interested, I am willing to give you control of Orangeworld on the following condition:
You have the choice of either going ahead with the metropolis exchange planned with Kash or not. If you choose not to you have to trade the Iron mine back (presuming he trades it to Orangeworld this turn that is). You do not have to keep the agreed upon peace afterwards if you do choose to do the trade, but you cannot attack him while it is going on nor the turn after. If you do choose not to do it, you still cannot attack him (which includes moving troops into positions next to his cities) this or next turn (due to him not being prepared for it due to our peace negotiations).
If you do take control of Orangeworld, then I will control The Ancoran Confederacy for the (very) few turns it has left.
There has been a change in how trading land and tiles work, basically you cannot trade them to anyone that couldn't claim them for himself next turn if they were unowned (which basically means that they need an adjacent tile, aka NQT). You also don't have a free road to anyone, so you can't trade any of your resources.I think it's cuz you never got around to making those Fire Mana units.
If I hadn't been betrayed, they would be in production right now, Kashyyk maybe having had a couple given to him for free.
As it stands, all my territory and resources will be given to whoever wants some of it, besides Kashyyk (I do not like betrayal. Surprise attacks in times of peace I will have a bad reaction to, but I can get over those with reminding myself that I should expect stuff like that in these kinds of games. Betrayal by an ally of war on the other hand is a irreconcilable breach of trust. If something like that happens by conscious motion of a person, they can never be my ally again. Best that can be done is neutrality. If you had waited for NQT to be fought to peace, which is where wartime ties would have been broken, putting us both at neutral, before attacking, I might have allowed you into this since, as I said earlier, I need to learn to expect stuff like that from neutral parties, but betrayal, no).
Anyway, here is what I have. If multiple people make a claim, then I'll determine how it is divided up personally.Code: (Income) [Select]2 labor
4 money
58 food
5 wood
6 stone
2 reagents
1 fire mana
1 inspirationCode: (Current stock) [Select]3 labor
In addition, there are two mages at Firagan.
13 food
153 wood
128 stone
4 iron ore
19 reagents
25 fire mana
27 inspirationIf you are interested, I am willing to give you control of Orangeworld on the following condition:
You have the choice of either going ahead with the metropolis exchange planned with Kash or not. If you choose not to you have to trade the Iron mine back (presuming he trades it to Orangeworld this turn that is). You do not have to keep the agreed upon peace afterwards if you do choose to do the trade, but you cannot attack him while it is going on nor the turn after. If you do choose not to do it, you still cannot attack him (which includes moving troops into positions next to his cities) this or next turn (due to him not being prepared for it due to our peace negotiations).
If you do take control of Orangeworld, then I will control The Ancoran Confederacy for the (very) few turns it has left.
I'll think about it for a couple turns. Right now I'm just going to deal with pulling the Ancoran Confederacy out of the game. If both Rolep and NQT say they want some of the Ancoran Confederacy territory and resources, then I'll pass some of it off to Orangeworld as well.
Fine then. Ballistic idea time. I'm going to create a turn for the Confederacy soon.Don't forget the little reagent thing you have down under Boyd City! Once we both have a city bordering that ocean, you can trade everything to us!
You got it on turn 35, where it cost 1 food. It is now turn 56, and it will cost 22 food.Spoiler (click to show/hide)
How much is this blasted Mithril mine costing me by the way?
Just waiting on la Zanz.
Hey Lemon, why wasn't the Engineer's Guild destroyed in Yes, Yes I Did? I thought you could destroy buildings even if the city was occupied.Because you didn't order it destroyed?
Trade 60 wood to Istania for 90 money. Destroy Engineer's Guild in Yes, Yes I Did.Code: [Select][/quote]
I did. At the same time as asking for the trade:Trade 60 wood to Istania for 90 money. Destroy Engineer's Guild in Yes, Yes I Did.:-[ Sorry. I'll fix it for next turn.Code: [Select][/quote]
Make sure he gets the labour it just gave him removed next turn as well. Cheers!Oy, don't get too cheeky. (So that's a no).
Please don't.Sorry, but I don't want to penalize someone because of a mistake I made. I do realize that it effects you negatively, and I am sorry about that, but since it was my mistake, I kind of have to fix it.
Please? I really need some elemental mages to deal with his bloody Earthbender spam. Once I get some Hydromancers I should have an easier time of it, though; Water Shielding will really help, I suspect, as will Freezing debuffs.Don't forget: Water Shielding and Bless 3 stack for a ridiculous +7 magic defense. (Priests of Life upgrade to Bless 3 at level 3. Specialist mages really want to be level 3. All of them.) Also, keep in mind that Wizards can knock off the earth mage's +4 defense buff. (Wizards can also knock off water shielding and bless, but it's a lot harder, since attacks that deal no damage don't inflict debuffs like Dispelled.)
Rome fell to lesser forces and imploded in it's own corruption and politics. Not the sort of thing to strike fear in your enemies.Yeah, the waiting game wouldn't really help me more much more then it would him. At best it would simply delay our battle, because if we wait long enough then we have to start dealing with the winner over on the western front.
And what if he ignores your forces and/or bides his time while gathering his resources/building up his forces?
Zanz still hasn't actually traded us anything yet, and seems to be trying to build a new Empire south of Boyd City without letting Ancora fade gracefully into defeat and taking over the reins of Orangeworld.Zanz wants to become a power in his own right again I presume. That means that he has to hold on to all the advantages he has, which presumably includes not giving everyone fire mages.
This makes me simultaneously suspicious and frustrated, since I was really hoping to have some Pyromancers and Drakes to deal with Orangeworld. The Mana burn would be extraordinarily helpful.
As it is now, I find it unlikely that I can win the Build-Up Game in the short term, as I have far fewer troops than Orangeworld, and those I do have are not entirely well coordinated. In addition to my troop production centers being quite a ways from the front lines.
Zanz still hasn't actually traded us anything yet...
@Zanz: Ah, that would sorta explain it. Why you're trying to build so many roads there when they are closer to Kash and thus I think help him more than they help NQT, I'm not sure, but alright, I guess.
If you have a docks in your city, though, I think we can trade as is, though...
So, actively being a dick to me, at the expense of your own nation?Of course that's what he's doing. He does seem quite angry at you.
Not that I don't think I deserve it, just want it confirmed :P
Right now I can produce a Paladin/Pegasus Rider/Life Priest, a Dragoon, a Wizard, and a Swordsman/Halberdier/Knight(maybe 2 if I make a Life Priest) each turn. I cannot really compete with your Earth Mages yet, because of the sheerly huge defensive buff they give(plus their actually powerful, unlike Life Priests),and while Hydromancers will certainly help level the playing field, it'll be a while before I get them, and a long-ass time before I have anywhere near as many as you.I think you are overestimating me significantly. Oh well, we'll see how it all turns out.
Do I think I auto-lose? No. But you know this game better than I do, and you've got the momentum. It'll certainly be close.
I mean seriously that's a bloody lot of farms and cities and crap.
What's funny to me, really, is that I currently have the largest(though that size is starting to strain) empire, at least in terms of labor, yet started with what was probably the worst position, other than Zanzetzuken's.
Even if I go down, I'mma go down in glory.
@Zanz: Ah, that would sorta explain it. Why you're trying to build so many roads there when they are closer to Kash and thus I think help him more than they help NQT, I'm not sure, but alright, I guess.
If you have a docks in your city, though, I think we can trade as is, though...
Oh, question:Not without modding the game's source code.
Is it possible to make conditional buffs based on terrain, health, or the number of units with the buff?
Just waiting on Zanz now (assuming Lemon10 will throw in Orangeworld's turn when he updates).Yeah. Lack flash right now.
Kashyyk has given up. He fought a good fight, but he knew when he'd lost it.He really could have done more in the last few turns though. Even if he is giving up, there were still things he could do (eg. what I am doing right now).
Ugh. Great. Thanks, Kash.*Shrugs* that was your choice. If you had been willing to we could have fought him off fairly easily.
So I have to struggle against Orangeworld while NQT gets free pickings of, what, 2/3 of the board?
Wonderful.
Anyway.Spoiler (click to show/hide)
By giving up Meinas. I said no.Ugh. Great. Thanks, Kash.*Shrugs* that was your choice. If you had been willing to we could have fought him off fairly easily.
So I have to struggle against Orangeworld while NQT gets free pickings of, what, 2/3 of the board?
Wonderful.
Anyway.
No, by treating me with a modicum of civility and respect in our negotiations. I probably been willing to give up Meinas if you had actually been polite. I wasn't actually planning on moving my mages into combat (instead moving them back into my city), your extreme anger successfully convinced me that there was no point negotiating with you and that I might as well fully commit.By giving up Meinas. I said no.Ugh. Great. Thanks, Kash.*Shrugs* that was your choice. If you had been willing to we could have fought him off fairly easily.
So I have to struggle against Orangeworld while NQT gets free pickings of, what, 2/3 of the board?
Wonderful.
Anyway.
Meh. It's a game. I was irritable at the time and while I apologize for taking it out on you, I did say that we could have peace if you had given up Meinas; you seem to have either ignored or missed that part.If you had said that reasonably I probably would have agreed. As it is it was buried in a paragraph of swears, insults and threats. I seriously thought about it, and I would have almost certainly done it if you had been less rude.
Nope. The only thing you get is them not getting your city.Spoiler: Turn 63 (click to show/hide)
Out of interest, do you get the pop back if you disband your own city?
Again, just a game, I don't really care one way or the other at this point. My choice has been made, and I don't regret it. Though I don't personally know how much of a chance I have against NQT anymore, with how many Air Mages(and Fire Mages, soon enough) he has now. Plus, those Priests of Death will win any wars of attrition I try just by crippling my troops in any fight they're involved in. Oh well.Meh. It's a game. I was irritable at the time and while I apologize for taking it out on you, I did say that we could have peace if you had given up Meinas; you seem to have either ignored or missed that part.If you had said that reasonably I probably would have agreed. As it is it was buried in a paragraph of swears, insults and threats. I seriously thought about it, and I would have almost certainly done it if you had been less rude.
Transfer all resources except for 3 labor and 6 wood to Istania.And with what trade route do you propose to do that?
QuoteTransfer all resources except for 3 labor and 6 wood to Istania.And with what trade route do you propose to do that?
Just an announcement: I've added the ability to load external images for resource icons. Just set the gfx attribute to 0 and add a new gfxUrl attribute containing the image URL. Like ruleset urls, they'll have to be available at the same domain, which means they'll have to be on somebody's dropbox. PNGs and GIFs should both work. They'll need to be 40x40 pixels with a transparent background and the actual icon positioned appropriately in the upper right corner.Oh I never said thanks for doing this. Thanks! It'll be cool to see what RoleP comes up with for his China mod.
How would you say the battle is tipped now, Lemon?Not sure. I haven't been keeping as good watch as I would really need to make that judgment well. You both have some pretty huge production capacities and armies. Its pretty even right now in terms of mana too: 3 mana sources on both sides, with earth out of the equation for a while. Eventually I think NQT's mana is more useful (as you will run out of fire eventually and he can probably contest earth, plus he will eventually get infinite skeleton armies for 0 cost per turn), but its all even for now.
Damn, got three turns in on one day.That's what happens when I stay up to silly o'clock in the
Hold the phone, how did Istania get the Earth tile when they don't have any consecutive territory?You can claim tiles if you have a boat adjacent to them.
As much as I'd like to take it to the bitter end, I'm happy if you want to call it quits there. I've had an incredible journey from top dog to underdog all the back to top dog again. At my lowest point, Boyd City and Verdantia both had enemy armies in them and I would have been out of the fight, but I diplomated my way out and used the cease-fire to build up my strength.
I cede victory to NQT.I accept your ceding.
using tricks even to turn 70 and the like with those sacrificial horsemen(seriously that needs to be changed somehow because I get that it's supposed to be a rearguard action but if I can kill them with a single shot or whatever it's just dumb that they manage to stop armies 20 times their size),It's a trick that all player can use though. I think understanding and utilising differing movement speeds adds an additional tactical layer to the game.
access to better mana(I would argue that Water>Other Mages, with the huge boost to magic defense, but...),Somewhat true, though i took longer than everyone else to gain my mana.
You'll have to be ten times as crafty if you hope to win, NQT. Strategy games are what I do.Challenge accepted!
in these games. You have to go through stages of advancement and resource-assimilation; first is food, second is wood, then stone and iron, then more stone and wood as you become self-sufficient within your cities, then more advanced materials like reagents, mana, horses, mithril, etc., and finally just the wars with your neighbors.See, here I disagree. I didn't bother with wood at the start of the game, going straight for stone and iron so I could build axemen to conquer my slow neighbours. If I just sat there and resource-accumulated before waging war, I'd have lost the game to you or Kashykk who were better at building rich farm lands.
I'd rather a more continental style approach, so that we actually see some bloody naval combat. Not just straits, though straits can be fun because they make for interesting scenarios; barges and the like turn into boat bridges, which is even more awesome because that's a thing in real life. Only for rivers, typically.
You got lucky at the start. If your opponents had a measure of sense then you would have met with huge opposition to your initial attacks. It probably wouldn't have really cost you anything. But still, you obviously did win the game that way, so saying its a bad strategy is a bit stupid.in these games. You have to go through stages of advancement and resource-assimilation; first is food, second is wood, then stone and iron, then more stone and wood as you become self-sufficient within your cities, then more advanced materials like reagents, mana, horses, mithril, etc., and finally just the wars with your neighbors.See, here I disagree. I didn't bother with wood at the start of the game, going straight for stone and iron so I could build axemen to conquer my slow neighbours. If I just sat there and resource-accumulated before waging war, I'd have lost the game to you or Kashykk who were better at building rich farm lands.
I'd be up for an asymmetric map next time, perhaps with lots of narrow oceans to encourage barge use.
It's a trick that everyone can use, but not everyone was aware of it, and it's both pretty cheap and I would actually think it detracts from some of that tactical layer; instead of having to worry whether or not you could take the city, you could just offer up a weak old unit as a sacrifice. But I think it's just the way I prefer to play; I like to out-snowball my opponents and go for a direct approach, and I'm rather good at snowballing.Re: Intercept tactic with horsemen. I really like it actually, because it adds some tactical depth, and its not an unbeatable strategy by any means. It does allow you to delay them by a turn if you know what their path is, but you have to take that into account if they have calvary nearby.
I'd rather a more continental style approach, so that we actually see some bloody naval combat. Not just straits, though straits can be fun because they make for interesting scenarios; barges and the like turn into boat bridges, which is even more awesome because that's a thing in real life. Only for rivers, typically.My next map will be a symmetrical 4 people map. There are only two ways to get to your opponents, through the wastelands in the very center (which have -100% defense, are expensive to colonize (-4 food per turn), and cost 6 movement points each (as well as not allowing flying units to pass over them), and through the straights (which are both in the middle and the outside of the map, and only allow boats/flying to pass through them clockwise in the middle and counterclockwise on the outside).