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 Post subject: Re: Erfworld Empires
 Post Posted: Tue Jul 06, 2010 6:39 pm 
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I have to post my turn before you can, Crovius, which I will do once I figure out where everyone's moved things. :P

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Jul 06, 2010 7:56 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Turn: Commonwealth of Escotia

    1. Calculate Income from Cities
    82 Schumuckers from Turn 0 + 100 income = 182 Schmuckers
    2. Build and Upgrade Cities
    no action
    3. Create New Units
    Pop 4 infantry, 1 flyer at Auria
    Pop 2 cavalry, 1 infantry at Argenta
    Pop 2 infantry at Feria
    4. Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
    15 x infantry @ 3 = 45
    2 x cavalry @ 6 = 12
    1 x flyer @ 9 = 9
    Total: 66

    182 - 63= 119 Schmuckers in surplus

    5. Move Units
    Move 4 infantry, 1 flyer from Auria to Feria
    Move 1 infantry from Argenta to Auria
    Move 1 infantry from Auria to M7
    Move 2 cavalry from Argenta to Feria


    6. Resolve Combat (if any)
    none
    7. Post end of turn report

    Cities:
    K8 - Auria (Lvl 5, capital): 1 infantry
    I8 - Feria (Lvl 2): 10 infantry, 2 cavalry, 1 flyer
    K10 - Argenta (Lvl 3): 1 infantry

    Field Unit:
    1 infantry at M7.


    Last edited by WaterMonkey314 on Thu Jul 08, 2010 6:13 pm, edited 1 time in total.
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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Jul 06, 2010 11:37 pm 
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    Map after Watermonkey314's turn:
    Spoiler: show
    Image


    RE: Heralds - Crovius, these are imaginary units that players can use to roleplay, act, threaten, etc. They have no impact on the game, so simply count as whatever your mind can devise.

    For Example:

    An Icedwagon drops out of the sky at the edge of the Feria hex. A simple suddewman, clothed in bright pink raiment approaches the border.

    "Hail, Lord Protector of Escotia! We of the Suddewmen do pay thee homage and all due respect!"

    "We note that thou hast assembled a mighty host in Feria, and I am dispatched to enquire of thee: 'What's with that?'"

    "Didst our noble leader accidentally kill your grandmother in a previous life? Come on!"

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 07, 2010 10:28 am 
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    AOL: maxusbrimstone
    Just wanted to point out this rule:
    Quote:
    Units can only be popped (created) in Cities. One unit can be popped in each City per level; e.g. A Level 3 city can pop 3 units in a turn. All Cities can pop Infantry, but only level 3 Cities or higher can pop Cavalry or Siege, and only level 4 Cities or higher can pop Fliers. Units cannot pop in a City that has been built or upgraded this turn.

    So watermonkey can't have created a Flier at Argenta.

    1. Calculate Income from Cities
    82 Schumuckers from Turn 0 + 100 income = 182 Schmuckers
    2. Build and Upgrade Cities
    Upgrade Cerulean to a Level 4 (-40 schmuckers total)
    3. Create New Units
    Pop 2 Infantry in Indigo, Pop 3 Infantry and 2 Calvalry in Azure.
    4. Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
    10 Infantry x 3 = 30
    2 Calvalry x 6 = 12

    142 - 42 = 100 Schmuckers in surplus

    5. Move Units
    Move 3 Infantry from Indigo to G1
    Move 3 Infantry from Azure to Indigo

    6. Resolve Combat (if any)
    none
    7. Post end of turn report

    Cities:
    C3 - Azure (Lvl 5, capital): 3 Infantry, 2 Calvalry
    E2 - Indigo (Lvl 2): 4 Infantry
    D1 - Cerulean (Lvl 4): 1 Infantry

    Field Unit: 3 Infantry at G1

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 07, 2010 10:16 pm 
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    WaterMonkey - Crovius has a point there. Maybe change it so Argenta makes 2 Cav, and 1 of the Inf from your Capital becomes a Flyer.

    Empire: Suddewmen
    Colour: Pink
    Player: LTDave
    Turn: 1

    Starting Schmuckers: 82
    Total Income from Cities: 100
    Upgrade Costs: -30 {Upgrade Sudside to Lv 3}
    Cities
    Orlan Lv 5
    Wessud Lv 4
    Sudside Lv 3

    Units
    Pop units: 5 Infantry in Orlan, 3 Infantry in Wessud

    Before Movement
    Location :
    G8 Orlan 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 0 Characters
    E10 Wessud 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege, 0 Characters
    G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters

    Movement
    From G8 to H8 1 Infantry
    From G8 to H9 1 Infantry
    From G8 to E8 via F9 1 Infantry
    From E10 to C10 via D10 3 Infantry

    Location After Movement:
    G8 Orlan 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege, 0 Characters
    E10 Wessud 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    H8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    H9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    E8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    C10 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters

    UPKEEP COSTS: -42
    Ending Schmuckers: 110
    COMBAT: None.


    Turn 2 - back to the top.

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     Post subject: Re: Erfworld Empires
     Post Posted: Thu Jul 08, 2010 6:11 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Can we have an end of turn map, LtDave?

    And yes, that's a good catch by Crovius - I'll convert the flyer from Argenta to a cavalry and one of the infantry from Auria to a flyer. The turn has been amended to show that.

    Finally, I have a field unit at M7 that should be shown on the map.
    ------------------------------

    An Escotian bureaucrat responds dully to the Suddewman envoy: "Thank you for your concern; we highly value your opinion and will do our utmost to answer your question. Though it may take several turns, n envoy will be sent to your capital promptly once we have finished processing your query. Thank you again for using Escotian Government Solutions-"

    A Thinkagram interrupts the bureaucrat's monologue, appearing in front of the Suddewman. "My apologies for my underling's lack of tact. Obviously a representative of our neighbor merits a personal - and prompt - answer: no, our grandmother is alive and well in Auria. :D Rather, our host is in Feria as a necessary precaution against the whims of a hitherto unknown nation. Since the decision to fortify Feria, though, further evidence has emerged to imply that the Suddewmen are in fact a trustworthy nation who would be a valuable ally.

    As such, we ask you for an alliance - a mutual defense pact: an attack on one of our empires will be considered an attack on both, and we shall respond in like kind, jointly and aggressively."

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     Post subject: Re: Erfworld Empires
     Post Posted: Fri Jul 09, 2010 12:56 am 
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    Edit: Just realized I skipped Black Hand. Do you want to post your turn, and then I will delete mine and repost it after you. I like LTDave's format for posting turn info. Maybe we can also assign each person a letter so that on Turn 2, Encom would be 2A, and I would be 2B, etc.

    Empire: Kingdom of Nawnia.
    Colour: Red.
    Player: Twoy.
    Turn: 2.
    Starting Schmuckers: 115.
    Total Income from Cities: 110.
    Upgrade Costs: -40 {Upgrade Beavers Dam to Lv 4}.
    Cities
    Caer Paravel Lv 5.
    White Witch's Castle Lv 3.
    Beaver's Dam Lv 4.

    Units
    Pop units: Dirtamancer (named Opal) in Caer Paravel, 3 Cavalry in White Witch's Castle.

    Before Movement
    Location :
    L4 Caer Paravel 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 2 Characters--Warlord King Edmund; Opal the Dirtamancer.
    L2 White witch's Castle 0 Flyers, 3 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
    N3 Beaver's Dam 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters.

    Movement
    From L2 to L4 via L3 1 Cavalry.
    From L2 to N3 via M2 1 Cavalry.
    From L4 to L2 via L3 1 Opal the Dirtamancer.

    Location After Movement:
    L4 Caer Paravel 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Warlord King Edmund; .
    L2 White witch's Castle 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Opal the Dirtamancer.
    N3 Beaver's Dam 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 0 Characters.

    UPKEEP COSTS: -65.
    Ending Schmuckers: 120.
    COMBAT: None.

    END TURN

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     Post subject: Re: Erfworld Empires
     Post Posted: Sun Jul 11, 2010 2:52 am 
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    Twoy - the turn order isn't all that fixed. We don't want to lock it in stone, because if one player goes AWOL, the game grinds to a halt.

    Remember, you can take your turn if either:
    * All other players have had a turn since you last posted a turn OR
    * Six days have passed since you last posted a turn

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     Post subject: Re: Erfworld Empires
     Post Posted: Sun Jul 11, 2010 8:17 am 
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    Apologies for the delay, gents, things have been a tad hectic on my end.

    Anywho, here we go:

    ENCOM Orders

    Starting Schmuckers: 125

    1) Calculate income from cities: 110 (30 each from Uplink and Serverfarm, 50 from Mainframe) - Total Schmuckers: 235

    2) Pop units: 3 Infantry each in Serverfarm and Uplink, 5 in Mainframe (6 Infantry now present in Serverfarm and Uplink, 8 in Mainframe)

    3) Move units: 2 Infantry from Serverfarm to J6 (4 Infantry now present in Servefarm), 2 Infantry from Uplink to H-6 (4 Infantry now in Uplink)

    4) Pay upkeep - 20 Infantry x 3 Schmuckers/unit = 60 Schmuckers in upkeep (-60 Schmuckers)

    5) Combat - No hostile forces encountered.

    6) END TURN

    Ending Schmuckers: 165

    (orders updated)

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    -VNV Nation

    There is no instance of a nation benefiting from prolonged warfare.
    -Sun-tzu, The Art of War


    Last edited by The Black Hand on Tue Jul 13, 2010 1:13 pm, edited 1 time in total.
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     Post subject: Re: Erfworld Empires
     Post Posted: Sun Jul 11, 2010 11:58 am 
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    Black Hand,
    I believe you cannot build a city after you move units. It's a bit of a pain, but I believe you have to stage units in Phase 5 of your turn and then build a city in Phase 2 of the following turn.

    Also, you cannot build a city in J4 because:

    New Cities may be created in any Open terrain hex:
    1. That doesn’t already have a City
    2. Where the player has at least 1 unit, AND
    3. That is not adjacent to any other City.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Jul 13, 2010 1:06 pm 
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    Twoy wrote:
    Black Hand,
    I believe you cannot build a city after you move units. It's a bit of a pain, but I believe you have to stage units in Phase 5 of your turn and then build a city in Phase 2 of the following turn.

    Also, you cannot build a city in J4 because:

    New Cities may be created in any Open terrain hex:
    1. That doesn’t already have a City
    2. Where the player has at least 1 unit, AND
    3. That is not adjacent to any other City.


    Blargh, I misread the map - I meant J-6, not J-4 >.>

    (Also, I thought you had to have a unit in a hex in order to build a city O.o)

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    The strength of our future lies in our past.
    -VNV Nation

    There is no instance of a nation benefiting from prolonged warfare.
    -Sun-tzu, The Art of War

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Jul 13, 2010 2:13 pm 
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    LtDave,

    there are some inaccuracies about how many and how distributed the Woman troops are in that map. See my previous turn report for details.

    Anyways, here goes:

    1. Income:

    120 Income from cities, together with left-over Schmuckers from last turn is 199 current treasury.

    2. Build/Upgrade Cities:

    A9: build new city "Pawis" (-10).
    Upgrade Bwistol to level 4 (-40).

    3. Pop units:

    5 Infantry at Wome.
    4 Infantry at Wottewdam.

    4. Pay upkeep:

    11 + 9 = 20 Infantry for 60 Upkeep.

    5. Move units:

    Move 3 Infantry from Wottewdam to N6.

    Move 3 Infantry from Wome to N8.

    Move 3 Infantry from Wome to Bwistol.

    Move 3 Infantry from Bwistol to E5.

    6. Resolve combat: none.

    7. End turn report:

    A9: Pawis, level 1, 3 Infantry
    B6: Wottewdam, level 4, 3 Infantry
    D7: Bwistol, level 4, 3 Infantry
    B8: Wome, level 5, 2 Infantry
    N6: 3 Infantry
    N8: 3 Infantry
    E5: 3 Infantry

    Schmuckers left: 199 - 60 - 40 - 10 = 89.

    PS: I hate the whole before movement after movement thing as a replacement to these 7 steps. Source and destination can be specified without all that padding. Also, the end report is no longer indicative of what units are where. For example, Twoy's turn. 3 Cavalry, but only 2 of them show up in the after-movement list (because the last cavalry didn't move).

    Ghastly.

    PPS: LtDave, when did you upgrade Wessud to level 4? You only had Turn 1 so far, in which you don't order nor pay for an upgrade to level 4. Wessud is level 3.

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     Post subject: Re: Erfworld Empires
     Post Posted: Tue Jul 13, 2010 11:22 pm 
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    Apologies, Wessud is Level 3.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 14, 2010 11:38 am 
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    The Black Hand wrote:
    (Also, I thought you had to have a unit in a hex in order to build a city O.o)

    You do. Note how BLANDCorporatio has moved units to three empty spaces. Next round he will probably build three level 1 cities in those locations.

    You can't move units and build a city at the unit's new location on the same turn.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 14, 2010 1:32 pm 
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    AOL: maxusbrimstone
    So what you're saying si someone should send a couple gusy to step on Bland before he monopolizes early?

    I moved 3 guys to a single point so no one could kill them all before they get a city started.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 14, 2010 1:47 pm 
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    Crovius wrote:
    So what you're saying si someone should send a couple gusy to step on Bland before he monopolizes early?

    Or wait until he builds a Level 1 city. The X 1 def of a Level 1 city does not seem too valuable to me... and you save 10 schmuckers.

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     Post subject: Re: Erfworld Empires
     Post Posted: Fri Jul 16, 2010 9:46 pm 
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    So it's been more than six days since my last turn, so I am using the magic of turnamancy to skip everyone else's go, and have my turn 2.

    Empire: Suddewmen
    Colour: Pink
    Player: LTDave
    Turn: 2

    Starting Schmuckers: 110
    Total Income from Cities: 110
    Upgrade Costs: -20 {Build Norsud [e8], Sudwessud [c10]}
    Cities
    Orlan [G8] Lv 5
    Wessud [E10] Lv 3
    Sudside [G10] Lv 3
    Norsud [E8] Lv 1
    Sudwessud [C10] Lv 1

    Units
    Pop units: 3 Infantry in Orlan

    Before Movement
    Location :
    G8 Orlan 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 0 Characters
    E10 Wessud 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    H8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    H9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    E8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    C10 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters

    Movement
    From G8 to E8 3 Infantry

    Location After Movement:
    G8 Orlan 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege, 0 Characters
    E10 Wessud 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
    G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    H8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    H9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
    E8 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters
    C10 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters

    UPKEEP COSTS: -51
    Ending Schmuckers: 149
    COMBAT: None.


    Map to come.

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     Post subject: Re: Erfworld Empires
     Post Posted: Sat Jul 17, 2010 2:45 am 
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    Map.
    Spoiler: show
    Image

    Sorry the map is pretty dodgy.

    Life intervened in the remaking of the map.

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     Post subject: Re: Erfworld Empires
     Post Posted: Sat Jul 17, 2010 6:13 am 
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    It's been 8 days since I posted my Turn 2, but if we keep skipping everyone's turn, this game is not going to be much fun.

    To those who have not posted Turn 2: If you don't have time to post a strategically-planned turn, at least upgrade a city or two and pop some infantry to defend your cities.

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     Post subject: Re: Erfworld Empires
     Post Posted: Sat Jul 17, 2010 4:07 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Whoops - I was waiting for Twoy out of courtesy and didn't notice he'd already moved. -facepalm-

    Turn to come soon.

    PS: LtDave, do you have no response? Must we read it as a no?

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