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 Post Posted: Mon Feb 01, 2010 10:32 pm 
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LTDave: You made a slight mistake on the map: I have three siege in G10, and three infantry in F10.

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     Post Posted: Tue Feb 02, 2010 12:18 am 
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    Empire: Charlescomm
    Colour: Light Blue
    Player: Charlie
    Turn: 1
    Starting Schmuckers: 82
    Total Income from Cities: 100
    Upgrade Costs: 10 New City (Fort Chaos) in F3, 30 upgrade Overwatch to level 3, 40 upgrade Vanguard to level 4, Total upgrade cost 80

    Cities
    F3 - Fort Chaos
    G1 - Vanguard
    H4 - Overwatch
    I2 - Eagle's Nest

    Units
    Pop units in: 1 Character (Think-A-Mancer: Auguste Rodin) in I2, 4 Infantry in G1, 3 Infantry in H4

    Movement
    1 Infantry from H4 to G2
    1 Infantry from H4 to F3
    2 Infantry from I2 to G1

    Location :
    F3 0 Flyers, 0 Calvalry, 1 Infanty, 0 Siege, 0 Characters
    I2 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 1 Characters
    G1 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 0 Characters
    H4 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
    G2 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters

    UPKEEP COSTS: -43
    Ending Schmuckers: 59
    COMBAT: No Combat this round



    ...I think I got it right this time... I created a city on the same turn I moved the unit into the hex, and kept that unit. I didn't see anything in the rules that said otherwise.

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    Last edited by Charlie on Tue Feb 02, 2010 11:09 pm, edited 1 time in total.
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     Post Posted: Tue Feb 02, 2010 4:49 am 
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    Sinrus - ok - I'll fix that tomorrow.

    Charlie - two problems - you can't build a city unless you have a unit in the hex, and you can't pop units in a new city.

    Other than that, looks good.

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     Post Posted: Tue Feb 02, 2010 11:10 pm 
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    Alright, I think I fixed it.

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     Post Posted: Wed Feb 03, 2010 12:25 am 
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    Ok, so here's the updated map.

    Sinrus - is the reason the last map was wrong because you edited your turn orders? Naughty naughty.

    Charlie - Build and upgrade is step 2, move units is step 5. You should have a unit in the hex at the beginning of a turn to build a city. We'll let it go this time, but never again!

    Spoiler: show
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    Waiting on turbler...

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     Post Posted: Wed Feb 03, 2010 8:29 am 
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    LTDave wrote:
    Sinrus - is the reason the last map was wrong because you edited your turn orders? Naughty naughty.


    No, although for future reference would that be allowed if no one else has gone yet?

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     Post Posted: Fri Feb 05, 2010 11:36 am 
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    Charlie ended turn and thus night started. Prince Hadriël walked through the capitol, managing the city. There was not much to manage though... No troops were ordered to be popped by his father, king Turbler. He thought hard to fix this absence of action from his king. He was confused about his duty. Was it to serve his royal highness and father? Or was it to save his side? He could not decide what was more urgent. He knew that LTDave in the south was expanding and Charlie to the east would not wait for candy either. The kingdom would surely fall if no orders were given.

    Thus his duty prevailed.

    Hadriël made a deal with his side's natural allies, the Impars (short called imps). The moment Prince Hadriël ordered all units one hex outside the capital, the Imps launched their attacks and slew king Turbler. Prince Hadriël easily recaptured the capital and issued his orders.

    "King Turbler the meek is no more. Now are the days of kind Hadriël. Charlesscom will not defeat us without a fight! LTDave will not easily bring us to our knees. We have a right to live in this world and by my royal blood I shall defend that right! Let all other sides know that I rename the capitol and the other city's. Our colours will become red of the blood of our slain king. And by the Titans, we shall make a difference in this world. Start popping!"


    Empire: Egyptalon
    Colour: Red
    Player: Azgrut
    Turn: 1
    Starting Schmuckers: 82
    Total Income from Cities: 100
    Upgrade Costs: 40 upgrade Anubilon (A1) to level 4, 30 upgrade Horutalon (C1) to level 3, Total upgrade cost 70

    Cities
    B3 - Sethalon
    A1 - Anubilon
    C1 - Horutalon

    Units
    Pop units in: 1 Character (Econ-a-mancer: Loki Hermes) in B3, 4 Infantry in A1, 3 Infantry in C1

    Movement
    2 Infantry from C1 to D3
    1 Infantry from C1 to B3
    2 Infantry from A1 to A10
    1 Infantry from A1 to B3

    Location :
    A1: 0 Flyers, 0 Calvalry, 3 Infanty, 0 Siege, 0 Characters
    A10: 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    C1: 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    B3: 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 1 Characters
    D3: 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters

    UPKEEP COSTS: -49
    Ending Schmuckers: 63
    COMBAT: No Combat this round

    New unique unit: Egyptalon Assassin.
    While most of the Egyptalon infantry consists out of ordinary soldiers wielding scimitars and small shields, it are the assassins that truly inflict the hits. These expensive infantry class units have the rare special rule: “Disguise.” A form of natural Foolamancy. It lets them look like a plain infantry and even fools the stat sight of low level warlord units. Other soldiers will also be fooled by its appearance until it is too late and the assassin will have inflicted severe wounds on the unit. Because the disguise ability only works in large stacks of mostly other infantry, no stacks consisting solely out of assassins are assembled.

    Too bad I can’t build a city on D3. :P And Charlie has forgotten 2 infantry in his upkeep. 13 infantry X 3 + 1 char X 10 = 49 not 43.

    Gz!

    "End the turn!"

    Spoiler: show
    Image

    The new map.

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     Post Posted: Fri Feb 05, 2010 2:13 pm 
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    Ehm... why can't you, exactly?

    Empire: Draviston
    Colour: Gold
    Player: Lord Sinrus
    Turn: 2
    Starting Schmuckers: 125
    Total Income from Cities: 100
    Upgrade Costs: 40 upgrade Templum (H10) to level 4, 30 upgrade Vita (E8) to level 3, total upgrade cost 70
    Cities
    F10 Animus Lv 5
    H10 Templum Lv 4
    E8 Vita Lv 3
    Units
    Pop units: 1 character (warlord) in F10, 4 infantry in H10, and 3 cavalry in E8.
    Before Movement
    Location :
    F10 Animus 0 Flyers, 0 Cavalry, 3 infantry, 0 siege, 1 characters
    H10 Templum 0 Flyers, 0 Cavalry, 5 infantry, 0 siege, 0 characters
    E8 Vita 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege, 0 Characters
    G10 0 Flyers, 0 Cavalry, 5 Infantry, 3 Siege, 0 Characters
    Movement:
    From F10 to G1 via G10 2 infantry and 1 character (warlord)
    From H10 to G1 via G10 4 infantry
    From G10 to G1 5 infantry and three siege
    Location After Movement:
    F10 Animus 0 Flyers, 0 Cavalry, 1 infantry, 0 siege, 0 characters
    H10 Templum 0 Flyers, 0 Cavalry, 1 infantry, 0 siege, 0 characters
    E8 Vita 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege, 0 Characters
    G1 0 Flyers, 0 Cavalry, 11 Infantry, 0 Siege, 1 Characters (warlord lv2)

    UPKEEP COSTS: -97
    Ending Schmuckers: 58
    COMBAT:

    New unit: Twonicorn (cavalry)
    Twonicorns are among the most majestic of units in the world. The average height for one of these fantastic silver equines is 24 hands, with some growing up to 30 hands. Two swirled golden horns like those of a narwhal rise from its forehead between beautiful brown eyes. They are so enchantingly beautiful that weaker willed units will stop in their tracks and refuse to harm them.

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    Last edited by Sinrus on Sat Feb 06, 2010 4:01 pm, edited 2 times in total.
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     Post Posted: Fri Feb 05, 2010 2:16 pm 
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    COMBAT!
    Battle is joined in hex: G1
    TIME OF POST (minutes and seconds): 1331
    Attacker: 0 Fliers
    0 Cavalry
    11 Infantry
    3 Siege
    1 Level Warlord
    Total Combat Factors: 11
    Random Number: 4
    Tactical Bonus Result: 2
    Total Combat: 8
    Combat Result: SUPERIOR
    Hits Inflicted: 7

    Defender: 0 Fliers
    0 Cavalry
    8 Infantry
    0 Siege
    1 Defence Factor (City Level less Siege - minimum of 1)
    0 Level Warlord
    Total Combat Factors: 8
    Random Number: 3
    Tactical Bonus Result: 1
    Total Combat: 5
    Combat Result: INFERIOR
    Hits Inflicted: 3

    VICTORY TO: ATTACKER

    Vanguard is mine. First combat of the game, and I take a city from Charlescomm. I hereby raze it and rename it Presidium.

    Three siege taken as casualties.

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     Post subject: Turn 2
     Post Posted: Fri Feb 05, 2010 6:06 pm 
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    Empire: Whiteboard
    Colour: Grey
    Player: Marker the Impermanent
    Turn: 2

    Starting Schmuckers: 59
    Total Income from Cities: 149.5
    Upgrade Costs: -70 {Upgrade Paper Clip to Level 4, Upgrade In Tray to Level 2, Build Out Tray in A9, Level 1}
    Cities
    C6 Whiteboard Lv 5
    D5 Bulldog Lv 4
    A5 Paper Clip Lv 4
    B8 In Tray Lv 2
    A9 Out Tray Lv 1
    Units
    Pop units: 1 Flyer, 1 Cavalry, 3 Siege in Whiteboard (C6), 1 Flyer, 1 Cavalry, 2 Infantry in Bulldog(D5), 4 Infantry in Paper Clip (A5), 2 Infantry in In Tray (B8).
    Before Movement
    Location :
    C6 Whiteboard 1 Flyers, 1 Cavalry, 4 Infantry, 3 Siege, 1 Characters Econ-O-Mancer "Milton"
    D5 Bulldog 1 Flyers, 1 Cavalry, 5 Infantry, 0 Siege, 0 Characters
    A5 Paper Clip 0 Flyers, 0 Cavalry, 6 Infantry, 0 Siege, 0 Characters
    B8 In Tray 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    A9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    C8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    Movement
    From C6 to C8 via D7, D8 1 Flyer, 1 Cavalry
    From C6 to D7 3 Siege, 4 Infantry
    From D5 to G5 via E4, F5 1 Flyer
    From D5 to F6 via E4,F5 1 Cavalry
    From D5 to F5 via E4 2 Infantry
    From A5 to C6 via B5 3 Infantry
    From B8 to A9 via A8 2 Infantry
    From C8 to D8 1 Infantry
    Location After Movement:
    C6 Whiteboard 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 1 Characters Econ-O-Mancer "Milton"
    D5 Bulldog 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
    A5 Paper Clip 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
    B8 In Tray 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 0 Characters
    A9 Out Tray 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
    C8 1 Flyers, 1 Cavalry, 0 Infantry, 0 Siege, 0 Characters
    D7 0 Flyers, 0 Cavalry, 4 Infantry, 3 Siege, 0 Characters
    G5 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 0 Characters
    F6 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege, 0 Characters
    F5 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    D8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters


    UPKEEP COSTS: -115
    Ending Schmuckers: 23.5
    COMBAT: None.

    Spoiler: show
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    New Unit: Giant Eraser. Fixed to the end of a very long pine tree, the Giant Eraser has the remarkable capacity to eliminate obstacles in its way. Wielded by the fierce 2B and HB Warriors, the Giant Eraser literally "rubs away" at enemy fortifications, reducing them to rubble and those little bits of rubber that end up all over your desk. Respect the stationery.

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    Last edited by LTD on Sun Feb 07, 2010 5:12 pm, edited 2 times in total.
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     Post Posted: Fri Feb 05, 2010 6:14 pm 
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    Hey Dave, three map problems.

    1, turbler is still marked in purple at the bottom.
    2, you still show my forces in G10
    3, I renamed Vanguard. If that's allowed, then it's called Presidium now.

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     Post Posted: Fri Feb 05, 2010 9:22 pm 
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    Map issues fixed.

    I think it's best that we keep city names the way they are - 1. It can get tedious changing things 2. It can get ridiculous, and 3. It means that even a vanquished player has left a mark on the game. I think it's best that Vanguard remain forever Vanguard.

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     Post Posted: Fri Feb 05, 2010 9:37 pm 
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    Alright, that's fine by me. I had that in mind, so Presidium is actually latin for guard. Likewise, my other cities translate into Courage, Temple, and Life.

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     Post Posted: Sat Feb 06, 2010 1:31 am 
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    whos' calvalry is that at f6? I read backa nd no one put a calvalry there? It's not mine, wtf is it doing there? It looks like yours LT, but I don't see it listening. You do have a calvalry listed in f8 but its not on the map, also, calvalry can move only 1 space through woods, so no way it got there in 1 turn without running into someone's units. You really need to go over your units' positions and where you placed them on the map before I post my turn.

    Also, quick thing, since a city is upgraded before new units are popped, its the level of the city after the upgrade stage that determines how many units can be made in that city, correct? Also, what's the movement for a character? Is it the same as the units it moves with? If I make a warlord and decide he's gonna travel with some fliers does he automatically have the same move as them?

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     Post Posted: Sat Feb 06, 2010 1:22 pm 
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    They have flier move, I believe

    EDIT: As for the map problem, I believe that he typoed. He said that he moved a cavalry from D5 to F8 via E4 and F5, which is impossible. I guess he meant to say from D5 to F6.

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     Post Posted: Sun Feb 07, 2010 12:21 am 
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    The map is confused... My cities are in D3 and D1... I'll take my turn from there.
    1. Income is 100, total Shmuckers in Treasury=161
    2. Upgrade my Level 2 to Level 3 (-30 Shmuckers.) and my Level 3 to a level 4 (-40)
    3. this character thing, I don't get it :S... I'll figure it out later
    I hafta go... the rest will be done tommorow

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     Post Posted: Sun Feb 07, 2010 5:12 pm 
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    My apologies. The Cavalry is in F6, not F8. Typo.

    And turbler - no, you won't.

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     Post Posted: Sun Feb 07, 2010 7:58 pm 
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    You were kinda assassinated by Azgrut.

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     Post Posted: Sun Feb 07, 2010 8:43 pm 
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    Empire: Celestia
    Colour: Black
    Player: The Crow
    Turn: 2
    Starting Schmuckers: 10
    Total Income from Cities: 140
    Upgrade Costs: 40 schmuckers spent to upgrade Kawkaw and RavenRed to Lv 2

    Cities
    I7 Sorrowtan Lv 5
    J6 Deppressander Lv 4
    G8 Quagmire Clip Lv 3
    G6 Kawkaw Lv 2
    J9 Ravenred Lv 2

    Units
    Warlord (Drakka) popped in Sorrowtan, Two Infantry popped in Kawkaw, Two Infantry popped in Quagmire Clip

    Before Movement
    Location :
    F7 0 Flyers, 0 Calvalry, 2 Infanty, 0 Siege, 0 Characters
    G6 2 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
    G8 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters
    I7 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 2 Characters
    J6 2 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    J9 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters

    Move 1 Flyers from J6 to G6
    Move 3 Infantry from G8 to F7
    Move Warlord from I7 to G6

    After Movement
    Location :
    F7 0 Flyers, 0 Calvalry, 5 Infanty, 0 Siege, 0 Characters
    G6 3 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 1 Characters
    G8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    I7 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 1 Characters
    J6 1 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    J9 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters

    UPKEEP COSTS: -104
    Ending Schmuckers: 6
    COMBAT: No Combat this round


    Last edited by Crovius on Sun Feb 07, 2010 9:53 pm, edited 1 time in total.
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     Post Posted: Sun Feb 07, 2010 9:26 pm 
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    Slight error there, you have 12 schmuckers now not two.

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