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 Post subject: Re: Erfworld Empires
 Post Posted: Sat Jul 24, 2010 3:09 pm 
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Posts: 820
The Black Hand wrote:
The city at H-6 is named 2600.

Doh! Did not see that.


Last edited by Twoy on Mon Jul 26, 2010 11:47 am, edited 2 times in total.
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     Post subject: Re: Erfworld Empires
     Post Posted: Sun Jul 25, 2010 12:20 pm 
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    Posts: 820
    oops. Turn 4 deleted. Has not been 6 days since my last turn.

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     Post subject: Re: Erfworld Empires
     Post Posted: Sun Jul 25, 2010 8:26 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Posts: 808
    Hurrah! I'm back! It's so nice to be back at a real computer! :D

    Turn 3: Commonwealth of Escotia

    1. Income:

    49 Schmucker surplus
    plus
    130 Income from cities (lvl 5, lvl 4, lvl 3, lvl 1)
    yields
    179 Schmuckers available

    2. Build/Upgrade Cities:

    Build new city Natria at J7 (-10 Schmuckers)
    Upgrade Arsenia (M7) to lvl 2 (-20 Schmuckers)
    Upgrade Feria (I8) to lvl 4 (-40 Schmuckers)

    109 Schmuckers available

    3. Pop units:

    1 Economancer named Paul Crewgman at Auria (cough cough)

    4. Pay upkeep:

    18 x infantry @ 3 = 54
    3 x cavalry @ 6 = 18
    2 x flyer @ 9 = 18
    1 x character @ 10 = 10
    Total: 100

    9 Schmuckers available (geez... I'm almost in deficit spending!)

    5. Move units:

    Move 3 infantry, 1 cavalry from H7 to Natria (J7).

    6. Resolve combat:

    none again - hurray!

    7. End turn report:
    K8 - City Auria, lvl 5 - 1 infantry
    K10 - City Argenta, lvl 4 - 1 infantry
    I8 - City Feria, lvl 4 - 4 infantry, 1 flyer
    M7 - City Arsenia, lvl 2 - 4 infantry, 1 cavalry, 1 flyer
    J7 - City Natria, lvl 1 - 6 infantry, 2 cavalry

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     Post subject: Re: Erfworld Empires
     Post Posted: Mon Jul 26, 2010 10:37 am 
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    Posts: 682
    AOL: maxusbrimstone
    Turn 3

    1. Calculate Income from Cities

    158 Schumuckers from Turn 2 + 130 income = 288 Schmuckers

    2. Build and Upgrade Cities

    Upgrade Amethyst to a Level 2 (-20 schmuckers total)
    Build a new City at I1 (-10 Schmuckers) (Navy)

    3. Create New Units

    Pop 4 Infantry at Cerulean
    Pop 3 Infanty at Indigo
    Pop 1 Econamancer (Named Lovedisc) in Azure

    4. Pay Upkeep on Units

    21 Infantry x 3 = 63
    2 Calvalry x 6 = 12
    2 Characters x 10 = 20

    288 - 93 = 195 Schmuckers remaining

    5. Move Units

    Move 6 Units from Indigo to Amehtyst
    Move 3 Infantry from Cerulean to Indigo
    Move 3 Units from Amethyst to

    Cities:

    C3 - Azure (Lvl 5, capital): 3 Infantry, 2 Calvalry, 1 Warlord(Wartortle), 1 Econamancer (Lovedisc)
    E2 - Indigo (Lvl 3): 5 Infantry
    D1 - Cerulean (Lvl 4): 2 Infantry
    G1 - Amethyst (Lv 2): 6 Infantry
    I1 - Navy (Lv 1): 6 Infantry

    End Turn

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 28, 2010 12:51 pm 
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    Posts: 820
    After what seemed three days since the sun rose, High King Peter, tired of waiting for the ENCOM forces to end turn, takes his turn.

    Empire: Kingdom of Nawnia.
    Colour: Red.
    Player: Twoy.
    Turn: 4.
    Starting Schmuckers: 130.
    Total Income from Cities: 130.
    Upgrade Costs: -10 {Build new city, Aslan's Camp, at A1}.

    Cities:
    L4: Caer Paravel Lv 5.
    L2: White Witch's Castle Lv 4.
    N3: Beaver's Dam Lv 4.
    A1: Aslan's Camp Lv 1.

    Units:
    Pop units: 5 Infantry in Caer Paravel; 4 Infantry in Beaver's Dam; 4 Infantry in White Witch's Castle.

    Before Movement
    Location :
    L4: Caer Paravel 0 Flyers, 1 Cavalry, 8 Infantry, 0 Siege, 2 Characters--Warlord King Edmund; Andrew the Foolamancer.
    L2 White witch's Castle 0 Flyers, 1 Cavalry, 7 Infantry, 0 Siege, 1 Characters--Opal the Dirtamancer.
    N3 Beaver's Dam 0 Flyers, 2 Cavalry, 7 Infantry, 0 Siege, 0 Characters.

    Movement
    From L2 to A1 via M1 and N1 Opal the Dirtamancer.
    From L2 to L4 via L3 4 Infantry.

    Location After Movement:
    L4: Caer Paravel 0 Flyers, 1 Cavalry, 12 Infantry, 0 Siege, 2 Characters--Warlord King Edmund; Andrew the Foolamancer.
    L2: White witch's Castle 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
    N3: Beaver's Dam 0 Flyers, 1 Cavalry, 7 Infantry, 0 Siege, 0 Characters.
    A1: Aslan's Camp 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Opal the Dirtamancer.

    Field Units
    None.

    UPKEEP COSTS:
    25 Infantry=-75
    4 Cavalry=-24
    3 Characters=-30
    Upgrades=-10
    Total: 260-139=121

    Ending Schmuckers: 121
    COMBAT: None.

    END TURN


    Last edited by Twoy on Wed Jul 28, 2010 4:20 pm, edited 2 times in total.
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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 28, 2010 3:50 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Twoy, you can't upgrade White Witch's Castle to lvl 5, as that would make it a capital.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Jul 28, 2010 4:11 pm 
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    Posts: 820
    Thanks. Missed that rule. Modified turn.

    The no upgrade to level 5 certainly makes my dirtamancer less valuable.

    I assume we can disband mancers and pop a new one to replace her next turn.

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     Post subject: Re: Erfworld Empires
     Post Posted: Sat Jul 31, 2010 2:21 am 
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    Yes, units (and Characters) can be disbanded at the start of a turn.

    Empire: Suddewmen
    Colour: Pink
    Player: LTDave
    Turn: 4

    Starting Schmuckers: 188
    Total Income from Cities: 150
    Upgrade Costs: -60 {Upgrade Norsud [e8], Sudwessud [c10]}
    Cities
    Orlan [G8] Lv 5
    Wessud [E10] Lv 3
    Sudside [G10] Lv 3
    Norsud [E8] Lv 3
    Sudwessud [C10] Lv 3

    Units
    Pop units: No Units Popped

    Before Movement
    Location :
    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

    Movement
    No Movement

    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: 227
    COMBAT: None.

    _________________
    Erfworld Empires X Version 3

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     Post subject: Re: Erfworld Empires
     Post Posted: Mon Aug 02, 2010 8:41 am 
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    Year of the Dwagon Supporter
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    Posts: 3447
    So then, whose turn is it now?

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     Post subject: Re: Erfworld Empires
     Post Posted: Mon Aug 02, 2010 10:38 am 
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    Posts: 682
    AOL: maxusbrimstone
    I've been waiting for Watermonkey to go...

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     Post subject: Re: Erfworld Empires
     Post Posted: Mon Aug 02, 2010 12:00 pm 
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    Posts: 820
    For Turn 4, we are still waiting on:
    ENCOM
    Womans
    Escotia
    Blastoise

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     Post subject: Re: Erfworld Empires
     Post Posted: Mon Aug 02, 2010 2:09 pm 
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    Oh, boop. I got confused what with all this turn order shifting and all.

    Anyway, to get this out of the way-

    Turn 4, for the Woman Empire.

    1. Income:

    50+40+40+20+10+10 = 170. Plus 15% bonus from Economancer, is 195.5. If I'm allowed to round this up, it's 196 Schmuckers, which with the previously available 95, means I have 291 Schmuckers in the treasury.

    2. Build/Upgrade cities:

    Upgrade Pwague (-20), Fwankfuwt (-20), Pawis (-30).

    3. Pop units: 5 Infantry at Wome. 2 Infantry at Bwistol, 2 Infantry at Wottewdam.

    4. Upkeep:

    37 Infantry, 1 Character: 121Schmuckers upkeep.

    5. Move:

    2 Infantry from Wome to Pawis.

    6. Combat: none.

    7. End turn report:

    N6: Pwague (2), 8 Infantry.
    B6: Wottewdam(4), 6 Infantry.
    B8: Wome(5), 6 Infantry, Cwassus(Economancer).
    A9: Pawis(3), 5 Infantry.
    E5: Fwankfuwt(2), 6 Infantry.
    D7: Bwistol(4), 6 Infantry.

    291 - 121 - 70 = 100 Schmuckers left.

    _________________
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     Post subject: Re: Erfworld Empires
     Post Posted: Mon Aug 02, 2010 8:34 pm 
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    Remember that the turn order is fluid. You only have to wait 6 days at most before you have your next turn.

    The internet is a wonderful thing, but humans are easily dist-(SQUIRREL)-racted. If we waited for everyone every turn, we'd be waiting a very long time.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Aug 04, 2010 1:07 pm 
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    AOL: maxusbrimstone
    Can someone make a map? I don't have the ability here at work to make my own version.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Aug 04, 2010 3:17 pm 
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    Posts: 199
    I could have sworn I took my fourth turn already, back on 7/24 O.o

    _________________
    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: Wed Aug 04, 2010 4:26 pm 
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    Sorry. thought that was your turn 3. So now it's Escotia's turn followed by Blastoise to end turn 4.

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     Post subject: Re: Erfworld Empires
     Post Posted: Wed Aug 04, 2010 8:53 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Turn 4: Commonwealth of Escotia

    1. Income:

    9 Schmucker surplus (urk!)
    plus
    (160 Income from cities (lvl 5, lvl 4, lvl 4, lvl 2, lvl 1)
    times
    15% Economancer bonus)
    (184)
    yields
    193 Schmuckers available

    2. Build/Upgrade Cities:

    Upgrade Natria (J7) to lvl 2 (-20 Schmuckers)
    Upgrade Arsenia (M7) to lvl 3 (-30 Schmuckers)

    143 Schmuckers available

    3. Pop units:

    4 infantry at Feria (I8)
    1 Warlord (to be named) at Auria (K8)

    4. Pay upkeep:

    22 x infantry @ 3 = 66
    3 x cavalry @ 6 = 18
    2 x flyer @ 9 = 18
    2 x character @ 10 = 20
    Total: 122

    21 Schmuckers available (geez... I'm almost in deficit spending!)

    5. Move units:

    Move 4 infantry from Feria (I8) to Natria (J7).
    Move Warlord from Auria (K8) to Arsenia (M7).

    6. Resolve combat:

    none yet again - hurray!!!

    7. End turn report:
    K8 - City Auria, lvl 5 - 1 infantry, Paul Crewgman the Economancer
    K10 - City Argenta, lvl 4 - 1 infantry
    I8 - City Feria, lvl 4 - 4 infantry, 1 flyer
    M7 - City Arsenia, lvl 3 - 4 infantry, 1 cavalry, 1 flyer, 1 Warlord (unnamed, lvl 1)
    J7 - City Natria, lvl 2 - 10 infantry, 2 cavalry

    END TURN ESCOTIA

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     Post subject: Re: Erfworld Empires
     Post Posted: Thu Aug 05, 2010 2:05 am 
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    I haven't got time to make a map today. I'll try to make one after my turn 5, which will be tomorrow.

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    Erfworld Empires X Version 3

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     Post subject: Re: Erfworld Empires
     Post Posted: Thu Aug 05, 2010 10:40 am 
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    AOL: maxusbrimstone
    Turn 4: Blastoise

    1. Income:

    195 schmuckers from turnover
    +173 from income
    368

    2. Build/Upgrade Cities:

    Upgrade Navy(I1) to Lv 2 -20
    Upgrade Amethyst to Lv 3 -30
    Upgrade Indigo to Lv 4 -40
    Schmuckers after upgrades= 278

    3. Pop units:

    Pop 5 Infantry at Azure (C3)
    Pop 4 Calvalry at Cerulean (D1)

    4. Pay upkeep:

    27 x infantry @ 3 = 81
    6 x cavalry @ 6 = 36
    2 x character @ 10 = 20
    Total: 137

    141 schmuckers left after upkeep.

    5. Move units:

    2 Calvalry at Cerulean (D1) move to Amethyst (G1)
    2 Calvalry at Cerulean (D1) move to Azure (C3)

    6. Resolve combat:

    No combat this turn

    7. End turn report:

    C3 - Azure (Lvl 5, capital): 8 Infantry, 4 Calvalry, 1 Warlord(Wartortle), 1 Econamancer (Lovedisc)
    E2 - Indigo (Lvl 4): 5 Infantry
    D1 - Cerulean (Lvl 4): 2 Infantry
    G1 - Amethyst (Lv 3): 6 Infantry, 2 Calvalry
    I1 - Navy (Lv 2): 6 Infantry

    END TURN Blastoise


    Last edited by Crovius on Fri Aug 06, 2010 12:39 pm, edited 3 times in total.
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     Post subject: Re: Erfworld Empires
     Post Posted: Thu Aug 05, 2010 11:39 am 
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    Posts: 820
    Day 4 ends peacefully. The sun rises on Day 5, and the inhabitants of Erfworld eagerly await the carnage and bloodshed of battle.

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