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Finally... => Forum Games and Roleplaying => Topic started by: Squeegy on February 09, 2015, 09:40:18 am

Title: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Squeegy on February 09, 2015, 09:40:18 am
Once upon a time, there was a peaceful realm. At one corner of this realm, there was a land untouched by civilization, where men and beast still roamed free, and resources lay untapped beneath the ground. It was inevitable that some would come to these fertile lands to stake their claim, and when they did, they brought war and strife along with them.

The Westerners came with colonists, in search of the vast wealth the land was said to contain.
The Islanders came because their own lands were full, and they could only expand across the sea.
The Natives had always been here, but now found themselves forced to rapidly advance to survive.
The Southerners came to flee the Golden Horde, which ravaged their desert homeland and destroyed their settlements.
The Easterners came out of contempt for their former government, seeking to establish a new country that suited them better.

These five factions would soon find themselves at each others' throats, seeking to determine the fate of the fertile lands they now called home.

If you're unfamiliar with the Vanigo system, check out the tutorial below.

Turn 0 (http://pastebin.com/raw.php?i=6k0FxfeK)

Vanigo Tutorial (http://www.bay12forums.com/smf/index.php?topic=108963.msg3260030#msg3260030)
Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

To sign up, choose a faction. You may move the faction's starting town 3 squares in any direction if you like. You may also rename it to whatever you want, and even change the color. The goal of the game is to destroy all the other factions, but after 40 turns the Golden Horde will begin to trickle in through the southern mountain pass. Gods help anyone who gets in their way.

Signups
Westerners - Pencil_Art
Islanders - hector13
Natives - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game [0/5]
Post by: Criptfeind on February 09, 2015, 09:46:57 am
Looks like a cool game, I'd like to give it a try. I'll take the Southerners.
Title: Re: Fertile Lands - A Vanigo Empire Game [1/5]
Post by: scapheap on February 09, 2015, 11:30:15 am
I'll try Natives
Title: Re: Fertile Lands - A Vanigo Empire Game [2/5]
Post by: Squeegy on February 09, 2015, 07:55:18 pm
Alright. You guys don't want to change the starting location or name of your country?
Title: Re: Fertile Lands - A Vanigo Empire Game [2/5]
Post by: Pencil_Art on February 10, 2015, 12:14:26 am
I'll take Westerners. I might come up with a better name later and location.

[Thanks]
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Squeegy on February 10, 2015, 04:53:47 am
No problem.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Criptfeind on February 10, 2015, 05:40:11 am
Whew, I gota say, after actually reading the rules and all, especially the mechanics behind population growth and tile claiming, the map seems super huge. I'm not totally sure what the best amount of tiles is, but it seems to be at least three times larger then the game that happened in the thread you linked for the interface tutorial (with only 50% more players.). And it seems like it's probably going to take us a huge amount of time to actually reach each other and get into conflict.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Squeegy on February 10, 2015, 05:53:51 am
It's actually only slightly larger than the one being used in The Dark Age, but it has more land because it's not an island. That's why I gave you all three units to start with, so you could set to claiming land immediately.

There will still most likely be a period of buildup before you actually get down to skirmishing, but that's common in 4X games.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: scapheap on February 10, 2015, 06:32:27 am
I'm fine with location. I'll go for the name Manen(Norwegian for moon)
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Criptfeind on February 10, 2015, 06:50:02 am
It's actually only slightly larger than the one being used in The Dark Age, but it has more land because it's not an island. That's why I gave you all three units to start with, so you could set to claiming land immediately.

Don't you claim land by using population? (To be fair, I've not been able to find the actual rules for the game except for a two year thread, so I guess they could have changed.)
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Squeegy on February 10, 2015, 06:57:37 am
You claim land by moving a unit over it and conquering it. It increases the tile's population to 1, which may be what you're thinking of.

Once we get 5 players, I'll go over the basics of playing the game, since the tutorial doesn't cover it all.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Criptfeind on February 10, 2015, 07:01:22 am
Ahhh! That makes a lot more sense. The way I was thinking of was that you needed to move a free population onto a tile to claim it, which would mean you could only expand like... Once every two turns or so (at least at the start.)

Being able to take them with military units seems like it will be a lot faster, thanks for clearing that up.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Kashyyk on February 10, 2015, 07:40:12 am
As someone who's played a reasonable number of these games (albeit never winning), I'd suggest starting all the nations with a couple of extra tiles, just to get more food that little bit quicker.

Also, if everyone is okay with it, I wouldn't mind giving comments/criticism/suggestions for each turn. This does however pose the chance that I may notice and bring up something in thread that a player was hoping to go unnoticed.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Squeegy on February 10, 2015, 08:00:06 am
I was thinking of giving them a few tiles. Maybe 3 extra.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: Criptfeind on February 10, 2015, 06:34:17 pm
Hey, if it's okay, I'd like to swap to playing the Easterners (I hope it's okay, since no one else as shown interest in them yet).

I'll move it two SW to 34, 23, and rename the town to "New Tempest"
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: hector13 on February 10, 2015, 07:18:08 pm
I wanted the Easterners :(

I'll take the Islanders instead then.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: lemon10 on February 10, 2015, 08:15:26 pm
You claim land by moving a unit over it and conquering it. It increases the tile's population to 1, which may be what you're thinking of.

Once we get 5 players, I'll go over the basics of playing the game, since the tutorial doesn't cover it all.
No, you claim land by having a owned tile adjacent to it, and then claiming it. You don't need troops in or adjacent to it (although you can't claim any land that has enemy troops in it).
You can also claim land by having a boat adjacent to it (which is the only way to claim other islands).

Having troops to start does make a pretty big tactical difference though, especially if they are stronger then spearmen.

Suggestions:
Add more iron sources.
Add rivers (which can be done by clicking on the "no river button"). You really want to add a significant amount for each portion of the map to speed up pop growth (which on a map this size is going to be massively important).
Give more mountains/hills to Islanders (for stone).
Give some close by sources of wood/stone to the Native Tribesmen.
Some bonus food on some of the coastal water tiles (otherwise there is almost literally no reason to claim any).
Give each starting player bonus pop to start (in addition to a few more tiles). With a map this large +10 might even be advisable. You may also want to give them some starting land in addition.
Do something with the top 5 tiles of the map. I would suggest removing them, but I'm not quite sure how you would go about that short of a program to edit the game code or redoing it all manually. You could also throw in some northern islands over there.
The easterners appear to have a pretty big advantage: They only have a single potential enemy, whereas everyone else starts with 2+ people that *can* attack them.

You also have to make a big decision.
A) You play with the default rules. This includes mages, endgame units, magical creatures, and some rare resources.
B) You play with the rules used in NQT's game, which I edited to take out all magical units and quite a few of the endgame stuff.
C) You play with a set of rules (also developed by me) that has some notable balance changes. Notably: Melee cavalry have speed 4, ranged cavalry are noticeably weaker (but get to keep speed 5), there are some speed 1 heavy infantry, pikemen/halberdiers get 50% better chargebreaker, and battering rams are removed and replaced by ballistas (25% siege, but are strong range 10 units).
D) You make your own set of rules, which while not very hard, seems a bit unlikley with how well you know the game.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: Squeegy on February 10, 2015, 09:02:25 pm
I updated the original map in the OP. I recommend everyone take a look at it. Feel free to trade factions if you want to play a different one.

lemon, I'd like to see your balanced rules. I was just going to use NQT's, but that sounds like it has some good changes.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: lemon10 on February 10, 2015, 10:49:31 pm
Here (https://dl.dropboxusercontent.com/u/14815804/EmpireGame/GameRulesMundane03.xm) you go. Note that its not compatible with the old set of rules due to the battering ram unit being removed.
E: Here  (http://pastebin.com/raw.php?i=Jtyn9jPc)is a link to your current map in progress, but with the ruleset swapped.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: Squeegy on February 10, 2015, 11:43:58 pm
Yep, I know how to do that.

Would you like to play the Southerners, lemon? They're probably the most challenging faction since they start right next to where the Golden Horde will come from. It might be appropriate to have someone as familiar with the game as you face that challenge.

I understand if you're committed to too many games, however.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: Criptfeind on February 11, 2015, 12:03:15 pm
I don't suppose we could get a bit of a rundown on the actual rules of the system before we formally start the game yes?
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: hector13 on February 11, 2015, 12:07:38 pm
I think Squeegy is waiting for five players before doing that.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: Squeegy on February 11, 2015, 12:08:51 pm
That is correct.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: SilverDragon on February 11, 2015, 04:34:06 pm
I'll take southerners if none mind.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: lemon10 on February 11, 2015, 05:46:28 pm
Yep, I know how to do that.

Would you like to play the Southerners, lemon? They're probably the most challenging faction since they start right next to where the Golden Horde will come from. It might be appropriate to have someone as familiar with the game as you face that challenge.

I understand if you're committed to too many games, however.
Na, I would prefer to take a replacement slot. It's too easy if I start with everyone else. (Cockiness intensifies). It would be one thing if they had played before, but since none of them have, I would have too much of an advantage.

Not to mention that SilverDragon just claimed it.
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: lemon10 on February 11, 2015, 06:05:17 pm
And for some tutorial stuff. Note that their is a ton of information there, but quite a bit of it is to answer questions that you will probably end up having later on.

Spoiler: Basic game tutorial (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game [4/5]
Post by: Pencil_Art on February 11, 2015, 10:18:57 pm
And for some tutorial stuff. Note that their is a ton of information there, but quite a bit of it is to answer questions that you will probably end up having later on.

Spoiler: Basic game tutorial (click to show/hide)
Thanks. I think I'll move my starting city two squares down, onto the river tile.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: Squeegy on February 12, 2015, 12:24:25 am
Okay, would any of the rest of you like to change your civilization's name, starting location, or color before we begin?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: SilverDragon on February 12, 2015, 04:17:41 am
I'm okay with my start position and name, but it'd be great if you could change that yellow to a less overbearing colour.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: Pencil_Art on February 12, 2015, 04:34:08 am
Thanks.
Title: Re: Fertile Lands - A Vanigo Empire Game [3/5]
Post by: scapheap on February 12, 2015, 05:03:34 am
I'm fine with location. I'll go for the name Manen(Norwegian for moon)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: Squeegy on February 12, 2015, 07:32:56 am
I'm okay with my start position and name, but it'd be great if you could change that yellow to a less overbearing colour.
What do you mean by overbearing?

e: I changed it to more of an apricot, is that okay?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: Criptfeind on February 12, 2015, 08:44:10 am
I think I'm okay with my starting location and name and everything.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: Squeegy on February 12, 2015, 09:37:42 am
Alright, then you may all take your first turn!

Turn 1 (http://pastebin.com/raw.php?i=WAteDQxh)

Vanigo Tutorial (http://www.bay12forums.com/smf/index.php?topic=108963.msg3260030#msg3260030)
Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: hector13 on February 12, 2015, 09:40:14 am
I'll take that as a no, then? :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Squeegy on February 12, 2015, 09:41:21 am
Comment? I moved your city.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: hector13 on February 12, 2015, 09:42:21 am
Not according to the Turn 1 XML stuff. :o

Never mind... managed to not copy the bloody thing properly. Sorry!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: scapheap on February 12, 2015, 09:56:05 am
Am I doing this right?

http://pastebin.com/EZuLLha6 (http://first move)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Criptfeind on February 12, 2015, 10:02:23 am
Spoiler: Turn? (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Squeegy on February 12, 2015, 10:04:22 am
Criptfiend's method is more common, but I can do either.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: hector13 on February 12, 2015, 10:22:52 am
Spoiler: Turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Squeegy on February 12, 2015, 10:31:24 am
@scapheap: You don't have enough resources to build that in your city. It's going to fail next turn. You can see your Resources under the Resources tab. If you're in the negative for anything next turn it will cancel what it needs to to prevent that. You also may want to claim more land with your spare population, since it will mean more resources.

@Criptfiend: You may want to make something or raise a unit/the population in your city, so that it doesn't waste the turn.

hector, you look fine.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Criptfeind on February 12, 2015, 10:38:12 am
I don't think I can raise a unit in the city, I tried, but none were on the list. I think I need some building to do it, but I don't have the resources to build any building... Hum. Good point though. Maybe it's worth it to increase the size.

I'll swap to my order to this then?:

Spoiler: Turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: scapheap on February 12, 2015, 11:44:59 am
@scapheap: You don't have enough resources to build that in your city. It's going to fail next turn. You can see your Resources under the Resources tab. If you're in the negative for anything next turn it will cancel what it needs to to prevent that. You also may want to claim more land with your spare population, since it will mean more resources.
I thought that the labor would mean that it a three turn thing. I'll change my moves.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: scapheap on February 12, 2015, 11:50:02 am
Spoiler: Turn one edited (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: hector13 on February 12, 2015, 12:01:29 pm
@scapheap: You don't have enough resources to build that in your city. It's going to fail next turn. You can see your Resources under the Resources tab. If you're in the negative for anything next turn it will cancel what it needs to to prevent that. You also may want to claim more land with your spare population, since it will mean more resources.
I thought that the labor would mean that it a three turn thing. I'll change my moves.

It's good it has been clarified though, since I thought the same thing.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Squeegy on February 12, 2015, 12:07:02 pm
Nope, every action you make will be completed by the next turn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: hector13 on February 12, 2015, 12:07:41 pm
Nope, every action you make will be completed by the next turn.

That's kind of awesome :D
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Squeegy on February 12, 2015, 12:11:47 pm
It certainly makes things simpler, and keeps the pace fresh.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: Pencil_Art on February 13, 2015, 12:17:47 am
Sorry for being late, guys.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 1
Post by: SilverDragon on February 13, 2015, 06:39:11 am
Also sorry for being late. I think I got something wrong but it let me get the xml so I think it's fine.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 0
Post by: Squeegy on February 13, 2015, 07:07:23 am
Worth noting: The order in which you all take your turns is randomized every turn. Cities and tiles complete their actions first in that order, then units in order of move speed, and then I believe conquering is last. During an attack, attackers move first, generally giving the defenders the first attack as they approach. Keep this in mind when planning strategy; randomized initiative can make a huge difference against an enemy. Also, heads up: I don't believe mines do anything unless they're on a tile with iron, gold, or gems.

Additionally, a size 5 city will produce 2 labor, allowing you to build two things each turn. Spending one free population on another city, and then raising it to pop 3, will also give you a second labor per turn. An Engineer's Guild will give you an extra labor per turn in that city also. Building an Aqueduct will let you raise your city's size to 6, turning it into a Metropolis that provides 4 labor (counting the Engineer's Guild). That's essentially the whole process of expanding your empire and allowing you to increase concurrent production. You will need to balance this process of steadily putting down cities with making units to defend yourself and attack others, and expanding to lay claim to as many resources as possible. To this end, I recommend in addition to getting your cities to size 5 as soon as possible, to also put down another settlement in an advantageous position (bear in mind terrain bonuses to defense; forest/swamp 25%, hills 50%, mountains 100%) this turn or next so you can bring it to size 3 and get 3 labor per turn.

Spoiler: Turn 1 (click to show/hide)

Turn 2 (http://pastebin.com/raw.php?i=iJbL1tDd)

Vanigo Tutorial (http://www.bay12forums.com/smf/index.php?topic=108963.msg3260030#msg3260030)
Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 2
Post by: scapheap on February 13, 2015, 09:02:56 am
Spoiler: turn 2 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 2
Post by: hector13 on February 13, 2015, 09:31:18 am
Spoiler: Turn 2 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 2
Post by: Criptfeind on February 13, 2015, 11:04:11 am
Spoiler: turn2 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 2
Post by: Pencil_Art on February 13, 2015, 07:08:01 pm
Spoiler: Les turn 2 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 2
Post by: Squeegy on February 14, 2015, 05:47:07 pm
Well, I'm sure SilverDragon will post eventually.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 2
Post by: Squeegy on February 14, 2015, 07:09:38 pm
Alright, I guess I'll bot SilverDragon this turn. Need to get this show on the road.

Spoiler (click to show/hide)

Spoiler: Turn 2 (click to show/hide)

Turn 3 (http://pastebin.com/raw.php?i=Y13demjq)

Vanigo Tutorial (http://www.bay12forums.com/smf/index.php?topic=108963.msg3260030#msg3260030)
Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: hector13 on February 14, 2015, 07:23:15 pm
Spoiler: Turn 3 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: lemon10 on February 14, 2015, 07:36:01 pm
Minor note, mountains only give a 75% defense bonus, not 100%.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: Pencil_Art on February 14, 2015, 07:37:02 pm
Spoiler: Turn 3 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: Criptfeind on February 14, 2015, 08:06:03 pm
Spoiler: turn 3 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: scapheap on February 15, 2015, 12:31:01 pm
Spoiler: turn 3 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: Squeegy on February 15, 2015, 12:46:09 pm
Alright, SilverDragon still hasn't showed up, so I'm going to advertise for a replacement. In the meantime,

Spoiler (click to show/hide)

Spoiler: Turn 3 (click to show/hide)

Turn 4 (http://pastebin.com/raw.php?i=a6zTP938)

Vanigo Tutorial (http://www.bay12forums.com/smf/index.php?topic=108963.msg3260030#msg3260030)
Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - Kashyyk
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4 (Replacement Needed)
Post by: Criptfeind on February 15, 2015, 12:55:04 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4 (Replacement Needed)
Post by: hector13 on February 15, 2015, 12:58:30 pm
Spoiler: Turn 4 (click to show/hide)

Also, change my name from hector10 :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4 (Replacement Needed)
Post by: scapheap on February 15, 2015, 01:15:22 pm
Spoiler: turn 4 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4 (Replacement Needed)
Post by: Kashyyk on February 15, 2015, 01:37:19 pm
Unless you are after someone with a bit less experience, I am willing to step in for SilverDragon.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4 (Replacement Needed)
Post by: Squeegy on February 15, 2015, 01:53:08 pm
Good enough for me! Welcome aboard.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4 (Replacement Needed)
Post by: Kashyyk on February 15, 2015, 01:56:27 pm
Spoiler (click to show/hide)

There ya go.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4
Post by: Squeegy on February 15, 2015, 08:54:28 pm
Kashyyk, I'm going to give SilverDragon another chance to keep up with the turns. I'll use your action this turn, but I won't replace him with you just yet.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4
Post by: SilverDragon on February 15, 2015, 09:01:47 pm
I'll wait until next turn, then.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4
Post by: Pencil_Art on February 15, 2015, 11:47:02 pm
Spoiler: turn 4 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4
Post by: Rolepgeek on February 16, 2015, 01:07:09 am
Posting to watch and probably replace a player who drops out.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 4
Post by: Kashyyk on February 16, 2015, 06:23:47 am
Kashyyk, I'm going to give SilverDragon another chance to keep up with the turns. I'll use your action this turn, but I won't replace him with you just yet.

Alrighty then :)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 3
Post by: Squeegy on February 16, 2015, 06:28:08 am
Spoiler: Turn 4 (click to show/hide)

Turn 5 (http://pastebin.com/raw.php?i=JXp4wA0r)

Vanigo Tutorial (http://www.bay12forums.com/smf/index.php?topic=108963.msg3260030#msg3260030)
Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: scapheap on February 16, 2015, 06:40:40 am
Spoiler: turn 5 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: Criptfeind on February 16, 2015, 06:55:27 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: Squeegy on February 16, 2015, 07:19:09 am
I've added Dragoons, Musketeers, and Cannons as end-game units, as well as two new buildings: the Alchemist's Guild and the Firing Range. They both require pop 6 to build, so the end-game units can only be built in a Metropolis. They should make things interesting!

e: Haha, looking at the original Vanigo rules, I'm actually adding the Dragoons and Musketmen back in. Ah well, they're entirely new units to fit the balance changes.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: hector13 on February 16, 2015, 09:20:05 am
Spoiler: Turn 5 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: SilverDragon on February 16, 2015, 07:17:54 pm
Spoiler: Turn 5 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: Squeegy on February 16, 2015, 07:36:13 pm
Congrats on not being last, SD!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: SilverDragon on February 16, 2015, 08:55:11 pm
Thanks, it's a real achievement!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: Pencil_Art on February 16, 2015, 10:04:05 pm
Spoiler: Turn 5 (click to show/hide)

Sorry again.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: Squeegy on February 16, 2015, 10:20:50 pm
@SilverDragon: Horse pastures do nothing if there is no Horse resource on the tile.

Reminder to you all that I can change the name of your civilization if you want, now that you're all getting into naming your cities.

Spoiler: Turn 5 (click to show/hide)

Turn 6 (http://pastebin.com/raw.php?i=EzCwLeMd)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: Pencil_Art on February 16, 2015, 10:28:25 pm
Spoiler: Turn 6 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: Criptfeind on February 16, 2015, 10:34:28 pm
Spoiler: Turn Six (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 5
Post by: lemon10 on February 16, 2015, 11:40:30 pm
I've added Dragoons, Musketeers, and Cannons as end-game units, as well as two new buildings: the Alchemist's Guild and the Firing Range. They both require pop 6 to build, so the end-game units can only be built in a Metropolis. They should make things interesting!

e: Haha, looking at the original Vanigo rules, I'm actually adding the Dragoons and Musketmen back in. Ah well, they're entirely new units to fit the balance changes.
Heh, that's pretty amusing.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: scapheap on February 17, 2015, 03:46:39 am
Spoiler: turn 6 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: hector13 on February 17, 2015, 09:14:06 am
Spoiler: Turn 6 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: Pencil_Art on February 17, 2015, 01:36:39 pm
((I will be away for the next three days because of a camp I am going to. Have fun everybody.))
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: Squeegy on February 17, 2015, 02:19:40 pm
Kashyyk, I'd be fine with you taking over for Pencil_Art in their absence.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: SilverDragon on February 17, 2015, 08:34:02 pm
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: Squeegy on February 17, 2015, 09:40:37 pm
You guys could probably set up several turns in a row if you used the admin interface.

Spoiler: Turn 6 (click to show/hide)

Turn 7 (http://pastebin.com/raw.php?i=8sCNTkDb)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: hector13 on February 17, 2015, 09:44:31 pm
I don't know how the game works enough to do that :))

Spoiler: Turn 7 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: Criptfeind on February 17, 2015, 10:15:33 pm
Spoiler: turn 7 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 6
Post by: lemon10 on February 17, 2015, 11:02:57 pm
Knowing how to use the admin interface is very important, if only to test the outcomes of battles before they occur (because knowing that you will lose 3/5 times or if you will win 4/5 times before you decide to engage is a massive help).
The way to use it is: Save your turn in the player interface, load the game turn in the admin interface, and click the "load orders" button, and put your order in there. Then click the "run turn" button, and it will run the turn. This will give you the details of any battles that occur, which is super helpful, especially since doing it multiple times allows you to (very roughly) see the odds of victory in any given battle, and how much victory will cost the winner.
If you click "save game" it gives you the game turn, which you can then load into the player interface to run the next turn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: scapheap on February 18, 2015, 05:35:32 am
Spoiler: turn 7 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: Kashyyk on February 18, 2015, 08:58:18 am
Spoiler:  Pencil_Art Stand In (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: Squeegy on February 18, 2015, 08:17:32 pm
Man, this board can move pretty fast. Already on the 4th page.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: SilverDragon on February 18, 2015, 08:56:01 pm
So were you just bumping us up? :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: Squeegy on February 18, 2015, 09:12:05 pm
Since you had yet to make your turn, yes.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: SilverDragon on February 19, 2015, 01:13:31 am
Oh shite, I was rather proud of not being late to post. I'll get my turn up on an edit in a few minutes.

Spoiler: Turn 7 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 7
Post by: Squeegy on February 19, 2015, 01:19:11 am
SWALLOW YOUR PRIDE

Spoiler: Turn 7 (click to show/hide)

Turn 8 (http://pastebin.com/raw.php?i=ABnnQf6e)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: Criptfeind on February 19, 2015, 01:32:26 am
Spoiler: turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: scapheap on February 19, 2015, 07:02:42 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: SilverDragon on February 19, 2015, 07:29:04 am
Um, so they issued a tornado warning where I live and while I'm still active, if I dissapear and don't log on again you'll know what happened. Hopefully it doesn't come to that though. Unfortunately I am unable to make my turn at the moment, sorry.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: Kashyyk on February 19, 2015, 07:36:35 am
Spoiler:  Pencil_Art Stand-in (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: hector13 on February 19, 2015, 09:56:26 am
Spoiler: Turn 8 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: Squeegy on February 19, 2015, 01:33:09 pm
Um, so they issued a tornado warning where I live and while I'm still active, if I dissapear and don't log on again you'll know what happened. Hopefully it doesn't come to that though. Unfortunately I am unable to make my turn at the moment, sorry.
Alright, thanks for letting us know. If you don't show up for a few days I'll have Kashyyk take over. Be safe.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: lemon10 on February 19, 2015, 03:57:22 pm
I'll throw out some tips for everyone from past games:
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.

Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.

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.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: SilverDragon on February 19, 2015, 05:38:47 pm
Thanks for the tips, lemon. Expect an edit in the next hour.
Spoiler: Turn 8 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: lemon10 on February 19, 2015, 06:03:08 pm
Also, I notice some people are building roads. Road have two purposes in the game.
The first is that they majorly speed up troop movement (by reducing the movecost down to 1 for all terrain types), which makes them invaluable for moving your armies when you are attacking, allowing you to move your troops between cities faster when defending, and gathering you newly produced troops into armies. They can also be used by your enemy however, and since they can never be destroyed once built, roads can make it much easier to attack you if placed improperly.
The second is that you need either a road connection or ports on the same ocean to trade with another player. On this map you almost certainly are going to be trading on the ocean (since it is far easier and quicker then setting up 20 long roads), so the fact that it allows trade probably won't matter. Do note however that if you and a potential trading partner do make a road for trading, enemy troops can come down it just as easily as trade goods. This of course, assumes that squeegy is working with under standard trading rules, as he could just as easily ban trading altogether (or simply ban road/ocean trading).

And since neither of those is really of any import to any players at the moment (and you don't want to be building roads willy nilly since they may help attacking opponents), you really don't want to be spending any labor on roads just yet.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: Squeegy on February 19, 2015, 07:55:05 pm
Spoiler: Turn 8 (click to show/hide)

Turn 9 (http://pastebin.com/raw.php?i=L97KWthz)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Criptfeind on February 19, 2015, 08:09:47 pm
Spoiler: turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Kashyyk on February 19, 2015, 08:19:21 pm
Spoiler: Pencil_Art Stand-in (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: Squeegy on February 19, 2015, 09:13:06 pm
I'll throw out some tips for everyone from past games:
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.

Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.

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.
While I don't advise getting into a full-scale war either, unless you spot a serious weakness on the part of an enemy, it's tactically sound to send your troops out to raze enemy lands by conquering claimed tiles so they can't get as many resources. Just be aware that others might send some troops to do it to you.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: hector13 on February 19, 2015, 09:24:36 pm
Spoiler: Turn 9 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: lemon10 on February 19, 2015, 11:01:51 pm
I'll throw out some tips for everyone from past games:
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.

Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.

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.
While I don't advise getting into a full-scale war either, unless you spot a serious weakness on the part of an enemy, it's tactically sound to send your troops out to raze enemy lands by conquering claimed tiles so they can't get as many resources. Just be aware that others might send some troops to do it to you.
Its tactically sound, but strategically unsound. Harassing an opponent means that you are in a conflict with them. Conflict costs resources. If you get something out of it its one thing (more land by stopping their expansion, a iron tile (or in the rules that have magic in them, elemental resources/mithril/pegasai), a city), or their is only single other player in the game.
But if there are more then two players (and there are) it isn't a zero sum game. If you hurt one of your neighbors, and it hurts you in turn (even if the hurt is only 4 labor to build the troop and buildings for you, and a single tile of land for them), it means that everyone but you two get ahead. Now, a single raider won't cost you much, but if it escalates, and they send troops to stop your raider, and you have to build troops to stop them raiding you, it will end up costing you resources, and quite possibly put both of you turns behind the other players..
Since distances are so great in this map, I don't think their is much incentive for raiding to get resources (as you need to claim the land all the way to the point where you are raiding in order to get it for yourself).

I should make it clear though, that if you think you can get a enemy city on the cheap, then its probably worth a try (although a full out war is still very costly to your development). Just be aware that if your opponent responds to any real degree, the 5(?) turns it will take your troops to get over to them means that your attack will fail and cost you a non-trivial amount of resources (which in turn will help everyone else).
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 8
Post by: Squeegy on February 19, 2015, 11:04:35 pm
I'll throw out some tips for everyone from past games:
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.

Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.

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.
While I don't advise getting into a full-scale war either, unless you spot a serious weakness on the part of an enemy, it's tactically sound to send your troops out to raze enemy lands by conquering claimed tiles so they can't get as many resources. Just be aware that others might send some troops to do it to you.
Its tactically sound, but strategically unsound. Harassing an opponent means that you are in a conflict with them. Conflict costs resources. If you get something out of it its one thing (more land by stopping their expansion, a iron tile (or in the rules that have magic in them, elemental resources/mithril/pegasai), a city), or their is only single other player in the game.
But if there are more then two players (and there are) it isn't a zero sum game. If you hurt one of your neighbors, and it hurts you in turn (even if the hurt is only 4 labor to build the troop and buildings for you, and a single tile of land for them), it means that everyone but you two get ahead. Now, a single raider won't cost you much, but if it escalates, and they send troops to stop your raider, and you have to build troops to stop them raiding you, it will end up costing you resources, and quite possibly put both of you turns behind the other players..
Since distances are so great in this map, I don't think their is much incentive for raiding to get resources (as you need to claim the land all the way to the point where you are raiding in order to get it for yourself).

I should make it clear though, that if you think you can get a enemy city on the cheap, then its probably worth a try (although a full out war is still very costly to your development). Just be aware that if your opponent responds to any real degree, the 5(?) turns it will take your troops to get over to them means that your attack will fail and cost you a non-trivial amount of resources (which in turn will help everyone else).
They start with units, they don't have to build them. The units they started with are otherwise just sitting around costing money.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Pencil_Art on February 19, 2015, 11:50:48 pm
((I'm back!!))
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: lemon10 on February 19, 2015, 11:54:00 pm
*shrugs*
Its entirely up to them if they think going off and raiding their opponents is a good idea, because as you say, they can do some damage, and since they start with troops, it won't cost anything. I wouldn't do it personally, but that's mainly because I play very conservatively, and try to outgrow my opponents.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Squeegy on February 19, 2015, 11:58:03 pm
Yes, but that only worked for you because you started on a wide-open space that could only be reached by ship and nobody bothered to come curb your growing power. These guys don't have that luxury.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: SilverDragon on February 20, 2015, 05:37:22 am
Welcome back Pencil Art! I can't do my turn at the moment, its a bit too late.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Kashyyk on February 20, 2015, 07:04:34 am
((I'm back!!))

Yay! you are welcome to keep my stand-in, or do your own turn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: lemon10 on February 20, 2015, 02:44:31 pm
Yes, but that only worked for you because you started on a wide-open space that could only be reached by ship and nobody bothered to come curb your growing power. These guys don't have that luxury.
I really have to disagree. I've used that strategy in every game of this that I have played, and it has served me well every time.
It might not always be an option, as if you are attacked you are always forced to fight back, but focusing on growing your power without attacking other players is the optimal option.

It also helps that I am the best at long term growth. If I was in Wales position in The Dark Age right now I would have 70+ fully upgraded knights (or mounted crossbowmen) at the very minimum, with probably having over 100.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Squeegy on February 20, 2015, 02:48:48 pm
I can't really comment on that because I've only played the last few turns, but I do know that sitting idly and letting an enemy in a better position for growth consolidate their power is not strategically wise. I guess we'll have to agree to disagree.

Also, welcome back, Pencil_Art.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: lemon10 on February 20, 2015, 03:26:41 pm
I can't really comment on that because I've only played the last few turns, but I do know that sitting idly and letting an enemy in a better position for growth consolidate their power is not strategically wise. I guess we'll have to agree to disagree.

Also, welcome back, Pencil_Art.
But that's just the thing. Its not a zero sum game. If you harass another player, and cost him 5 turns of growth for 2 turns of your own, that isn't a win (despite the fact that it is a huge advantage for you in a 1v1 against him), it simply puts all the other players 2 turns ahead of you.
So while you can stop the growth of a single player by being aggressive, all that does is simply help every single other player.
Now, if you gain strength as a result of your fighting by taking over his cities that is one thing, but that is very improbable early game unless your opponent basically doesn't fight back, due to the amount of time that it takes your troops to reach their cities on any decently sized map.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Squeegy on February 20, 2015, 03:31:10 pm
It's not a zero-sum game, but you're not the only player in the game. There are also other factors to consider: If everyone just sat back and grew as fast as possible, the game would be very boring. Not everyone has the same potential for growth, some people have an abundance of resources that are better suited to building an army. If you stop the growth of 2 players for 5 turns, you would only lose 4 turns of growth. If you target the two closest players, this weakens your biggest enemies more than it weakens you. Moving a pre-existing army around does not actually cost you anything in terms of growth, unless you are attacked. The game is not built so that you can only either grow or produce a military. And if everyone else followed your advice, they would be too shy to send their armies out to face yours as it razed their outskirts. I appreciate that you've played a few more games, but it's not as simple as "turtle and grow = better." It's certainly an easy strategy, but it's not the be-all end-all.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Pencil_Art on February 20, 2015, 03:55:23 pm
I'll keep the stand-in. Thanks.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Criptfeind on February 20, 2015, 04:12:50 pm
This game is not exactly economically complex. Especially on such a large map as this. Whether one can outgrow their opponents or not was basically determined on turn one and for the most part it's not really a function of skill, but starting position. I'm not sure if you can call "having the best starting spot" a strategy that it's possible to be good at...
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Squeegy on February 20, 2015, 05:14:20 pm
I believe (but I could be completely wrong) that population you get from food consumes 1 food per turn, so eventually everyone's population will level out to the maximum that their lands are capable of supporting. However, the tiles that you choose to claim with your population (as well as what improvements you build) make a big difference in the early game, so it's possible for someone to get a big early lead by choosing to claim tiles for food over any tiles with other resources, or building a farm every turn. However, everyone else will eventually catch up to them, and while they'll have a lead in population and labor, they'll suffer on resources, which don't taper off over time.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Rolepgeek on February 20, 2015, 06:18:13 pm
Ah, but in the meantime they will have been able to expand to resource spots and grow their labor cities faster, which means that overall they will have an advantage.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Squeegy on February 20, 2015, 07:38:15 pm
Yes, this is true, which is why it's very useful to have potential allies you can team up on them with.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: scapheap on February 21, 2015, 12:57:01 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: SilverDragon on February 21, 2015, 08:06:32 pm
Spoiler: Turn 9 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: Squeegy on February 21, 2015, 08:13:47 pm
Spoiler: Turn 9 (click to show/hide)

Turn 10 (http://pastebin.com/raw.php?i=kv7VQRtA)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: Criptfeind on February 21, 2015, 08:59:04 pm
Spoiler: turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: hector13 on February 21, 2015, 09:02:45 pm
Spoiler: Turn 10 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: Pencil_Art on February 22, 2015, 12:39:00 am
Spoiler: Turn 10 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: Squeegy on February 22, 2015, 01:41:16 pm
Never thought I'd see the day when Pencil_Art posted faster than scapheap.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: SilverDragon on February 22, 2015, 09:19:46 pm
I'm so sorry, I've been reduced to using my phones mobile hot spot because my crappy Wi-Fi ran out of data. Expect an edit in about 5-10 minutes.

Spoiler: Turn 10 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: Pencil_Art on February 22, 2015, 11:23:17 pm
Never thought I'd see the day when Pencil_Art posted faster than scapheap.

:D
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: scapheap on February 23, 2015, 04:26:59 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 10
Post by: Squeegy on February 23, 2015, 01:11:27 pm
Spoiler: Turn 10 (click to show/hide)

Turn 11 (http://pastebin.com/raw.php?i=SL3ZuiP1)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 11
Post by: hector13 on February 23, 2015, 01:20:04 pm
Spoiler: Turn 11 (click to show/hide)

Edit for turn number error.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 11
Post by: scapheap on February 23, 2015, 01:21:42 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: lemon10 on February 23, 2015, 06:29:55 pm
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 11
Post by: SilverDragon on February 23, 2015, 06:41:44 pm
Spoiler: Turn 11 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 9
Post by: lemon10 on February 23, 2015, 06:57:51 pm
This game is not exactly economically complex. Especially on such a large map as this. Whether one can outgrow their opponents or not was basically determined on turn one and for the most part it's not really a function of skill, but starting position. I'm not sure if you can call "having the best starting spot" a strategy that it's possible to be good at...
Even in symmetrical maps their is substantial differences in players growth on any reasonable time scale. While if everyone was playing perfectly optimally growth would be determined at the start of the game, everyone doesn't actually grow perfectly optimally, and there are numerous things you need to balance (pop growth vs number of cities and city size, building troop buildings vs investing in buildings that help your long term production, food production vs wood/stone production, which inspiration buildings you choose to build).
Some players simply grow much better then other players and make clearly sub-optimal production choices. A good example is this game (http://www.bay12forums.com/smf/index.php?topic=121594.msg3945095#msg3945095), where by the end one player had 3 times the labor of his opponent who had grown the least despite the map being perfectly symmetrical, despite not a single city changing hands.
I believe (but I could be completely wrong) that population you get from food consumes 1 food per turn, so eventually everyone's population will level out to the maximum that their lands are capable of supporting. However, the tiles that you choose to claim with your population (as well as what improvements you build) make a big difference in the early game, so it's possible for someone to get a big early lead by choosing to claim tiles for food over any tiles with other resources, or building a farm every turn. However, everyone else will eventually catch up to them, and while they'll have a lead in population and labor, they'll suffer on resources, which don't taper off over time.
Eventually everyone pop will even out but this takes an extremely long time, as that 200th pop may take 50 turns of gaining 2 food per turn. But having more food growth early does have a cost in labor strength and city size (as if you put 1/2 your pop into cities you produce much less food then the person that puts 1/4 into cities). Finding the perfect balance is very important, as if you put all your pop into food production, then you will have by far the most production, but will have no cities with which to do everything. If you put everyone into cities, then you will have almost no population, and you will end up with far fewer cities then everyone else, which will result in a stronger very early game, but you will fall farther and farther behind as the game progresses. Logically the perfect amount is somewhere between these two (and will change depending on the stage of the game), that allows you to build up your cities while still growing steadily.
In general: More pop in food means that you will end up with more pop, which allows you to claim more tiles, and eventually have more cities than your opponents (in addition to having more land). This costs you in the short-medium term, and depending on your ratio may cost you more than it gains you.
More pop in cities and resource production means that you end up with a more developed empire in, but you will have less tiles and fewer cities in the end. This makes you more powerful in the short-medium term, but again, depending on your ratio may cost you more then it gains you.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 11
Post by: Criptfeind on February 23, 2015, 10:52:47 pm
Spoiler: turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 11
Post by: Pencil_Art on February 24, 2015, 12:26:02 am
((Can someone auto me again? Sorry for this being so soon, but the internet is very slow and I can't get anything done.))
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 11
Post by: Squeegy on February 24, 2015, 12:47:10 am
I'll do your action this turn.

Spoiler: Turn (click to show/hide)


Spoiler: Turn 11 (click to show/hide)

Turn 12 (http://pastebin.com/raw.php?i=zsXedrbX)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: hector13 on February 24, 2015, 01:53:19 am
Spoiler: Turn 12 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: scapheap on February 24, 2015, 04:54:42 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Kashyyk on February 24, 2015, 07:38:38 am
If you'd like, I can step in again.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Criptfeind on February 24, 2015, 08:30:05 am
Spoiler: turn (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Squeegy on February 24, 2015, 04:27:43 pm
Hey lemon, what would you think of changing water to provide 2 Food? It seems like it would make water tiles more useful and it would make sense, since fishing is a very reliable method of gathering food.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Squeegy on February 24, 2015, 05:35:02 pm
Also, Kashyyk, you can take over for Pencil_Art again.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: lemon10 on February 24, 2015, 05:39:48 pm
I think that it would be a bit iffy to be changing major things once the game is already underway.

It is an interesting idea though, as it would add a substantial naval portion to the game (more so than their already is), as coastal cities and coastal waters (aka, all waters that are close enough to land that you can build fishing villages on them) would become much more common and important.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Squeegy on February 24, 2015, 05:58:15 pm
I wouldn't do it mid-game. I just wanted to know what your thoughts on it were.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Kashyyk on February 24, 2015, 10:29:20 pm
Spoiler: Pencil_Art (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 12
Post by: Squeegy on February 25, 2015, 11:40:42 pm
I'll be auto'ing SilverDragon this turn.

Spoiler (click to show/hide)

Spoiler: Turn 12 (click to show/hide)

Turn 13 (http://pastebin.com/raw.php?i=13Vd6KpS)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: Pencil_Art on February 25, 2015, 11:52:52 pm
Thanks for auto-ing me, Kashyyk and Squeegy. My internet is not sucky anymore so I can now retake control.

Spoiler: Turn 14 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: SilverDragon on February 25, 2015, 11:59:50 pm
Expect an edit in the next two hours. I'm currently out and about.


Spoiler: Turn 13 (click to show/hide)

Edit 2: realised it was turn 13 not 14.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: Squeegy on February 26, 2015, 12:29:16 am
Let me just clear up a few things about attacking armies:


So keep all that in mind when you're fielding units against each other.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: scapheap on February 26, 2015, 03:04:49 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: Criptfeind on February 26, 2015, 09:05:05 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: hector13 on February 26, 2015, 10:31:26 am
Spoiler: Turn 13 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: Kashyyk on February 26, 2015, 10:44:56 am
  • Defending armies get a defense bonus from terrain, as well as the city, as long as it belongs to their country.
Slight clarification, as it could be misinterpreted. You always gain the natural defence bonus if you are the defender, but you only gain the fortifications bonus if you are in a city that you own.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: a1s on February 26, 2015, 11:44:01 am
  • Armies are exponentially more powerful the more units they have over the other army, because it allows them to deal more damage at once, weakening the other army on their next turn.
You mean quadratically (http://en.wikipedia.org/wiki/Lanchester%27s_laws#Lanchester.27s_Square_Law)?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 13
Post by: Squeegy on February 26, 2015, 12:21:35 pm
Spoiler: Turn 13 (click to show/hide)

Turn 14 (http://pastebin.com/raw.php?i=5edGTraf)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 14
Post by: hector13 on February 26, 2015, 12:28:17 pm
Spoiler: Turn 14 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 14
Post by: Criptfeind on February 26, 2015, 09:45:39 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 14
Post by: Pencil_Art on February 26, 2015, 11:37:08 pm
Spoiler: Turn 14 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 14
Post by: scapheap on February 27, 2015, 05:44:18 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 14
Post by: Squeegy on February 28, 2015, 12:26:48 am
Skipping SilverDragon because he's taken 36 hours.

Spoiler (click to show/hide)



Spoiler: Turn 14 (click to show/hide)

Turn 15 (http://pastebin.com/raw.php?i=jkEMZaPu)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Criptfiend
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: hector13 on February 28, 2015, 12:35:28 am
Spoiler: Turn 15 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Pencil_Art on February 28, 2015, 01:22:09 am
Spoiler: Turn 15 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: scapheap on February 28, 2015, 05:51:24 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Criptfeind on February 28, 2015, 08:08:10 am
Skipping SilverDragon because he's taken 36 hours.

You've literally undone something he did in his last turn. Automating someone seems all well and good when what they want to do is obvious, but when it's not a little bit of patience seems like it would be a valuable thing. 36 hours isn't that long. (Especially when it's not like we even have rules about turn times...)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: SilverDragon on February 28, 2015, 10:59:20 am
Yes, and I'm sorry about that. My internet company cut us until about an hour ago and I've been taking care of a bunch of stuff. I'll do my turn in a moment.

Spoiler: Turn 15 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 11:32:52 am
Skipping SilverDragon because he's taken 36 hours.

You've literally undone something he did in his last turn. Automating someone seems all well and good when what they want to do is obvious, but when it's not a little bit of patience seems like it would be a valuable thing. 36 hours isn't that long. (Especially when it's not like we even have rules about turn times...)
I sent him a PM reminding him of his turn, and he had been online since then and did not take his turn. So I automated him. I warned him in the past that he was holding up the game and that I would have to replace him if he couldn't keep up with the other players. So it's only by his request that I'm auto'ing him at all, instead of just replacing him with Rolepgeek. I undid something he did in his last turn because it looked like he was going to make an extremely poor decision, and while I'd be willing to let him make that poor decision on his own, since I was taking over for him, I undid it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Criptfeind on February 28, 2015, 11:34:33 am
Can we get actual like. Knowledge how long this hidden "do your turn by now or get rekt" timer is then? Because here he is, back now, able to take a turn within 48 hours. Which honestly seems pretty reasonable.

Like, a three day timer seems pretty reasonable to stop the GM from fucking you over, specially since you're going to enter with your own overpowered fraction in another couple of dozen turns, so you won't even be unbiased then.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 11:39:44 am
I will usually send you a reminder after 24 hours. If you log onto the forums, and are online, and don't post your turn, and then log off again, I will auto you.

Also, I'm going to introduce an NPC threat in more than twice the number of turns we've already taken, and when I submit the turns for that, I will do it before I handle any of the turns submitted by other players so that I don't know what they're going to do. The idea that I'm going to enter with an "overpowered faction" is kind of laughable, honestly; I'm going to do my best to balance it to whatever stage you guys are at at the time, and was even planning to delay it if you didn't seem like you were ready. What's with the sudden outburst of bitching? I didn't fuck him over, I actually helped him, considering I have more experience with the game than him, and any action he was planning to take with that maneuver was ill-advised.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Criptfeind on February 28, 2015, 11:41:55 am
What action do you think he was going to take?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 12:05:59 pm
Ok, in light of a discussion, I've moved SilverDragon's army two squares northwest. I'm phone posting right now, so I can't change the XML, but in the future, if you have an issue with something I do as GM, please bring it to me in PM.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: SilverDragon on February 28, 2015, 01:27:36 pm
In point of fact I wasn't even able to open bay12forums for the past two days, which is why I did not post, and it won't happen again, because my data reset. Also if any of you move to Australia I do not recommend purchasing a bliNK WiFi.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Criptfeind on February 28, 2015, 01:43:15 pm
You'll probably want to redo your turn as well SilverDragon, in light of your armies being moved around.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 03:18:11 pm
Ok, I've updated the XML so you guys can see what I'm talking about.

In point of fact I wasn't even able to open bay12forums for the past two days, which is why I did not post, and it won't happen again, because my data reset. Also if any of you move to Australia I do not recommend purchasing a bliNK WiFi.

All Australian wifi is terrible, or so I've heard. It's really nothing personal, I like you, but these turns cannot take 36 hours this early in the game, or it's going to take forever to get to the point where you're doing more than 2-3 things a turn. Even though I like having you in the game, I'd rather replace you with someone else than wait that long every turn. I'll do what I have to do to keep the pace up. If you weren't the only one who was constantly late, I wouldn't auto anyone.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: lemon10 on February 28, 2015, 04:09:46 pm
Also, I'm going to introduce an NPC threat in more than twice the number of turns we've already taken, and when I submit the turns for that, I will do it before I handle any of the turns submitted by other players so that I don't know what they're going to do. The idea that I'm going to enter with an "overpowered faction" is kind of laughable, honestly; I'm going to do my best to balance it to whatever stage you guys are at at the time, and was even planning to delay it if you didn't seem like you were ready. What's with the sudden outburst of bitching? I didn't fuck him over, I actually helped him, considering I have more experience with the game than him, and any action he was planning to take with that maneuver was ill-advised.
You should probably try to be a little more chill about all this Squeegy.
Also, if he is planning on an action that is stupid, you shouldn't have really intervened when his intention was pretty clear (sending all his troops north, presumably to murder themselves against the Easterners). I know its god awfully painful to watch over like 3 turns while a new player does something stupid, and as a result gets majorly screwed over. But it isn't really fair to the other players to intervene on their behalf.
I'm aware I'm a complete hypocrite about this, as during the game I was adminning two games ago I autoed players far more effectively then they played themselves (and would probably have done the same action you did with his army), but you should still endeavor to try to auto the players at a equivalent efficiency to how they themselves are playing.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 04:17:13 pm
Also, I'm going to introduce an NPC threat in more than twice the number of turns we've already taken, and when I submit the turns for that, I will do it before I handle any of the turns submitted by other players so that I don't know what they're going to do. The idea that I'm going to enter with an "overpowered faction" is kind of laughable, honestly; I'm going to do my best to balance it to whatever stage you guys are at at the time, and was even planning to delay it if you didn't seem like you were ready. What's with the sudden outburst of bitching? I didn't fuck him over, I actually helped him, considering I have more experience with the game than him, and any action he was planning to take with that maneuver was ill-advised.
You should probably try to be a little more chill about all this Squeegy.
Also, if he is planning on an action that is stupid, you shouldn't have really intervened when his intention was pretty clear (sending all his troops north, presumably to murder themselves against the Easterners). I know its god awfully painful to watch over like 3 turns while a new player does something stupid, and as a result gets majorly screwed over. But it isn't really fair to the other players to intervene on their behalf.
I'm aware I'm a complete hypocrite about this, as during the game I was adminning two games ago I autoed players far more effectively then they played themselves (and would probably have done the same action you did with his army), but you should still endeavor to try to auto the players at a equivalent efficiency to how they themselves are playing.
That's exactly what it looked like his intention was. It was pretty clear, but I discussed it with the parties involved and reverted the decision. I wouldn't have intervened if I wasn't auto'ing him, and the only other thing I could have done was just leave his army there because I didn't know what he was doing it, so I think he actually came off better this way than that.

I felt the way Criptfiend approached this was rather rude, so that is why my tone was terse.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: lemon10 on February 28, 2015, 04:27:39 pm
Mmmm, yeah, he was pretty rude there, your response in this case was entirely justified. In general though you do seem to be reacting a little too harshly to things.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Criptfeind on February 28, 2015, 05:21:01 pm
I'm going to have to quit the game. After talking to Squeegy in private I've decided I'm not going to be able to play a game with a GM who keeps his rules secret from the players and refuses to talk to them about it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 05:23:59 pm
Airing out dirty laundry aside, I've invited Rolepgeek to take Criptfiend's place. If he is unable, I will ask Kashyyk and take over the automating of Pencil_Art myself. Once we have a replacement, we'll be able to proceed to the next turn and put all this behind us.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: lemon10 on February 28, 2015, 05:27:55 pm
I'd be willing to take the place of a player at this point (either for autoing for full replacement).
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 05:33:57 pm
I would rather not put you in the Easterner faction. No offense, but you'd probably perform way too well there. If scapheap or SD ever drop out, though, I'd be happy to have you.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: lemon10 on February 28, 2015, 05:52:47 pm
Heh. Hehehe. Ahahahaa. Muhuhuahaha.
Yeah, things would probably end fairly badly for everyone else if I took the Easterners.

Also, suggestions for everyone:
You typically want to build your cities so that you can improve the maximum amount of land with the minimum amount of city population.
In addition, you also typically want to avoid building cities so that any one point is connected to multiple cities, because it makes things much harder tactically for you if an enemy can choose any of multiple cities to attack.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Pencil_Art on February 28, 2015, 05:55:30 pm
Thanks for the advice. My cities are way too bunched together.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 06:01:01 pm
I'd be willing to move people's cities to another claimed spot for Turn 15 and Turn 16 only if they feel they've made a tactical error. Limited time offer!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: lemon10 on February 28, 2015, 06:04:46 pm
Yeah, typically you want each city to be alone in its improvement building area (until late game where you run out of area to expand too).
Its not super easy to make them fit right due to how they have a range of sqrt(5) at pop 4+ instead of a proper square, but its possible to some degree with a small amount of overlap.

E: Scratch that. My experience as Ireland isn't helpful here, since your goal isn't to expand as fast as humanly possible at the expense of everything else. Significant overlap is fine, but you do want to avoid having cities directly adjacent to a central point, at least while you can avoid it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Rolepgeek on February 28, 2015, 06:12:39 pm
Guess I'm Easterners now.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 15
Post by: Squeegy on February 28, 2015, 06:30:08 pm
Spoiler: Turn 15 (click to show/hide)

Spoiler: Battle Log (click to show/hide)

Turn 16 (http://pastebin.com/raw.php?i=ytUtHfrS)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: Pencil_Art on February 28, 2015, 07:48:47 pm
Spoiler: Turn 16 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: Squeegy on February 28, 2015, 08:01:25 pm
Welcome back, Pencil_Art.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: Rolepgeek on February 28, 2015, 08:52:50 pm
Could you change the player for Easterners to be Rolepgeek if I'm going to be replacing Criptfiend, Squeegy?

Thank you. Not a big deal, really, just little things that help.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: Squeegy on February 28, 2015, 09:33:13 pm
Absolutely, my bad.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: scapheap on March 01, 2015, 03:45:46 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: SilverDragon on March 01, 2015, 04:26:15 am
Spoiler: Turn 16 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: hector13 on March 01, 2015, 10:45:03 am
Spoiler: Turn 16 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 16
Post by: Squeegy on March 01, 2015, 01:57:23 pm
Good work, everybody. Hope you're all having a good weekend.

Spoiler: Turn 16 (click to show/hide)

Turn 17 (http://pastebin.com/raw.php?i=veP6X1Pq)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: hector13 on March 01, 2015, 02:04:10 pm
Spoiler: Turn 17 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: scapheap on March 01, 2015, 02:04:29 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: Rolepgeek on March 01, 2015, 05:50:09 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: lemon10 on March 02, 2015, 09:38:01 pm
Throwing a bump out there on the principal thats its almost been 36 hours, and I have no desire to see two people autoed.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: Squeegy on March 02, 2015, 09:51:38 pm
I would not auto more than one person and 36 hours is not a hard rule, as I've explained multiple times. However, I would appreciate it if SilverDragon and Pencil_Art got their turns in sooner rather than later.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: Pencil_Art on March 02, 2015, 10:22:48 pm
Working on it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: Pencil_Art on March 02, 2015, 10:26:18 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: SilverDragon on March 02, 2015, 11:28:22 pm
I didn't post my turn? Oh, I thought I did. I'll take care of it soon, dropbox and pastebin are blocked by my school.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: Squeegy on March 02, 2015, 11:33:58 pm
Considering how frequently you seem to mistakenly believe that, I'd recommend you start double-checking in the future.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: SilverDragon on March 03, 2015, 01:36:55 am
Spoiler: Turn17 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 17
Post by: Squeegy on March 03, 2015, 01:59:03 am
Spoiler: Turn 17 (click to show/hide)

Spoiler: Battle Log (click to show/hide)

Pro-tip: Always check in the Admin Interface whether or not you're likely to win a fight before you commit to it. You're capable of viewing the unit composition of other nations' armies.

Turn 18 (http://pastebin.com/raw.php?i=AbbHEyjv)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: SilverDragon on March 03, 2015, 02:11:33 am
But that's metagaming! I'll get around to my turn eventually but atm I'm busy.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Pencil_Art on March 03, 2015, 02:14:09 am
Spoiler: Turn 18 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Squeegy on March 03, 2015, 02:15:05 am
It's not really metagaming. Metagaming is putting other people's actions for that turn into the admin interface so you know what they're going to do before they do it. Checking out how well your army might fare against an enemy force is just strategy.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: scapheap on March 03, 2015, 03:54:49 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: SilverDragon on March 03, 2015, 04:26:21 am
Spoiler: Turn 18 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: hector13 on March 03, 2015, 12:11:41 pm
Spoiler: Turn 18 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Kashyyk on March 03, 2015, 02:21:03 pm
It's not really metagaming. Metagaming is putting other people's actions for that turn into the admin interface so you know what they're going to do before they do it. Checking out how well your army might fare against an enemy force is just strategy.

Expanding on that, Vanigo actively encourages checking out what resources your opponents have/are short on, what buildings their cities have, etc. It's all technically possible to read in the game XML anyway, so using the admin interface is just easier.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Squeegy on March 03, 2015, 02:56:57 pm
I would consider THAT metagaming, or at least bad sportsmanship. You can technically just open the spoiler and read what your opponents are doing too. That doesn't make it right.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: lemon10 on March 03, 2015, 06:53:55 pm
But that's metagaming! I'll get around to my turn eventually but atm I'm busy.
As everyone else has said, its not metagaming, its simply playing smart.
I would consider THAT metagaming, or at least bad sportsmanship. You can technically just open the spoiler and read what your opponents are doing too. That doesn't make it right.
Anything you can do in the Player Interface or learn in the Admin interface is allowed and acceptable, as they are both the tools being given to you. Or, at least it was in every previous game, if you feel strongly enough you could indeed forbid people to check out what resources and buildings other players have.
Reading your opponents spoiler is different, as thats explicitly forbidden, and the information isn't freely given to every player.

While reading your opponents spoilers is cheating, neither is really metagaming.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Rolepgeek on March 03, 2015, 07:04:19 pm
As a note, Squeegy, you shouldn't consider that metagaming for a simple reason. In the turn events spoiler you put up, any buildings or units someone puts up are quite evident. If one were to check each turn religiously and record that, and since we know how much each building costs, and what improvements/tiles people own etc. you would be able to figure out someone's buildings and resources at any given time anyway. The exception is changes made by trade, of course, but only because it's not an inherent part of the game mechanics already.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Squeegy on March 03, 2015, 07:28:09 pm
If you want to compile that you can. But I frown on accessing any information in the Admin Interface you aren't provided in the Player Interface. You might argue that testing out battles falls under that category. My short answer is: No. And I'm the GM.

For that matter, I'm inclined to allow unit trading, which is apparently frowned upon in previous versions, but I'll have to ask NQT why he forbid it first.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: lemon10 on March 03, 2015, 07:38:14 pm
I do feel the need to point out that you can get the data of all the players by simply reading it in the turn saves without needing to use the admin interface at all.
For that matter, I'm inclined to allow unit trading, which is apparently frowned upon in previous versions, but I'll have to ask NQT why he forbid it first.
Basically because it and city/terrain trading caused more problems (mainly in complicating the trading rules to prevent exploits) than they were worth.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: SilverDragon on March 03, 2015, 07:50:26 pm
It goes against my 'moral ideas' to use a tactic like that. It's like being able to go back and time and change your plans, so I won't use it, even if you guys say it's okay.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Squeegy on March 03, 2015, 07:51:56 pm
Yes, I'm aware, but just because you can doesn't mean you should.

Anyway, as soon as Rolepgeek submits his turn we can move on.

It goes against my 'moral ideas' to use a tactic like that. It's like being able to go back and time and change your plans, so I won't use it, even if you guys say it's okay.
Ok, as long as you're aware this puts you at a disadvantage, and you're already pretty much the underdog in this game.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Rolepgeek on March 03, 2015, 08:26:13 pm
My point was that you could achieve such information without needing to use the Admin interface; the admin interface just makes it easier.

If you don't want us to use the admin interface, don't post the link to it with each turn. I mean, really man. >.> Half the time I do it simply so I can tell what things people might want/have for trade.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: SilverDragon on March 03, 2015, 08:28:32 pm
I'll be the worst player here regardless of if I use the admin interface. I'll take my chances.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Squeegy on March 03, 2015, 08:37:05 pm
My point was that you could achieve such information without needing to use the Admin interface; the admin interface just makes it easier.

If you don't want us to use the admin interface, don't post the link to it with each turn. I mean, really man. >.> Half the time I do it simply so I can tell what things people might want/have for trade.

Spoiler (click to show/hide)
Here's my justification: Accessing that information basically gives you access to a player's economic weaknesses. That's pretty privileged information to have on your rivals, so it's unfair for you to just look at it the same way it's unfair to intercept their orders to their armies and settlements. If they're short on wood, then you know that unless they trade with someone they're not going to be able to produce wood-heavy units, which means that destroying their units is costly to them. It's fine for them to reveal this information to you through diplomacy and trade. It's not okay for you to look it up on your own. The admin interface link is more for me than it is for you guys, except to test out battles, since that doesn't give you any information about your opponents you couldn't get through the player interface.

So don't do it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: lemon10 on March 03, 2015, 08:59:42 pm
I'll be the worst player here regardless of if I use the admin interface. I'll take my chances.
Yeah, but not using it to simulate battles is something that will quite probably cost you the game. Amusingly its more important the less experience you have, because you have less experience on judging how a battle will go.
It seems odd to say "I'm probably the worst at the game, so I won't use very important tools, even though not using them will make me worse player".\
*Shrugs* its all up to you to play how you want to though.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Rolepgeek on March 03, 2015, 09:04:27 pm
...Again, it would usually be pretty obvious(and like I said, if one cared to, you could compile info on how much resources they have anyway) what someone's economic weaknesses are, in that regard. It actually seems more odd to me that figuring out which of your opponent's cities would be the juiciest target is considered more metagaming than determining how many times out of 20 they're likely to lose.

And what's more, there is no fog of war or anything beyond not knowing what they'll do next turn, so trying to implement it resource wise just makes it a pain in the ass for everyone involved.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 18
Post by: Squeegy on March 03, 2015, 09:11:45 pm
It's not a pain in the ass for anyone because they have to actively try to look at that stuff. Unlike a fog of war for the map, where that information is displayed right in front of your face and you would have to deliberately look away to avoid seeing it. Just Don't Do It.(TM)

Spoiler: Turn 18 (click to show/hide)

Turn 19 (http://pastebin.com/raw.php?i=y3su5Djs)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: Rolepgeek on March 03, 2015, 09:25:52 pm
I meant it's a pain in the ass because it means I have to compile information on resources manually in order to get it now. Because that's rather important to know, in these types of games.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: Pencil_Art on March 03, 2015, 10:03:36 pm
Spoiler: Turn 19 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: SilverDragon on March 03, 2015, 10:05:00 pm
Can't do my turn atm but I'm nit a fan of cheating, even if it's been endorsed.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: scapheap on March 04, 2015, 03:29:19 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: hector13 on March 04, 2015, 01:59:52 pm
Spoiler: Turn 19 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: SilverDragon on March 05, 2015, 02:45:30 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 19
Post by: Squeegy on March 05, 2015, 03:29:16 am
Spoiler: Turn 19 (click to show/hide)

Turn 20 (http://pastebin.com/raw.php?i=VwAwDUkT)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 20
Post by: scapheap on March 05, 2015, 04:22:30 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 20
Post by: SilverDragon on March 05, 2015, 04:35:57 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 20
Post by: Rolepgeek on March 05, 2015, 09:29:03 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 20
Post by: hector13 on March 05, 2015, 12:18:21 pm
Spoiler: Turn 20 (click to show/hide)

Edited for silliness.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 20
Post by: Pencil_Art on March 05, 2015, 11:22:40 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 20
Post by: Squeegy on March 05, 2015, 11:28:38 pm
Spoiler: Turn 20 (click to show/hide)

Turn 21 (http://pastebin.com/raw.php?i=TUZM52JS)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: SilverDragon on March 06, 2015, 12:20:14 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: hector13 on March 06, 2015, 12:20:28 am
Spoiler: Turn 21 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: Pencil_Art on March 06, 2015, 12:22:41 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: Squeegy on March 06, 2015, 02:27:51 am
Dang, that was quick. Good work, guys.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: SilverDragon on March 06, 2015, 02:28:50 am
It popped up while I was checking my notifications, for once while I was actually able to post. :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: Squeegy on March 06, 2015, 02:37:44 am
If anyone is getting the error "You can't build an improvement there." on tiles that you clearly should be able to build an improvement on, include the order in your spoiler but outside your code tags (e.g. 'Build Farm on (15,32)'), and I will do it manually for you. I don't understand why that is happening, those tiles are no different from the others in the XML.

Nevermind, apparently that is due to proximity to a town. Anything smaller than a city can only build improvements on adjacent tiles, and otherwise you can only build them in a 2-square circle around the city (so a 2-square diagonal can't be built on). I actually don't like this, at all, but it looks hardcoded so there's nothing I can really do. I'll wait for lemon's comment on the matter, but I'm inclined to allow manual building anyway.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: scapheap on March 06, 2015, 11:21:30 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: Rolepgeek on March 06, 2015, 08:47:54 pm
If anyone is getting the error "You can't build an improvement there." on tiles that you clearly should be able to build an improvement on, include the order in your spoiler but outside your code tags (e.g. 'Build Farm on (15,32)'), and I will do it manually for you. I don't understand why that is happening, those tiles are no different from the others in the XML.

Nevermind, apparently that is due to proximity to a town. Anything smaller than a city can only build improvements on adjacent tiles, and otherwise you can only build them in a 2-square circle around the city (so a 2-square diagonal can't be built on). I actually don't like this, at all, but it looks hardcoded so there's nothing I can really do. I'll wait for lemon's comment on the matter, but I'm inclined to allow manual building anyway.

...And this makes me realize that you, me, and SilverDragon have completely ideas as to what 'cheating'(/metagaming or whatever it doesn't matter same idea) means. At least in regards to this game.

Because to me, that feels like cheating, while viewing someone's resources (though it's not like a thing i would do every turn; it's mostly a matter of 'oh shit they can outproduce me by a shitton' or 'oh boy they have lots of iron and need wood, and I have lots of wood but need iron'), or running battle simulations(which I rarely do mostly because it's a pain) does not. To you, meanwhile, A and C are fine but not B. And to SilverDragon, C is not okay and probably neither is B since apparently he likes going in blind. :P

Anyway.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: Squeegy on March 06, 2015, 09:04:03 pm
Yeah, I really don't understand your idea of "cheating" at all. I don't see how something that everyone is able to do that affects only them is cheating. In this case the rule doesn't even affect me negatively, I just think it is dumb. Whereas, you seem to think things that give you an advantage over your opponents by changing the rules to benefit only specific people, or allowing you to view privileged information on other players, are just fine.

Spoiler: Turn 21 (click to show/hide)

Spoiler: Battle Log (click to show/hide)

I will say, however, that I quite like the way you name all of your units and armies. If you'd like to rename your faction to something other than 'Easterners,' let me know.

Turn 22 (http://pastebin.com/raw.php?i=2ZAxj1f5)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Rolepgeek on March 06, 2015, 10:41:44 pm
I'm gonna be blunt here. I'd be more inclined to understand your point of view if you weren't rude about it. Instead, though, you present your side like I'm stupid or malicious for thinking anything else.

I'll give you my side:My view of cheating is based on the guy who made the game. Vanigo designed it, and he encouraged checking enemy status. Knowing is half the battle.

Additionally, you continue to, in effect, attack me, for a rules change I suggested, basically in passing, which is not a form of cheating - it may be unsportsmanlike to ask for such a thing if there was not prior precedent, and possibly even if there was, but it breaks no rules.

Resources were never privileged information, just like troop count or location never was. They are an integral part of strategy; taking advantage of your enemy's weaknesses is half the point. Or at least they were in previous games, especially since they can see yours, too. Likewise, city placement was meant to lend itself both to spreading yourself out but not too far, so that you couldn't expand without limit before even bothering with cities.

As for name, I'm not sure....Maybe once we're bigger.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Pencil_Art on March 06, 2015, 10:55:01 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: SilverDragon on March 06, 2015, 11:00:44 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 06, 2015, 11:17:32 pm
Spoiler: Derailing (click to show/hide)

Speaking of the Danes, I'd like to make clear the way the Golden Horde will work: They will spawn with an army appropriate to the military strength of the other players in the game, and attempt to take over an existing city, and then will attempt to complete the same win condition as everyone else: Wiping out all the other players. Every 20 turns a larger part of the Horde will enter the map from the desert pass, until the entire Golden Horde is here, at which point they can be wiped out like any other civ. I think they're a fair challenge, intended to unite all the other players in destroying them, and actually start at a disadvantage since they will have no cities and have to take existing ones before they can begin playing normally. The Southerner civ was intended to be sort of like the Night Watch in guarding against their inevitable invasion, since they are refugees from a homeland that was destroyed by the Golden Horde and are placed directly north of where they'll enter the map. Other civs would probably do well to aid them in this fight. Diplomacy!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Pencil_Art on March 06, 2015, 11:20:48 pm
Quote
War is a valid form of diplomacy.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 06, 2015, 11:22:59 pm
Ahhh, gunboat diplomacy.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: SilverDragon on March 06, 2015, 11:25:33 pm
In that case I guess I should stop trying to ruin Manen's day.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 06, 2015, 11:29:10 pm
Hey, the Westerners might thank you for it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: SilverDragon on March 06, 2015, 11:52:15 pm
Yeah, well... guess I'll stop.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Rolepgeek on March 07, 2015, 12:08:08 am
Spoiler: Derailing (click to show/hide)

Spoiler (click to show/hide)
Yeah, well... guess I'll stop.
Pansy! Kill! KILL!!!

What fun is there without conflict, in this? Keep your opponents from outgrowing you, gain crucial experience for both the commander(aka you) and your troops through the skirmishing, and make the game more interesting. No real reason not to, actually.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 07, 2015, 12:57:16 am
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Question for SilverDragon, Pencil_Art, hector13, and scapheap: Do you think you should be able to look at other players' resources and city buildings?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: SilverDragon on March 07, 2015, 01:00:14 am
No, though it wouldn't affect me much. There's already enough odd resources for me to be confused about.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Pencil_Art on March 07, 2015, 01:10:20 am
No. It doesn't affect me much either, but this is the first game I have played.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Rolepgeek on March 07, 2015, 01:57:59 am
No, though it wouldn't affect me much. There's already enough odd resources for me to be confused about.

Inspiration used for the special buildings, which rise by 10 in Inspiration cost for every other inspiration building in the city. Armies cost money, both upkeep and recruit. Any other ones confusing you?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 21
Post by: lemon10 on March 07, 2015, 03:25:51 am
Nevermind, apparently that is due to proximity to a town. Anything smaller than a city can only build improvements on adjacent tiles, and otherwise you can only build them in a 2-square circle around the city (so a 2-square diagonal can't be built on). I actually don't like this, at all, but it looks hardcoded so there's nothing I can really do. I'll wait for lemon's comment on the matter, but I'm inclined to allow manual building anyway.
You can admin build improvements for people if you want, but it seems like a whole lot of work (since you will need to be building multiple for every single player every turn) for not much reason, unless you entirely remove the need to have cities anywhere near where you are building improvements. And yes, it is hardcoded.


Re: Cheating discussion. I agree with Role, largely because A) That's the way its been in every past game (and how Vanigo decided it should be), and B) Its part of the features of the admin interface (and freely available in the game info), and it seems a bit bizzare to just forbid a small part of it while still allowing the others.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 07, 2015, 03:27:46 am
Yes, those were both Rolepgeek's points, and I laid out my reasons for allowing parts of it and prohibiting the rest. However, I don't feel so strongly about it that I would prohibit it if the players were fine with it; it doesn't affect me much, after all. So if a majority of the players are willing to allow it, I'll allow it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: scapheap on March 07, 2015, 04:18:47 am
Spoiler (click to show/hide)

I don't really care about knowing resources and there no fog of war so buildings would be known.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 07, 2015, 05:12:50 am
Well, I guess it all hinges on what hector thinks, then.

On an unrelated note, I raised the stone costs for many buildings in the ruleset I'm apparently developing. It won't have any effect on this game but if I run more in the future, it should encourage people to claim mountains or build quarries, or at least make stone not quite so useless a trade good.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Rolepgeek on March 07, 2015, 11:58:49 am
stone is useful, we're just not yet at the point where it's useful...
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 07, 2015, 12:14:29 pm
It's useful, yes, but you only need to claim a few stone tiles to get enough to last you the whole game. There's no reason to trade it with each other, and people often avoid claiming mountains and hills.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: hector13 on March 07, 2015, 12:58:31 pm
Spoiler: Turn 22 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Squeegy on March 07, 2015, 01:21:00 pm
hector13 says he's against viewing resources and buildings in the Admin Interface, so I'm afraid it's going to remain prohibited.

Spoiler: Turn 22 (click to show/hide)

Turn 23 (http://pastebin.com/raw.php?i=UxL2kiFY)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: hector13 on March 07, 2015, 01:35:29 pm
Spoiler: Turn 23 (click to show/hide)

It seems unlikely that 5 enemies would have that level of intelligence on one another.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: scapheap on March 07, 2015, 02:02:29 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: Rolepgeek on March 07, 2015, 03:26:09 pm

It seems unlikely that 5 enemies would have that level of intelligence on one another.

Who says everyone's enemies?

Besides which, it seems far more unlikely to me that the Easterners would know the exact improvement levels of the lands under the control of the Westerners and Islanders, in addition to their exact troop composition and experience levels, yet be unable to remember whether the Southerners had built a fortress or just a palisade in that city. Aka: Either fully implement fog of war or forego it entirely. Don't muck about halfway.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: hector13 on March 07, 2015, 03:32:20 pm
Who says everyone's enemies?

The goal of the game is to destroy all the other factions.

:P

Besides which, it seems far more unlikely to me that the Easterners would know the exact improvement levels of the lands under the control of the Westerners and Islanders, in addition to their exact troop composition and experience levels, yet be unable to remember whether the Southerners had built a fortress or just a palisade in that city.

I'm not sure Squeegy can work it so that we can only get relatively specific information on one faction, and more general information about the rest.

My thoughts were basically that to know the location of everyone's armies and cities only really requires a scout, which doesn't need to be involved in the inner workings of armies or towns to know it, whereas to know what buildings there are in cities, how much population, resources etc. requires a much larger and more involved intelligence network, which we would essentially be getting for free.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: Squeegy on March 07, 2015, 03:35:29 pm
While it's true that winning the game can only be accomplished by eliminating all other players, working together with some players in the short-term is possible and can be beneficial to all involved parties.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: Rolepgeek on March 07, 2015, 03:38:03 pm
That may be the listed goal of the game, but in reality, it's over when everyone remaining decides it's over, and the Golden Hordes still exist. So, not really. Not all the time, at least, which was my point.

He can't do either, since it would entail hardcoding the interface. He could forbid one thing or another and hope we abide by the honor system.

And when everyone gets that for free, it's an even playing field. Besides which, again, we can tell the exact composition, skill level, and number of the enemy troops hiding in that city, but we can't know whether it's a juicy target that's worth risking the fight for since it lacks defensive buildings but has several good troop producers(and we can't see buildings, but we can see what their resource production is? Because that makes sense?), or is a death-trap bottleneck designed with the express purpose of telling any and all attackers to fuck off in great big flashing letters. Aka: How come we can see the veteran pikemen behind the stone walls, but not the stone walls themselves? How come we can tell exactly what they're producing in each tile and what they build, but can't put two and two together and get some scholars to keep track of that information?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: hector13 on March 07, 2015, 03:51:07 pm
I was more interested in the realism aspect of it, than the parity side.

Resource production appears to happen almost entirely outside of cities, so again all it takes is a scout going "okay, there are three farms, a mine and a fishery, lets get this back to the analysts back home." and then they come up with an estimation of resource production.

I know we can't do it the way I would like to see it because of the coding aspect, and that not everyone is going to share my view on it. I don't mind if others do it, I'm just disinclined to do it even if it hamstrings me a little. (disinclined, not completely averse. I'll likely start doing it when I get more involved in the military aspect, but then I can fob it off as part of the upkeep of the army)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: Squeegy on March 07, 2015, 03:58:36 pm
Well, the question is whether it should be allowed for anyone to do, not whether you would do it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: Pencil_Art on March 07, 2015, 04:15:01 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: hector13 on March 07, 2015, 04:17:56 pm
Well, the question is whether it should be allowed for anyone to do, not whether you would do it.

Is there anything you can do about it to stop it, beyond telling people not to do it though?

I'm not saying people would do it even if you specifically said not to, just that the possibility is there. There's not really any way to prove someone has, or to punish them if they do, either.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: lemon10 on March 07, 2015, 04:54:12 pm
Well, the question is whether it should be allowed for anyone to do, not whether you would do it.

Is there anything you can do about it to stop it, beyond telling people not to do it though?

I'm not saying people would do it even if you specifically said not to, just that the possibility is there. There's not really any way to prove someone has, or to punish them if they do, either.
No, there isn't anything he could do. Even if he stopped posting links to the admin interface in the game and removed all the ones he has in the thread, the admin interface would still be there (and linked in every other thread that has played this game), and people could still use it.
Further then that, the info is also in plaintext in the savegame info, and could be easily read without even having the admin interface.

Also, the realism issue seems a bit silly to me. Its a game, and it doesn't really matter what is more realistic, simply which is more interesting for the game and fun. That said, it is probably realistic that it would be easier to tell what large public buildings exist in a city then the exact troops composition of a nations armies.
*Shrugs* I don't really care about it that much since I'm not playing though.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: SilverDragon on March 07, 2015, 08:17:04 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 23
Post by: Squeegy on March 07, 2015, 09:52:12 pm
Spoiler: Turn 23 (click to show/hide)

Turn 24 (http://pastebin.com/raw.php?i=uXA0fZtu)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 24
Post by: hector13 on March 07, 2015, 10:04:37 pm
Spoiler: Turn 24 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 24
Post by: Rolepgeek on March 07, 2015, 10:13:49 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 24
Post by: SilverDragon on March 08, 2015, 07:34:02 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 24
Post by: scapheap on March 08, 2015, 01:44:05 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 24
Post by: Pencil_Art on March 09, 2015, 10:07:52 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 24
Post by: Squeegy on March 09, 2015, 10:15:20 pm
Spoiler: Turn 24 (click to show/hide)

Fun fact: Westerners, Easterners, and Manen are all essentially neck-and-neck.

Turn 25 (http://pastebin.com/raw.php?i=HPpPddw1)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 25
Post by: hector13 on March 09, 2015, 10:23:37 pm
Spoiler: Turn 25 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 25
Post by: Rolepgeek on March 09, 2015, 10:39:14 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 25
Post by: Pencil_Art on March 09, 2015, 10:59:24 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 25
Post by: SilverDragon on March 10, 2015, 12:20:41 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 25
Post by: scapheap on March 10, 2015, 09:49:44 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 25
Post by: Squeegy on March 10, 2015, 11:40:58 am
Spoiler: Turn 25 (click to show/hide)

Turn 26 (http://pastebin.com/raw.php?i=iYtj0NSM)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 26
Post by: Rolepgeek on March 10, 2015, 11:48:03 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 26
Post by: hector13 on March 10, 2015, 03:37:42 pm
Spoiler: Turn 26 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 26
Post by: Pencil_Art on March 10, 2015, 11:45:03 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 26
Post by: SilverDragon on March 10, 2015, 11:48:26 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 26
Post by: scapheap on March 11, 2015, 05:11:45 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 26
Post by: Squeegy on March 11, 2015, 05:23:40 pm
Spoiler: Turn 26 (click to show/hide)

Turn 27 (http://pastebin.com/raw.php?i=WEHagjrT)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: hector13 on March 11, 2015, 05:46:25 pm
Spoiler: Turn 27 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Rolepgeek on March 11, 2015, 08:52:55 pm
So there are Dragoons, Musketeers, and Cannons...but no Frigates?

Game, I am disappoint.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Squeegy on March 11, 2015, 08:55:26 pm
Well, I could add them. But those three are supposed to be end-game units, and they have their own facilities needed to build them, and I don't really think a Frigate would need more than a Shipyard.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Rolepgeek on March 11, 2015, 08:57:38 pm
A frigate would have cannons, and be larger than a Galleon.

Make a Drydock building. That tends to be end-tier naval stuff. Maybe even an end-tier transport unit, a steam-barge or something.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Squeegy on March 11, 2015, 09:30:19 pm
Ok, I added a Drydock, Corvette, and Frigate to the end-game buildings & units.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Pencil_Art on March 11, 2015, 10:09:53 pm
Cool. Need a bunch more wood to get the Drydock, though.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Pencil_Art on March 12, 2015, 04:23:17 am
((I am away again this weekend. Please auto me and thanks in advance.))
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: scapheap on March 12, 2015, 04:34:45 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: SilverDragon on March 12, 2015, 06:14:16 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 27
Post by: Squeegy on March 12, 2015, 12:06:18 pm
Spoiler: Turn 27 (click to show/hide)

Turn 28 (http://pastebin.com/raw.php?i=B9YH337Q)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: hector13 on March 12, 2015, 02:57:52 pm
Spoiler: Turn 28 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Rolepgeek on March 12, 2015, 08:45:50 pm
Spoiler (click to show/hide)
I feel like the Drydock should need something like 20 Wood, since the Shipyard takes 14.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 09:11:27 pm
Well, it costs 15 wood and 5 iron, which is 20 resource.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Rolepgeek on March 12, 2015, 09:32:48 pm
Aye, but the point isn't 'X total resources'; 2 stone, 5 Wood, 1 Iron, 4 Inspiration, 10 food, 3 Labor, 12 Money, and a Horse might be nearly 38 resources, but it's still going to be a hell of a lot easier to build than something that costs 3 Labor and 30 Stone.

The point is it's an end-game building; they should be really damn expensive, because they're really damn good.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 09:35:07 pm
5 iron is a lot. I figured it was fair, considering you'd have to make one in every city that wanted to produce those units.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Rolepgeek on March 12, 2015, 09:46:59 pm
With Cavern Mines and Blood Mines and as much iron as you've provided?

It really isn't.

Maybe it's just me though, since I'm making at least a dozen wood each turn. I dunno.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 09:56:21 pm
Alright, I'll raise it to 20 wood. But you'll have many more cities in this than you did in The Dark Age. So don't come crying to me when you don't have enough wood and iron to manage building ships, units, and drydocks all at once.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Rolepgeek on March 12, 2015, 10:16:42 pm
I want you to look at my wood production.

Then go look at how few forest tiles out of the many, many forest tiles surrounding me I have.

I think I'll be okay. Hopefully, so will everyone else. Curbstomping isn't any fun, after all...
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 10:20:32 pm
You would be surprised at how quickly that wood runs out. Anyway, you're currently tied with the Westerners for size, with Manen taking a lead, followed by Islanders and with Southerners taking up the rear. SilverDragon could have kept up with everybody else if he'd expanded out to grab more food tiles the way Criptfiend did, honestly. I sincerely doubt you'll be curbstomping anyone.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: SilverDragon on March 12, 2015, 10:25:12 pm
Considering this is my first time playing I think I'm doing rather well. And its helpful to note that nowhere was I told that there was a improvement limit, nor how to make a city, and if I was told I'm going to blame it on my shortsightedness and claim you can't prove anything.
At least I've reached the point where I can continually create units to defend against the pricks hurrying to invade.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 10:26:33 pm
I actually didn't know how there was an improvement limit. But it's not too late to play catch up, you just need to spend the next several turns putting all your population into claiming river tiles and getting as much food as possible.

And the tutorial did tell you how to make a city.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: SilverDragon on March 12, 2015, 11:27:05 pm
Oh, right. I suppose this is the part where I mention I didn't read the tutorial. Or do it, I guess.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 11:40:19 pm
So, if you didn't read the tutorial, and you won't use the admin interface, are you really trying to compete with anyone else? I feel like that's a pretty good explanation of why you're lagging behind.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: SilverDragon on March 12, 2015, 11:53:26 pm
Well, first, I'm not good with info dumps. My memory is terrible, to the point where I'm not even sure if I didn't read it. And if you recall I tried to use the admin interface, a d then decided I didn't want to use it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 12, 2015, 11:58:08 pm
I don't recall that. I recall you saying you considered it cheating and were abstaining from it. I also recall literally everyone with any experience in this game saying that you should use it or you'll be at a huge disadvantage. If you just need help with it, I'd gladly work it out with you.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Rolepgeek on March 13, 2015, 12:01:48 am
I'll also say, in a sarcastic but not trying to be actually mean tone, that the great thing about forums/the internet is that you don't need a great memory; you can go back and look at any time.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: SilverDragon on March 13, 2015, 04:30:34 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Kashyyk on March 13, 2015, 05:22:55 am
Spoiler: Pencil_Art (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: scapheap on March 13, 2015, 06:00:20 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 28
Post by: Squeegy on March 13, 2015, 06:11:08 am
Spoiler: Turn 28 (click to show/hide)

Turn 29 (http://pastebin.com/raw.php?i=NqgF6aYB)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Easterners - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 29
Post by: Kashyyk on March 13, 2015, 06:40:10 am
Spoiler: Pencil_Art (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 29
Post by: SilverDragon on March 13, 2015, 06:45:44 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 29
Post by: scapheap on March 13, 2015, 07:48:27 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 29
Post by: hector13 on March 13, 2015, 08:17:01 am
Spoiler: Turn 29 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 29
Post by: Rolepgeek on March 13, 2015, 07:58:08 pm
Spoiler (click to show/hide)
So, still neck and neck?

Oh, and The Kharen States would be a nice name, please!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 29
Post by: Squeegy on March 13, 2015, 10:15:58 pm
Spoiler: Turn 29 (click to show/hide)

Turn 30 (http://pastebin.com/raw.php?i=b8npAZq5)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Rolepgeek on March 13, 2015, 10:28:39 pm
Spoiler (click to show/hide)

Willing to trade my iron in exchange for Food. 8-1 exchange rate seems fair. Manen, I hope you're not sending that barge near me. Arachne can still krump ya.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Squeegy on March 13, 2015, 10:30:18 pm
By the way, I'm going with the Dark Age trading rules, which means you must have a road or naval connection to a civ to trade with it. Additionally, if an enemy places their units within that connection, they can block trade.

e: Also, the Manen are currently in the lead, followed closely by the Westerners, even more closely by the Kharen States, with the Islanders lagging behind and the Southerners in dead last.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: scapheap on March 14, 2015, 04:46:54 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Kashyyk on March 14, 2015, 10:03:22 am
Spoiler: Pencil_Art (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: SilverDragon on March 14, 2015, 10:14:46 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Pencil_Art on March 14, 2015, 05:55:53 pm
((I'm back. Thanks again for jumping in for me, Kashyyk.))
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: lemon10 on March 15, 2015, 07:00:57 pm
Proposal:
If a player loses control of both A) Any players starting city and B) Has no pop 6 cities. They they are no longer able to A) Build new cities, or B) Claim any new land. If they manage to get any capital back, or build up another pop 6 city, then the restriction would be lifted.
The main reason for this is so that it would be actually possible to defeat players without having to spend 20 turns wiping out every single tile of theirs out to prevent them from building up tiny spearmen armies and harassing you.
I probably should have put this out there way earlier, but seeing as no one has actually started a war yet (much less be dead), it seems like it still isn't too late. Thoughts?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: notquitethere on March 15, 2015, 07:37:58 pm
Proposal:
If a player loses control of both A) Any players starting city and B) Has no pop 6 cities. They they are no longer able to A) Build new cities, or B) Claim any new land. If they manage to get any capital back, or build up another pop 6 city, then the restriction would be lifted.
The main reason for this is so that it would be actually possible to defeat players without having to spend 20 turns wiping out every single tile of theirs out to prevent them from building up tiny spearmen armies and harassing you.
I probably should have put this out there way earlier, but seeing as no one has actually started a war yet (much less be dead), it seems like it still isn't too late. Thoughts?
My view is that having to deal with the equivalent of guerilla warfare/peasant uprisings is an interesting part of the game: it's one thing to rush in and take a civilisation's cities, but quite another to be able to hold them, fight new wars and crush new build-up of local resistance at the same time. Also, often players just quit when they're in an unwinnable situation, but the option for tenacious players to play on should be there.



It's interesting to see how peaceful everyone's being. I guess it must be in part due to how huge the map is. In the previous (non-Dark Age) Vanigo game (http://pastebin.com/raw.php?i=y4uFuJDz), on turn 30 I was fighting a war against all five other players, raising fields and taking towns. If I was playing as the Southerners in this game, I'd use the superior iron production to amass axe men and send them on the East: large food-empires are powerful foes in the mid-to-end game so you've got to attack early on and steal their cities if you've got weak growth.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Squeegy on March 15, 2015, 08:17:43 pm
Proposal:
If a player loses control of both A) Any players starting city and B) Has no pop 6 cities. They they are no longer able to A) Build new cities, or B) Claim any new land. If they manage to get any capital back, or build up another pop 6 city, then the restriction would be lifted.
The main reason for this is so that it would be actually possible to defeat players without having to spend 20 turns wiping out every single tile of theirs out to prevent them from building up tiny spearmen armies and harassing you.
I probably should have put this out there way earlier, but seeing as no one has actually started a war yet (much less be dead), it seems like it still isn't too late. Thoughts?

Sure, that sounds good enough to me, as long as the players themselves are down with it.

It looks like hector13 is AWOL, he hasn't been online in two days. Should I auto him?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: SilverDragon on March 15, 2015, 09:36:11 pm
Maybe wait a little while longer? He might show up. (Also I had to check to make sure I wasn't holding us up again lol.)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Squeegy on March 15, 2015, 09:44:23 pm
I just don't think it's worth waiting days for him, especially since he's not doing anything particularly important, like fighting a war. We have no idea how long he's going to be missing.

Spoiler: hector13 (click to show/hide)



Spoiler: Turn 30 (click to show/hide)

Turn 31 (http://pastebin.com/raw.php?i=ij3KY0Dd)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: Pencil_Art on March 15, 2015, 11:36:51 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: hector13 on March 16, 2015, 02:47:43 pm
There's always one thing you forget... sorry, I was away over the weekend. Managed to forget this game in all the things I was doing on B12.

Spoiler: turn 31 (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: lemon10 on March 16, 2015, 04:18:20 pm
It's interesting to see how peaceful everyone's being. I guess it must be in part due to how huge the map is. In the previous (non-Dark Age) Vanigo game (http://pastebin.com/raw.php?i=y4uFuJDz), on turn 30 I was fighting a war against all five other players, raising fields and taking towns. If I was playing as the Southerners in this game, I'd use the superior iron production to amass axe men and send them on the East: large food-empires are powerful foes in the mid-to-end game so you've got to attack early on and steal their cities if you've got weak growth.
Yeah, there are quite a few reasons.
1) The map is much larger. There is literally no need to be fighting over land before turn 100.
2) There are no critical resources. In the previous (non-Dark Age) game, both mana and iron was positioned so as to cause maximum conflict. Removing these removes a large part of the impetus for the war. It also removes the excuse that you are simply sending troops to protect your (already owned) resource point). Although there is still iron, there is much more of it, and every single player has some close enough that there is no way to snatch it from them without a full scale war.
3) The map is much larger (again) with rougher average terrain. This means that instead of units taking 5 turns to reach a enemy, they take 10 turns. Which doesn't sound super huge, but it does mean that instead of them being sure your troops are going to attack them (instead of simply sit on the boundary between your nations) 2 turns ahead, they are sure 5 turns ahead instead.
4) I was quite thorough in explaining my strategy this time around, which I suspect probably stopped one or two players from starting a early conflict.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: scapheap on March 16, 2015, 04:31:40 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: Squeegy on March 16, 2015, 08:06:25 pm
Quote from: lemon10 link=topic=148399.msg6104151#msg6104151
4) I was quite thorough in explaining my strategy this time around, which I suspect probably stopped one or two players from starting a early conflict.
Yes, and I wish you wouldn't influence the game like that. Giving advice on how the system works is fine but telling people "this is the right way to play" just stifles the players' creativity and makes the game boring.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: Rolepgeek on March 16, 2015, 09:13:36 pm
Spoiler (click to show/hide)

Don't worry Squeegy
The Golden Horde'll start some action, that's for sure.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 30
Post by: lemon10 on March 16, 2015, 11:26:13 pm
Quote from: lemon10 link=topic=148399.msg6104151#msg6104151
4) I was quite thorough in explaining my strategy this time around, which I suspect probably stopped one or two players from starting a early conflict.
Yes, and I wish you wouldn't influence the game like that. Giving advice on how the system works is fine but telling people "this is the right way to play" just stifles the players' creativity and makes the game boring.
*Shrugs*. I wouldn't have said anything more about it than a single post (which wouldn't really have convinced anyone) if you guys hadn't been arguing with me about it.
But you are right, I really should have held back what I was saying a bit more.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: Squeegy on March 17, 2015, 12:29:55 am
Well, I was arguing with you mostly to keep you from influencing them too much.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: SilverDragon on March 17, 2015, 02:09:48 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 31
Post by: Squeegy on March 17, 2015, 07:02:16 pm
Spoiler: Turn 31 (click to show/hide)

Turn 32 (http://pastebin.com/raw.php?i=xSZ00WKg)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: SilverDragon on March 17, 2015, 09:31:29 pm
I'm first for once! Huzzah.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: Pencil_Art on March 17, 2015, 10:15:19 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: hector13 on March 18, 2015, 08:37:16 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: Squeegy on March 18, 2015, 07:37:55 pm
scapheap and Rolepgeek, need your actions.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: Rolepgeek on March 18, 2015, 10:14:27 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: Squeegy on March 19, 2015, 01:10:47 am
Hmm, how about this for a solution to the end-game problem: For each new city that you take from small town to metropolis, I will give you a free Heavy Infantry that counts as a member of your nation's royal family/ruling class (which you are free to name whatever you want). Once all of these units are gone, you can no longer create new cities. If you manage to bring any other cities that haven't yet been a metropolis up to a metropolis, you can get another one and build new cities again. Once all of your rulers are assassinated, all of your cities are captured, and you no longer have any units left to reclaim them, you've lost the game and it's simply a matter of conquering all your lands.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: scapheap on March 19, 2015, 05:25:25 am
For the last few turns, I been feeling like this is a chore and been actively putting it off so I'm bowing out. Give my nation to someone else.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: Kashyyk on March 19, 2015, 07:17:08 pm
Spoiler: scapheap (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 32
Post by: Squeegy on March 20, 2015, 07:34:05 am
Spoiler: Turn 32 (click to show/hide)

Turn 33 (http://pastebin.com/raw.php?i=qPAbAdaJ)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - scapheap
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 33
Post by: Kashyyk on March 20, 2015, 09:16:34 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 33
Post by: hector13 on March 20, 2015, 09:44:58 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 33
Post by: Pencil_Art on March 20, 2015, 03:48:26 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 33
Post by: Rolepgeek on March 20, 2015, 08:22:10 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 33
Post by: SilverDragon on March 21, 2015, 07:33:27 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 33
Post by: Squeegy on March 21, 2015, 08:02:08 am
Spoiler: Turn 33 (click to show/hide)

Turn 34 (http://pastebin.com/raw.php?i=Tr996KMw)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: SilverDragon on March 21, 2015, 08:23:33 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: hector13 on March 21, 2015, 08:28:10 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Rolepgeek on March 21, 2015, 03:29:55 pm
So what do you use for your 'rankings' and where do we all come in at, Squeegy, if I might ask? Population?

Also, SilverDragon, how are your Golden Horde defenses coming along?

Spoiler (click to show/hide)

Also: Ah, the glories of not needing to do much for my turn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Pencil_Art on March 21, 2015, 03:54:36 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Pencil_Art on March 21, 2015, 05:28:55 pm
((Going to be out for the rest of today and most of tomorrow.))
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: SilverDragon on March 21, 2015, 06:44:45 pm
I've been trying to expand and gain hold of resources, but I'm also training a GH defensive force of spearmen and axemen.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Squeegy on March 21, 2015, 07:55:57 pm
I ranked people based on how quickly they were expanding, so yes, population. And I personally enjoy doing a lot of things on my turn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Rolepgeek on March 21, 2015, 07:59:43 pm
I ranked people based on how quickly they were expanding, so yes, population. And I personally enjoy doing a lot of things on my turn.
Yes, but it means I never have to put off doing my turn, and it only takes me a few minutes, rather than half an hour or more.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Squeegy on March 22, 2015, 08:13:04 am
So, no response to my royalty idea for the end-game?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Rolepgeek on March 22, 2015, 12:47:22 pm
So, no response to my royalty idea for the end-game?
I don't really like it. Too much risk and uncertainty in it for my liking. Lose a scant few slow troops and you're screwed?

Besides, who's to say the Kharen States aren't a Republic like the classical city-states of old?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Squeegy on March 22, 2015, 12:52:11 pm
No one, just name your royalty 'Senator So-and-So.'

They're intentionally slow so that they act as kings rather than pawns (or any other given chess piece). You're supposed to keep them safe, and you're not screwed so long as you have any more cities. You only need one of them and you get as many of them as you have cities that you've brought up to Metropolis. It's either that, or you need to have your starting city or any pop 6 city. This is basically the same thing, but actually more versatile and moveable.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Rolepgeek on March 22, 2015, 01:09:24 pm
No one, just name your royalty 'Senator So-and-So.'

They're intentionally slow so that they act as kings rather than pawns (or any other given chess piece). You're supposed to keep them safe, and you're not screwed so long as you have any more cities. You only need one of them and you get as many of them as you have cities that you've brought up to Metropolis. It's either that, or you need to have your starting city or any pop 6 city. This is basically the same thing, but actually more versatile and moveable.

Ah, that would work. Although in my case I basically view it as a coalition of monarchies(I was just making a point :P but you proved me wrong pretty easily).

True...So wait, is there any way to regain them once they're lost? Or do you just need to get more pop 6 cities?

And how will we keep track to make sure we remember which one's which?

I feel maybe there should be a unique non-producable Honor Guard unit for this purpose. Heavy Infantry give or take a bit in terms of stats(lower to represent mostly ceremonial purpose, or higher to represent best of the best; maybe just the same, since they probably wouldn't benefit from Barracks, Master Blacksmiths, or Health Fountains so it balances out to be that anyway) but 2 Movement(I'm sorry but 1 movement is just ridiculously slow and that's my biggest concern at the moment). Still not all that fast, horsemen can still catch up, but easier to keep track of and not quite so vulnerable. Can still be killed and are at risk of being killed, but it also gives an incentive to use them; they're quite good in a fight after all, and can keep up with slightly faster land armies. Risk and reward and all that.

I kinda like the idea of mercenaries units, actually. Cost money to hire, no stat boosts save experience(since that can be set by the GM), and require higher upkeep, but might actually have lower health(since they're just fighting for coin, and would thus leave the field of battle faster) or aren't under the player's direct control(though this would result in a headache for the GM, in all likelihood), or have a chance of switching sides when they lose(random chance or proportions-wise?) though the new owner can choose whether to keep or kill(keeping does cost money after all, and a turncoat can't be trusted...).

Might be too much complexity. Mostly I like the idea of Pirate Lords or something, and possibly roving bands of mercenaries and/or barbarian tribes that can be diplomancied. Again, probably too much complexity to be useful/fun.

So....just Kashyyk then?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Squeegy on March 22, 2015, 02:05:40 pm
You get one for every city that you bring up to pop 6 for the first time. So to get more, make new cities or bring existing cities that haven't been pop 6 to pop 6. I'll keep track of them myself.

Next game, I might roll some of these ideas in, but I think Heavy Infantry is just fine for the purpose now, because their high HP and defense make them good "stay at home and don't die" units. They can still accompany any army, for instance if you bring artillery along, but for the most part they are a symbolic victory piece. And yes, we're waiting on Kashyyk.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Kashyyk on March 22, 2015, 03:25:02 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 34
Post by: Squeegy on March 22, 2015, 03:32:46 pm
Spoiler: Turn 34 (click to show/hide)

Whispers come from the Southern Hold, of clouds of sand seen on the horizon, through the mountain pass. Cries for mercy carried on the desert wind, the death rattles of the Southerners' kinsmen. The Golden Horde have taken the South, and they come now for these fertile lands.

Turn 35 (http://pastebin.com/raw.php?i=LiK0N1zL)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 35
Post by: Kashyyk on March 22, 2015, 03:39:24 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 35
Post by: hector13 on March 22, 2015, 04:27:32 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 35
Post by: Rolepgeek on March 22, 2015, 06:33:20 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 35
Post by: SilverDragon on March 24, 2015, 07:41:37 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 35
Post by: Pencil_Art on March 24, 2015, 11:09:55 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 35
Post by: Squeegy on March 24, 2015, 11:13:29 pm
Spoiler: Turn 35 (click to show/hide)

Turn 36 (http://pastebin.com/raw.php?i=Y54eUZhC)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Pencil_Art on March 24, 2015, 11:29:45 pm
Spoiler: Turn 36/Turn 37 :P (click to show/hide)

Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: Rolepgeek on March 25, 2015, 12:02:01 am
Spoiler (click to show/hide)
Want Stone, Have Wood, Will Trade.
Also got Horses and Money, if you'd prefer.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: hector13 on March 25, 2015, 12:50:24 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Squeegy on March 25, 2015, 01:09:48 am
Spoiler: Turn 36/Turn 37 :P (click to show/hide)
Something about this turn is invalid. It won't accept it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: lemon10 on March 25, 2015, 01:31:58 am
He didn't grab the opening < at the very start.
(So it says 'playerturn player="Pencil_Art">' instead of '<playerturn player="Pencil_Art">').
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: Kashyyk on March 25, 2015, 07:02:32 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: Pencil_Art on March 25, 2015, 11:06:46 pm
Spoiler: Turn 36/Turn 37 :P (click to show/hide)
Something about this turn is invalid. It won't accept it.
Fixed.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: SilverDragon on March 26, 2015, 12:20:33 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 36
Post by: Squeegy on March 26, 2015, 06:10:27 am
Spoiler: Turn 36 (click to show/hide)

Turn 37 (http://pastebin.com/raw.php?i=tByKXeJb)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Kashyyk on March 26, 2015, 09:52:43 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Rolepgeek on March 26, 2015, 12:15:00 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: hector13 on March 26, 2015, 01:08:32 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Pencil_Art on March 26, 2015, 11:49:32 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: hector13 on March 27, 2015, 09:20:17 am
There may be the need to replace me in a few weeks time. I'm going to visit family in the latter half of April, and I'm not sure how much I'll be able to come online during that time.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Squeegy on March 27, 2015, 04:43:17 pm
Don't worry, with the rate SilverDragon goes at, we'll probably still be on turn 38 by the time you get back. :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: SilverDragon on March 27, 2015, 06:01:31 pm
...woops. Thought I posted again. Anyway, here!

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 37
Post by: Squeegy on March 27, 2015, 07:04:53 pm
Seriously, you need to start double-checking.

Spoiler: Turn 37 (click to show/hide)

Turn 38 (http://pastebin.com/raw.php?i=JkLPpv5x)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 38
Post by: Rolepgeek on March 27, 2015, 07:24:53 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 38
Post by: hector13 on March 27, 2015, 08:09:26 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 38
Post by: Pencil_Art on March 27, 2015, 08:15:34 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 38
Post by: Kashyyk on March 27, 2015, 08:30:21 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 38
Post by: SilverDragon on March 29, 2015, 05:54:44 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 38
Post by: Squeegy on March 29, 2015, 11:49:19 am
Spoiler: Turn 38 (click to show/hide)
The rumbling of hooves grows ever louder in the Southern Hold. Great clouds of dust stir on the horizon. Their nights are haunted by the war cries of the barbarian masses. The Golden Horde is almost here.

Turn 39 (http://pastebin.com/raw.php?i=gX10GdY0)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: Rolepgeek on March 29, 2015, 11:53:08 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: hector13 on March 29, 2015, 12:05:53 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: Kashyyk on March 29, 2015, 07:42:03 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: Pencil_Art on March 29, 2015, 10:04:45 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: SilverDragon on March 30, 2015, 05:49:30 am
I'm guessing the Golden Horde is next turn... anyone I can count on other than Rolepgeek to help stop the monsters?

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: hector13 on March 30, 2015, 08:13:05 am
You can only truly count on yourself. /inspiring message
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: Rolepgeek on March 30, 2015, 10:47:32 am
Just put up a huge defense on one side and kinda let them scrape by on the other. Guide them into Manen and the like.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 39
Post by: Squeegy on March 30, 2015, 11:36:15 am
Spoiler: Turn 39 (click to show/hide)
At last, horses are visible on the horizon. The army of the Golden Horde rides north, flanked by their camp followers and civilians. Over days they set up their tents in the mountain pass, and the Southerners can see great fires burning in the distance, their smoke wafting up into the sky. A scouting force enters through the pass, the main body of the Horde's army remaining in camp.

Turn 40 (http://pastebin.com/raw.php?i=XH3RnPqv)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: notquitethere on March 30, 2015, 11:56:00 am
The scouting force ride across the salt flats and into valley with the villages of those that had fled before them...

Spoiler: Golden Horde (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Rolepgeek on March 30, 2015, 01:16:26 pm
Wait shit NQT's running the horde?

Fuck. At least it's not Lemon.

12 Horsemen? Shit. SilverDragon, I'm afraid you might be fucked. Buy us time, friend.

HEY NQT WANNA GO FIGHT MANEN? I CAN MAKE IT WORTH YOUR WHILE
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: notquitethere on March 30, 2015, 01:27:15 pm
I'd be tempted, but it'd take five turns for me to get to them, plenty of time for them to raise enough troops to protect their cities.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Rolepgeek on March 30, 2015, 01:36:40 pm
I'd be tempted, but it'd take five turns for me to get to them, plenty of time for them to raise enough troops to protect their cities.

Damn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Rolepgeek on March 30, 2015, 02:11:45 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: hector13 on March 30, 2015, 05:40:35 pm
Spoiler (click to show/hide)

I can give Silver Dragon some cash in return for iron, should they so desire.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Squeegy on March 30, 2015, 06:19:16 pm
Not without a road connection, you can't!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: hector13 on March 30, 2015, 06:31:57 pm
He can deal with the horses on his tod then!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Kashyyk on March 30, 2015, 07:43:24 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: SilverDragon on March 30, 2015, 09:04:33 pm
I'd post my turn but I can't. Expect my turn in exactly 12 hours and 10 minutes, because that's when I get my connection reset.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Pencil_Art on March 30, 2015, 10:03:33 pm
Coming with my army of Heavy Infantry and Catapults. Do not worry, Southerners! It will only take a couple years or so for my soldiers to get there.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Rolepgeek on March 30, 2015, 11:13:55 pm
Coming with my army of Heavy Infantry and Catapults. Do not worry, Southerners! It will only take a couple years or so for my soldiers to get there.
Catapults?

Really?

Pshaw.

Top tier or nothin'. :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Pencil_Art on March 30, 2015, 11:15:25 pm
Could make Cannons, but am running low on stone. Need to build up them defenses!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: SilverDragon on March 30, 2015, 11:18:29 pm
Cannons exist? Quite frankly I just got the ability to make Bowmen about ten turns ago. (I'm f**ked, aren't I?)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Squeegy on March 30, 2015, 11:19:46 pm
I admit I'm a little perturbed you all went straight for the top tier units as quickly as possible, but I suppose you'll get your just desserts when the shitty masses of Golden Horde Horsemen flood into your cities.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Pencil_Art on March 30, 2015, 11:21:24 pm
I had nothing else to do....
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Rolepgeek on March 30, 2015, 11:45:27 pm
I admit I'm a little perturbed you all went straight for the top tier units as quickly as possible, but I suppose you'll get your just desserts when the shitty masses of Golden Horde Horsemen flood into your cities my superbly well-designed deathtraps manned by the Kharen States' finest soldiers, all glory to the States.
FTFY
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Pencil_Art on March 31, 2015, 01:36:03 am
I admit I'm a little perturbed you all went straight for the top tier units as quickly as possible, but I suppose you'll get your just desserts when the shitty masses of Golden Horde Horsemen flood into your cities my superbly well-designed deathtraps manned by the Kharen States' finest soldiers, all glory to the States.
FTFY
:P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: SilverDragon on April 01, 2015, 04:41:10 am
Alright, it took a little longer than expected.. oh well. Here's my turn.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 40
Post by: Squeegy on April 01, 2015, 03:06:37 pm
Spoiler: Turn 40 (click to show/hide)

Turn 41 (http://pastebin.com/raw.php?i=qVPsQBTR)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: hector13 on April 01, 2015, 03:43:40 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: notquitethere on April 01, 2015, 04:10:41 pm
Spoiler: Golden Horde (click to show/hide)

Due to an error in the way the program deals with landlessness, the Horde has -40 food. Could this be set back to 0?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: Squeegy on April 01, 2015, 04:15:30 pm
Yep.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: Kashyyk on April 01, 2015, 06:01:58 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: Pencil_Art on April 01, 2015, 10:18:07 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: Rolepgeek on April 01, 2015, 11:48:06 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: SilverDragon on April 02, 2015, 04:01:37 am
Better late than never, amirite?

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 41
Post by: Squeegy on April 02, 2015, 11:41:24 am
Spoiler: Turn 41 (click to show/hide)
Spoiler: Battle Log (click to show/hide)

Turn 42 (http://pastebin.com/raw.php?i=nzXDhT1C)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: Kashyyk on April 02, 2015, 05:05:19 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: Pencil_Art on April 02, 2015, 05:59:20 pm
Actually, Southerners, I will come once I have my Dragoons. Good luck with the Horde.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: Rolepgeek on April 02, 2015, 09:20:04 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: SilverDragon on April 03, 2015, 06:32:21 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: hector13 on April 03, 2015, 09:07:05 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: notquitethere on April 03, 2015, 10:33:51 am
I'm out of town until Monday, so feel free to take my turn here Squeegy.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 42
Post by: Squeegy on April 03, 2015, 09:05:38 pm
Spoiler: Turn 42 (click to show/hide)

Turn 43 (http://pastebin.com/raw.php?i=WD30jA9W)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: Pencil_Art on April 03, 2015, 09:42:40 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: Rolepgeek on April 03, 2015, 10:46:00 pm
Spoiler (click to show/hide)
My ire

You have aroused it
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: SilverDragon on April 03, 2015, 11:37:47 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: SilverDragon on April 04, 2015, 09:44:50 am
Waiting on Kashyyk and hector13.

(Sorry for the doublepost, unsure if edits show up as a new reply.)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: hector13 on April 04, 2015, 12:07:55 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: Kashyyk on April 04, 2015, 06:35:45 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: Pencil_Art on April 04, 2015, 08:16:08 pm
Waiting on Kashyyk and hector13.

(Sorry for the doublepost, unsure if edits show up as a new reply.)

No, edits show up on the original post, and it shows when you edited it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: SilverDragon on April 04, 2015, 10:01:50 pm
Oh, I see. My apologies, gentlemen.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 43
Post by: Squeegy on April 04, 2015, 10:07:39 pm
Spoiler: Turn 43 (click to show/hide)

Turn 44 (http://pastebin.com/raw.php?i=pn1XMgDR)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 44
Post by: Rolepgeek on April 04, 2015, 10:41:27 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 44
Post by: Pencil_Art on April 04, 2015, 11:00:04 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 44
Post by: SilverDragon on April 05, 2015, 02:57:31 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 44
Post by: hector13 on April 05, 2015, 09:16:13 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 44
Post by: Kashyyk on April 05, 2015, 10:30:56 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 44
Post by: Squeegy on April 05, 2015, 11:49:13 pm
Naturally NQT disappears on the one weekend everyone's on their game, so I have to do three bloody turns for him...

Spoiler: Turn 44 (click to show/hide)

Turn 45 (http://pastebin.com/raw.php?i=Na37xP9B)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Pencil_Art on April 06, 2015, 12:26:02 am
Spoiler (click to show/hide)

Dragoons coming Southerners. Hang in there.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: SilverDragon on April 06, 2015, 12:36:30 am
Spoiler (click to show/hide)

Thanks for the help, Pencil. My troops are nowhere near as advanced as anyone else.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Squeegy on April 06, 2015, 12:54:11 am
That's because you ignored my advice to expand onto rivers and try and get back into the population game, so your cities are way behind everyone else and you're basically the backwater hick town to the beautiful shining nations around you.

Also you're floating a shitton of resources and labor because you spent all that time making units instead of buildings. Swords vs. plowshares.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: SilverDragon on April 06, 2015, 12:55:39 am
Meh. Unless buildings require you to have a specific population I'm blaming that. It literally wouldn't let me build a bunch of stuff.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Squeegy on April 06, 2015, 12:57:14 am
Yes. Most buildings have a population requirement. You can see it when you click on the building.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Rolepgeek on April 06, 2015, 08:24:14 am
Meh. Unless buildings require you to have a specific population I'm blaming that. It literally wouldn't let me build a bunch of stuff.
*facepalm*
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: hector13 on April 06, 2015, 08:50:45 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: SilverDragon on April 06, 2015, 08:51:21 am
Look, I'm playing to have fun not rush units and buildings. And I have been expanding, as I said, and my population never changed.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Kashyyk on April 06, 2015, 09:35:56 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Rolepgeek on April 06, 2015, 11:06:44 pm
Look, I'm playing to have fun not rush units and buildings. And I have been expanding, as I said, and my population never changed.

It's not about 'rushing', it's about knowing how to play the game in the first place...and surviving long enough to get to the good bits, which it seems like you will be unlikely to do. We're not trying to be mean. But when you don't know how to play and don't seem to bother to learn when the tutorials and requirements for various things are right there to look at, every turn if you have to, it's hard not to get exasperated.

Anyway. My turn. Don't know what you think you're doing, NQT/Squeegy, but I can assure you all you're accomplishing is making sure I have an army and making sure you won't. Grrr. I'm fierce. Grrr.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: SilverDragon on April 06, 2015, 11:21:16 pm
Well, I've mentioned it before that I learn by doing, not reading a giant big fat stack of text that says "You do this, then do that, but you can't unless you have this, except when you do that, and all this means you get to do this and this but you can't do either if you haven't done this" or whatever.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: notquitethere on April 07, 2015, 05:12:16 am
Spoiler (click to show/hide)

Finally get to play a turn. Sorry for the absence. A lot has happened it appears!
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Rolepgeek on April 07, 2015, 08:10:18 am
Well, I've mentioned it before that I learn by doing, not reading a giant big fat stack of text that says "You do this, then do that, but you can't unless you have this, except when you do that, and all this means you get to do this and this but you can't do either if you haven't done this" or whatever.
It came with pictures, man. It's not even a huge stack of text; the description of each building tells you what's needed to build it, including population. Don't get defensive; just accept that you didn't look for it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: SilverDragon on April 07, 2015, 08:12:38 am
I'm not getting defensive, I blatantly said I knew jack shit. :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Squeegy on April 07, 2015, 01:53:26 pm
Rolepgeek just assumes everyone who disagrees with him is defensive.

SilverDragon, you need to expand into tiles that give you the most Food to grow your population the fastest. It's a really basic mechanic we've been over several times. I warned you you needed to claim river tiles, I even suggested a course of action you could follow and tried to help you out when I auto'd you. Your population isn't changing because you're not claiming high-value Food tiles. That's literally all there is to it.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 45
Post by: Squeegy on April 07, 2015, 03:04:03 pm
Spoiler: Turn 45 (click to show/hide)

Turn 46 (http://pastebin.com/raw.php?i=gW2mTFAj)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Pencil_Art on April 07, 2015, 03:23:36 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: notquitethere on April 07, 2015, 03:27:00 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Kashyyk on April 07, 2015, 04:15:40 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Squeegy on April 07, 2015, 04:58:02 pm
Some things I think would make for more interesting gameplay:

Conquered cities are reduced to pop 0 and given their own "destroyed" graphic, and you have to claim them to bring them back to pop 1, and then put your own population in to make the city functional again. This would eliminate "pop stealing" where taking other players' cities lets you hijack their invested population and even take it out of the city and put it elsewhere, which doesn't make a whole lot of sense and isn't present with villages. Conquering could also be done over multiple turns, with each conquer reducing the city's population by 1, so that larger cities take longer to conquer, which makes sense. Pop 0 cities could be conquered again to raze them completely. This would let people whose cities are under attack have a much larger window to prevent the city from being taken, which allows for more leeway in combat, and integrates razing seamlessly into the hard-coding.

Honestly, considering reverse-engineering the code and adding these improvements in myself, since Vanigo seems reluctant to either continue the project or release it open-source.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Rolepgeek on April 07, 2015, 07:01:39 pm
doesn't make a whole lot of sense and isn't present with villages.
Sure it is. Pop of the tile goes down by one when you conquer it, whether city or village. Villages just only happen to have 1 pop. And cities having their pop moved about;, it's just slavery is all. Nothing big.

Oh, and thanks for:

Rolepgeek just assumes everyone who disagrees with him is defensive.

Real nice, Squeegy. Had nothing to do with disagreement and everything to do with the tone of the response, text or no.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: hector13 on April 07, 2015, 07:54:31 pm
Spoiler (click to show/hide)

Edit: Would have to agree with RPG re moving population from conquered cities being analogous to slavery.

I would maybe prefer amending what you suggest (nerfing a conquered town to pop 1) to having a random number of population erosion to reflect dead civvies and refugees leaving, though I'm not sure how you feel about trying to get the latter part into the game.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: lemon10 on April 07, 2015, 07:58:41 pm
Some things I think would make for more interesting gameplay:

Conquered cities are reduced to pop 0 and given their own "destroyed" graphic, and you have to claim them to bring them back to pop 1, and then put your own population in to make the city functional again. This would eliminate "pop stealing" where taking other players' cities lets you hijack their invested population and even take it out of the city and put it elsewhere, which doesn't make a whole lot of sense and isn't present with villages. Conquering could also be done over multiple turns, with each conquer reducing the city's population by 1, so that larger cities take longer to conquer, which makes sense. Pop 0 cities could be conquered again to raze them completely. This would let people whose cities are under attack have a much larger window to prevent the city from being taken, which allows for more leeway in combat, and integrates razing seamlessly into the hard-coding.

Honestly, considering reverse-engineering the code and adding these improvements in myself, since Vanigo seems reluctant to either continue the project or release it open-source.
Yeah, there are a ton of things you could do to radically change the game with access to the source code, and quite a few interface improvements (eg. having a merge army button which allows you to merge two armies of any size with a single click).

That said, it is rather rude to reverse engineer someone's code when they explicitly say that they don't want to release it open source.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Rolepgeek on April 07, 2015, 08:06:29 pm
Goddamnit I keep posting before I add my turn.

Spoiler (click to show/hide)

I feel it's rather too punishing to the attacker, and to a point the defender, to reduce the pop by more than one.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Squeegy on April 08, 2015, 01:31:19 am
That said, it is rather rude to reverse engineer someone's code when they explicitly say that they don't want to release it open source.
He didn't explicitly say that. As far as I know he hasn't said anything on the subject.

Edit: Would have to agree with RPG re moving population from conquered cities being analogous to slavery.

I would maybe prefer amending what you suggest (nerfing a conquered town to pop 1) to having a random number of population erosion to reflect dead civvies and refugees leaving, though I'm not sure how you feel about trying to get the latter part into the game.
The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: SilverDragon on April 08, 2015, 01:45:19 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Squeegy on April 08, 2015, 02:09:27 am
Spoiler: Turn 46 (click to show/hide)
The Golden Horde scouts take the early morning, disappearing from the forest before the armies of the Kharen States can penetrate the treeline. But when the Horde comes to stake a claim on the river, they find Southerner huts already built there. Though perhaps not for long, as part of the Horde's scouting force sweeps unchallenged through the Southerners' undefended lands. Nearly half the Southern hold has fallen to the scouts, and while they may not be able to wipe them out without reinforcements, they are reduced to huddling in the Hold while the Westerner Dragoons ride closer on the horizon. Meanwhile, Kharen Cataphractii ride out of their own beleaguered lands to aid the Southerners. Fighting has been averted this time, but it cannot be delayed much longer.

Turn 47 (http://pastebin.com/raw.php?i=DuZ64uvW)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Kashyyk on April 08, 2015, 03:53:11 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: notquitethere on April 08, 2015, 05:45:50 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: hector13 on April 08, 2015, 02:49:01 pm
Spoiler (click to show/hide)

The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.

I had a bit of a spiel on my thoughts which got lost after internet nonsense :(

Summary: You can remove population from your towns, and it says in the orders window that you are using -1 pop (though I don't know if you get that the next turn, don't want to experiment 50 turns in :P) but I would consider that emigration rather than slavery (semantic arguments, yay!)

Uh... I said something about conquered towns... something along the lines of pop of conquered towns being returned to the previous owner (Player A conqueres town size 5 of Player B. A gets town size 1 next turn, B gets 4 extra pop) to reflect refugees, or the rest of the population just being massacred by invading armies, if you're not happy with the slavery thing. I think it makes sense, but I like to rationalise things endlessly.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: notquitethere on April 08, 2015, 03:11:04 pm
I always saw the city capture as ruling over the natives, while killing those that opposed. When you do it to villages, there's not enough people left alive to rule over.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Kashyyk on April 08, 2015, 03:46:39 pm
You can remove population from your towns, and it says in the orders window that you are using -1 pop (though I don't know if you get that the next turn, don't want to experiment 50 turns in :P) but I would consider that emigration rather than slavery (semantic arguments, yay!)
You can use it on the same turn you remove the population, but like expansion and and city increases, this doesn't affect the free poop number you see in the players window until next turn.

Regarding the theft of other players' pop with conquering, I would've liked it if villages didn't get razed on conquering, but that might have made things a bit unbalanced. Would have changed gameplay a load if nothing else.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 46
Post by: Squeegy on April 08, 2015, 04:12:44 pm
Spoiler (click to show/hide)

The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.

I had a bit of a spiel on my thoughts which got lost after internet nonsense :(

Summary: You can remove population from your towns, and it says in the orders window that you are using -1 pop (though I don't know if you get that the next turn, don't want to experiment 50 turns in :P) but I would consider that emigration rather than slavery (semantic arguments, yay!)

Uh... I said something about conquered towns... something along the lines of pop of conquered towns being returned to the previous owner (Player A conqueres town size 5 of Player B. A gets town size 1 next turn, B gets 4 extra pop) to reflect refugees, or the rest of the population just being massacred by invading armies, if you're not happy with the slavery thing. I think it makes sense, but I like to rationalise things endlessly.
I'd prefer the system I outlined, because I don't think the pop should be returned to them either (conquering is the destroying of pop), and I like that it will drag out the conquest of cities somewhat.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Pencil_Art on April 08, 2015, 05:08:52 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Rolepgeek on April 08, 2015, 11:15:49 pm
The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.
Because of design limitations? Because it means that taking a pop 2 city isn't purely there to deny it to the enemy, but can actually help you in more significant ways by having a city? Because pop 1 cities don't exist? You point out 'flaws' in Vanigo's game based on your opinion, and some of us disagree. But you want to do it anyway, and that's fine, but it's rude to basically say 'he did it wrong', which is what it seems like you're doing when you put it in the way you do; "if the design were made consistent" and "There's no coherent design philosopy here". There's things I've wanted to add to the game too, typically concerning units and buffs(for example garrison or militia units, or walls functioning differently), but the game works fine as it is. There's really no need to make changes like that.

Also, as for razing your own villages, and enslaving your own people; I believe the assumption is made that you are not in fact a tyrannical despot. Additionally, you can in fact do just that in exactly the same way you can the enemy(moving pop among cities, that is), unless you mean to Villages, in which case you can't do that to the enemy either. Just because the idea of slavery isn't fully detailed and implemented in all applicable ways doesn't mean it's not been done. Hell, you implemented Blood Mines and Slave Market, and I think those are pretty clever. Doesn't mean you need to edit the source code. And while he hasn't explicitly stated it, he has said things in response to questions about possible changes like 'that would require access to the source code' and later added external image support for the source code, so he obviously both still has it and is unwilling to share it. He doesn't want it released.

I will add that conquering is, really, quite the opposite of destroying a population, in terms of what was done in reality. Sure, sometimes you put everyone to the sword, but more often they surrendered once you killed the defenders. The rabblerousers might need to be put down and some might have fled in the meantime(which is why most people drain their cities of pop if it looks like they're about to be taken), but it's often about, you know, one king replacing another. For many, they won't care all that much. If you force 'em out of the city, or steal the gold and goods in it to supply your own populace so it can grow, that's it's own thing. As well, I personally don't like the idea of city conquests taking even longer than they already do; just look at The Dark Ages. Well Defended cities need a veritable Siege, over many turns, in order to get to even get a chance.

Look for answers, not problems, is what I say, in this case.

One change I would like, though, is for improvements to get razed on conquering a tile. Makes it more dangerous to allow your stuff to get razed, fits in better with the slash and burn idea of it. Makes not just taking but holding valuable tiles more important.

Spoiler (click to show/hide)

Also, SilverDragon, I would suggest moving the Carvers of History down towards the Pop 4 city they've built before they start pumping out units...
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: notquitethere on April 08, 2015, 11:19:54 pm
I think I'd support improvements being removed when a tile is conquered. Not roads though.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Squeegy on April 09, 2015, 02:58:23 am
The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.
Because of design limitations?
Design limitations nothing. It's as simple as adding another button. "Design limitations" is not an excuse for bad design.

Because it means that taking a pop 2 city isn't purely there to deny it to the enemy, but can actually help you in more significant ways by having a city?
You can still take the city in my version too; you bring it down to pop 0, you claim it (bringing it back to pop 1), and then you rebuild it. You have the option of razing it, it's not compulsory.

Because pop 1 cities don't exist?
Because a pop 1 city is a village, I'm well aware. That's a totally meaningless excuse, because they could very easily be added to the game. They would function exactly the same as villages (that is to say, you wouldn't get any of the benefits of having a city there until you brought them back up to pop 2), and you wouldn't be able to remove pop to bring them down to 1, it would be a state that exists purely for the purposes of conquering cities and it would maintain the consistency of design in the game.

You point out 'flaws' in Vanigo's game based on your opinion, and some of us disagree. But you want to do it anyway, and that's fine, but it's rude to basically say 'he did it wrong', which is what it seems like you're doing when you put it in the way you do; "if the design were made consistent" and "There's no coherent design philosopy here". There's things I've wanted to add to the game too, typically concerning units and buffs(for example garrison or militia units, or walls functioning differently), but the game works fine as it is. There's really no need to make changes like that.
With all due respect, I am not talking out of my ass here. I am a programmer. I design games. I've done it, I'm trained in it, it's what I do. When I talk about consistent design philosophy, I'm talking in terms that I apply to the games I create as well as the games I play and criticize. I am looking at the game from the perspective of how I would design it, how I would balance it, etc. This is the way that people in my field approach this. And I mean it when I say that something can be done because I know how it's done and I know the limitations. If Vanigo released the source code, I would do it. I'm not saying he's a bad game designer, far from it -- he made a very solid and enjoyable game, and I admire his work. If I didn't like what he'd done I wouldn't be considering changing it. However, in my opinion it has flaws and I am not beholden to ignore them out of respect. And no one would force you to play the game with the modifications that I make.

Also, as for razing your own villages, and enslaving your own people; I believe the assumption is made that you are not in fact a tyrannical despot. Additionally, you can in fact do just that in exactly the same way you can the enemy(moving pop among cities, that is), unless you mean to Villages, in which case you can't do that to the enemy either. Just because the idea of slavery isn't fully detailed and implemented in all applicable ways doesn't mean it's not been done. Hell, you implemented Blood Mines and Slave Market, and I think those are pretty clever. Doesn't mean you need to edit the source code. And while he hasn't explicitly stated it, he has said things in response to questions about possible changes like 'that would require access to the source code' and later added external image support for the source code, so he obviously both still has it and is unwilling to share it. He doesn't want it released.

I will add that conquering is, really, quite the opposite of destroying a population, in terms of what was done in reality. Sure, sometimes you put everyone to the sword, but more often they surrendered once you killed the defenders. The rabblerousers might need to be put down and some might have fled in the meantime(which is why most people drain their cities of pop if it looks like they're about to be taken), but it's often about, you know, one king replacing another. For many, they won't care all that much. If you force 'em out of the city, or steal the gold and goods in it to supply your own populace so it can grow, that's it's own thing. As well, I personally don't like the idea of city conquests taking even longer than they already do; just look at The Dark Ages. Well Defended cities need a veritable Siege, over many turns, in order to get to even get a chance.
Actually, lemon10 added the Blood Mines; I added the Slave Market both because of the precedence he set and because I felt that there should be a labor counterpart to the iron source he created.

Any assumptions to make are totally meaningless, as are any comparisons to real life. This is a game, games have design and balance and I think that they can be tweaked to make a better, fairer, and more consistent experience. And FYI, I have looked at The Dark Age; I looked at when I sent my troops into your territory while you were occupied with taking my northern cities and captured your undefended Metropolis before you could even react. Right now sieges in VEG are all about where your troops are, and, if they're out of position, whether or not you can move them into place before the enemy arrives. Beyond that, it all comes down to whether they come knocking with more than you're capable of defeating. In fact, I sort of dislike how fights in VEG are done to the utter annihilation of either side (if you want to appeal to realism, that's not particularly realistic either, but I dislike it from a gameplay standpoint). It's somewhat alleviated by the fact that you have to split your army up to handle threats and eventualities from all around, but I think that if your armies retreated from fights they were losing it would encourage people to go at each other more because there wouldn't be so much on the line, you wouldn't be losing your whole army.

Of course, that's rubbing up against some real design limitations and getting into Hearts of Iron territory that is somewhat inappropriate for a light strategy game like this, but it doesn't hurt to think about it. For that matter, none of this hurts to think about, especially since if Vanigo doesn't want his game modified then nothing will come of it.

Look for answers, not problems, is what I say, in this case.

One change I would like, though, is for improvements to get razed on conquering a tile. Makes it more dangerous to allow your stuff to get razed, fits in better with the slash and burn idea of it. Makes not just taking but holding valuable tiles more important.
I didn't look for problems, I just found them because they stick out. They're problematic. Now I'm looking for answers to those problems.

I think that holding valuable tiles is sufficiently important now, there just isn't much back-and-forth over them because it's more about attacking cities and destroying armies than undermining your opponents' resources (most of the time, anyway, maybe not as much in an asymmetric war like the one right now between the Golden Horde and you, or the Danes and Ireland).

None of this is relevant to the game that we're playing right now, none of these changes have any chance of affecting Fertile Lands even if I could act upon them. I'm just floating ideas, getting people's thoughts on this stuff.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: SilverDragon on April 10, 2015, 01:01:03 am
Actually, I think I'll back out now. Sorry.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Squeegy on April 10, 2015, 04:56:47 am
Alright, I'm just gonna go ahead and take over the Southerners because they're a real mess at this point and NQT stole my NPC faction.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 47
Post by: Squeegy on April 10, 2015, 05:06:45 am
Spoiler: Turn 47 (click to show/hide)
Spoiler: Battle Log (click to show/hide)
Once again the Golden Horde gets an early start, and their camps are empty by the time the Cataphractii ride in. The only ones not to survive are the Gold-Sickness detachment, who find themselves making the same camp as a detachment of Cataphractii, and a bloody skirmish quickly ensues. First blood is won for the Kharen States, as the Cataphractii emerge untouched from the battle, striking the Horsemen down with a single charge. Trouble brews elsewhere in the lands, and as the main body of the scouting force rides away with the Lochagos at their heels, it's only a matter of time before the green fields and forests are stained red.

Turn 48 (http://pastebin.com/raw.php?i=XgxDjB7A)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: notquitethere on April 10, 2015, 05:43:03 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: Squeegy on April 10, 2015, 05:55:03 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: hector13 on April 10, 2015, 09:02:33 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: Pencil_Art on April 10, 2015, 04:33:13 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: Kashyyk on April 10, 2015, 05:02:05 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: Rolepgeek on April 11, 2015, 12:01:31 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 48
Post by: Squeegy on April 11, 2015, 04:39:40 am
Spoiler: Turn 48 (click to show/hide)
Another bloodless year as the Golden Horde continue to outpace the Kharen Cataphractii, leaving them attacking empty camps. Meanwhile, the Horde continues to make its home between the Southerners and the Kharen States, villagers spreading out to take advantage of the unpopulated lands.

Turn 49 (http://pastebin.com/raw.php?i=WfqfB9eH)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: SilverDragon on April 11, 2015, 05:25:56 am
By the way, you still have me listed as the Southerners.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: Squeegy on April 11, 2015, 05:28:25 am
Too much effort to change, and since I'm probably not gonna bother replacing you, I might as well just have you down as permanently auto'd.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: Kashyyk on April 11, 2015, 08:14:20 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: hector13 on April 11, 2015, 08:23:12 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: notquitethere on April 11, 2015, 09:33:13 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: Rolepgeek on April 11, 2015, 11:41:33 am
Spoiler (click to show/hide)
Your luck is bound to run out eventually, NQT...
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: Squeegy on April 11, 2015, 06:43:32 pm
Waiting on Pencil_Art.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: Pencil_Art on April 12, 2015, 12:22:04 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 49
Post by: Squeegy on April 12, 2015, 01:08:23 am
Spoiler: Turn 49 (click to show/hide)
Spoiler: Battle Log (click to show/hide)
This was the year that the Kharen States finally caught up to the Golden Horde's scouts. As they were going over the strategy for their split into several groups, the Cataphractii came upon the main body of scouts in their camp. They were destroyed to the last man, with no losses on the side of the Cataphractii. Elsewhere, in the south, the Lochagos Tritos caught up to a third of the reserve force and slaughtered them. The scouts were down to a sixth of their previous numbers, without making a dent in the Kharen forces. But out in the desert, the massive camp of the Golden Horde flutters in the wind. Will they be able to withstand the Horde's real army?

Turn 50 (http://pastebin.com/raw.php?i=hcYp2a41)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 22
Post by: Rolepgeek on April 12, 2015, 01:14:27 am
Every 20 turns a larger part of the Horde will enter the map from the desert pass, until the entire Golden Horde is here, at which point they can be wiped out like any other civ.

So is it every 10 turns now, then, instead?
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: Squeegy on April 12, 2015, 01:28:32 am
Pardon? It's coming on turn 60.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: Rolepgeek on April 12, 2015, 01:35:13 am
Oh. I got the impression from the fluff that the next attack was IMMINENT.

Which would have been interesting, but a breather(and thus the possibility for inter-kingdom strife to develop just enough to keep us from being able to put up a unified defense against the inevitably more powerful Horde) is certainly nice.

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: Kashyyk on April 12, 2015, 08:15:46 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: hector13 on April 12, 2015, 09:58:04 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: Pencil_Art on April 12, 2015, 03:29:03 pm
((I will be out for a bit (leaving to china for holiday) so feel free to auto me for the rest of today, maybe a bit of tommorow.))

Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: Squeegy on April 12, 2015, 03:53:16 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: notquitethere on April 13, 2015, 10:34:00 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 50 - The Massacre
Post by: Squeegy on April 13, 2015, 11:06:24 pm
Spoiler: Turn 50 (click to show/hide)
A quiet year, compared to the last, as the Kharen States go about razing and pillaging the lands of the innocent Golden Horde settlers. Perhaps among them were some people the Southerners once knew, ex-comrades who joined the Horde so as not to be obliterated by it.

Turn 51 (http://pastebin.com/raw.php?i=ZhWAtgZj)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - hector13
Manen - Kashyyk
Southerners - SilverDragon
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Rolepgeek on April 13, 2015, 11:57:20 pm
Spoiler (click to show/hide)

There are a great many more innocents left to kill, if that is what you wish to call them.

Let them hide in the hills and woods if they wish, or the marshes, but leave no farm or hunting lodge for the vermin to breed.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Pencil_Art on April 14, 2015, 03:25:11 am
Currently experiencing Internet problems. Can you please auto me? Thanks in advance.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Kashyyk on April 14, 2015, 07:32:01 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: notquitethere on April 14, 2015, 06:01:35 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Squeegy on April 19, 2015, 02:55:36 am
Alright, still need Pencil_Art and hector13.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Pencil_Art on April 19, 2015, 08:14:32 am
Currently experiencing Internet problems. Can you please auto me? Thanks in advance.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Squeegy on April 21, 2015, 09:52:34 pm
Spoiler: Southerners (click to show/hide)

Still? Ok, need hector13 then.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Pencil_Art on April 30, 2015, 09:28:58 am
Pastebin is apparently non-accessible from here. Sorry :(.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Squeegy on April 30, 2015, 03:33:29 pm
I'm waiting on hector to post his turn.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Rolepgeek on April 30, 2015, 07:24:57 pm
Auto him, then.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Pencil_Art on May 01, 2015, 04:25:36 am
He hasn't been on for 20-odd days. Hmm.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: SilverDragon on May 01, 2015, 07:43:33 am
Didn't wait twenty days for me to post! :P
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Pencil_Art on May 11, 2015, 12:40:39 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Squeegy on May 11, 2015, 06:19:20 pm
Didn't wait twenty days for me to post! :P
Like I said then, it was the early part of the game. This isn't. There's actual important decisions to be made. And also it was just you I was autoing.

So, it looks like hector hasn't been on for a whole month. He's probably MIA at this point. I can auto him until we find a replacement if it's good with you guys.
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 51 - The Massacre
Post by: Squeegy on May 11, 2015, 09:02:43 pm
Spoiler: Turn 51 (click to show/hide)
The States continue razing the lands taken by the Golden Horde, and armies move around the land, jockeying for position.

Turn 52 (http://pastebin.com/raw.php?i=JXacWCz4)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - ?
Manen - Kashyyk
Southerners - ?
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: Rolepgeek on May 11, 2015, 10:50:39 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: Pencil_Art on May 12, 2015, 12:34:00 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: Kashyyk on May 12, 2015, 10:39:45 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: notquitethere on May 13, 2015, 11:40:34 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: Squeegy on May 14, 2015, 07:37:29 am
Spoiler: Islanders (click to show/hide)
Spoiler: Southerners (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: Squeegy on May 14, 2015, 07:42:24 am
Spoiler: Turn 52 (click to show/hide)
An island village is stolen from the Westerners as the massive Kharen States army continues to burn and pillage the countryside.

Turn 53 (http://pastebin.com/raw.php?i=WvCn7egd)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - ?
Manen - Kashyyk
Southerners - ?
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 53 - 2 Players Needed
Post by: notquitethere on May 14, 2015, 04:34:41 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 53 - 2 Players Needed
Post by: Squeegy on May 18, 2015, 12:10:29 pm
Well, that won't do at all.
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 53 - 2 Players Needed
Post by: Kashyyk on May 18, 2015, 01:18:06 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 53 - 2 Players Needed
Post by: Rolepgeek on May 18, 2015, 09:50:53 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 53 - 2 Players Needed
Post by: Pencil_Art on May 18, 2015, 11:57:25 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 53 - 2 Players Needed
Post by: Squeegy on May 19, 2015, 03:18:58 pm
Spoiler: Islanders (click to show/hide)
Spoiler: Southerners (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 52 - 2 Players Needed
Post by: Squeegy on May 19, 2015, 03:28:43 pm
Spoiler: Turn 53 (click to show/hide)
The Golden Horde scouts continue to make themselves a nuisance.

Turn 54 (http://pastebin.com/raw.php?i=9adCnZwz)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - ?
Manen - Kashyyk
Southerners - ?
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: notquitethere on May 19, 2015, 05:00:03 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Kashyyk on May 19, 2015, 05:29:38 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Rolepgeek on May 19, 2015, 07:02:12 pm
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Pencil_Art on May 20, 2015, 12:46:46 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Squeegy on May 20, 2015, 01:15:09 am
Spoiler: Islanders (click to show/hide)
Spoiler: Southerners (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Squeegy on May 20, 2015, 01:19:55 am
Spoiler: Turn 54 (click to show/hide)
The Kharen army grows ever larger and mightier. It seems to rival even the glittering hordes that lie in wait in the desert, or so the inhabitants of the States hope.

Turn 55 (http://pastebin.com/raw.php?i=xgAZ8ydR)

Player interface (http://dl.dropbox.com/u/28942516/PlayerInterface.swf)
Admin Interface (https://dl.dropboxusercontent.com/u/28942516/AdminInterface.swf)

Westerners - Pencil_Art
Islanders - ?
Manen - Kashyyk
Southerners - ?
Kharen States - Rolepgeek
Golden Horde - notquitethere
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: notquitethere on May 20, 2015, 10:07:42 am
Spoiler (click to show/hide)
Title: Re: Fertile Lands - A Vanigo Empire Game - Turn 54 - 2 Players Needed
Post by: Rolepgeek on May 20, 2015, 05:24:44 pm
Spoiler (click to show/hide)

Hey Pencil_Art. Whatcha, whatcha doin' there buddy? You've got an awful lot of troops that weren't originally one army grouping up next to my ally's town. Why you doin' that? I sure hope I don't have to bring over a Lochagos to make sure everything stays nice and calm and peaceful.

So, uh, Southerners. My horses are gettin' real tired walking around these plains, tryin' to help clear the Southerners for ya. Might be a little easier for us to finish them off and help make sure the Westerners play nice if ya were to build some roads fer us. We'd even be able to trade that way. Whatcha say?