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 Post Posted: Fri Sep 03, 2010 10:46 am 
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Tarenthia, NPC Faction

Basic Units:

a) Musketmen: Move 4, Hits 5, Attack 7, Defense 3, Ranged, Formations
b) Shieldwall: Move 3, Hits 8, Attack 2, Defense 7, Armoured, Polearms, Garrison
c) Artifced Ranger: Move 7, Hits 9, Attack 2, Defense 5, Scout, Swords

Special Units:

a) Cannons: Move 3, Hits 4, Attack 9, Defense 1, Siege, Long Ranged
b) Golem: Move 5, Hits 7(8), Attack 5(6), Defense 6, Heavy, Armoured, Maces
c) Arcane Wall: Move 3, Hits 10, Attack 0, Defense 8, Ethereal, Toxic, Garrison
d) Lightning Thrower: Move 5, Hits 7(8), Attack 9(14), Defense 3, Lightning Breath, Siege, Armoured, Heavy,

Naval Units:

a) Bombard: Move 6, Hits 3, Attack 7, Defense 1, Siege, Long Ranged, Vessel
b) Mana Bubble: Move 8, Hits 9, Attack 0, Defense 7, Vessel, Transport




Pareznika!

Basic Units:

a) Explorers: Move 7, Hits 7, Attack 3, Defense 4, Scout, Swamp Affinity, Ranged
b) Skirmishers: Move 7, Hits 7, Attack 5, Defense 3, Ranged, Toxic
c) Swarm: Move 4, Hits 9, Attack 6, Defense 2, Toxic,

Special Units:

a) Velox: Move 8, Hits 6(7), Attack 6(7), Defense 4, Mounts, Armoured, Heavy,
b) Beastmasters: Move 5, Hits 7, Attack 5, Defense 5, Riders, Ranged, Fearless, Magical Damage
c) Warlisk: Move 4, Hits 11, Attack 7, Defense 3, Siege, Heavy, Maces
d) Swamp Mammoth: Move 6, Hits 10(11), Attack 7(11), Defense 4, Heavy, Armoured, Sonic Breath (Siege, Magical Damage), Maces

Naval Units:

a) Wave Skimmer: Move 7, Hits 4, Attack 7, Defense 4, Mount, Water Affinity,
b) Corsair: Move 9, Hits 5, Attack 6, Defense 2, Vessel, Ranged


And the already posted Darkovan!

Basic Units:
a) Pikemen: Move 6, Hits 7, Attack 3, Defense 6, Formations, Armoured, Polearms
b) Marksmen: Move 6, Hits 7, Attack 6, Defense 3, Formations, Ranged, Garrison
c) Jaguarille: Move 9, Hits 6, Attack 5, Defense 2, Mounts, Scout

Special Units:

a) Knights: Move 4, Hits 8, Attack 7, Defense 4, Rider, Armoured, Polearms
b) Ballistae: Move 3, Hits 6, Attack 9, Defense 1, Long Ranged
c) Gryphons: Move 11, Hits 8, Attack 6, Defense 2, Flying, Mounts
d) Trebuchet: Move 3, Hits 7, Attack 11, Defense 1, Siege, Long Ranged, Armoured

Naval Units:

a) Galley: Move 7, Hits 7, Attack 5, Defense 4, Vessel, Armoured, 30 Upkeep
b) Galleon: Move 6, Hits 9, Attack 3, Defense 5, Vessel, Transport, Armoured, 30 upkeep


Will any of these mysterious nations be near you?

Probably, yes, two of them are within 20 tiles of a player.

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     Post Posted: Fri Sep 03, 2010 11:06 am 
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    What does "Garrison" do? It shows up a lot? Is it just flavor, or does it have an effect?

    And, also, does Transport let a Vessel carry one unit per 3 Hits or one stack per 3 Hits?

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     Post Posted: Fri Sep 03, 2010 11:13 am 
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    Didn't I put it in the specials list? It halves upkeep, and makes the unit completely immobile in the city it's created. 0 point special.

    Edit: I didn't, I'm a nonce. Since it costs 0, if anyone wants to add it to their units retroactively, that's fine.
    Editedit: One *unit* per 3 hits.

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     Post Posted: Fri Sep 03, 2010 11:21 am 
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    Siralus wrote:
    Editedit: One *unit* per 3 hits.
    Huh, that doesn't seem like that much.

    For the map, which colors go with which terrains? Is it possible to make a map key for that?

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     Post Posted: Fri Sep 03, 2010 11:27 am 
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    Uhm, yeah, I can do that, but I'll be going out soon, so I'll do it this evening. To be honest, if you're not sure of what a tile is, its probably a plains.

    And, think of it this way. one stack of transports could carry 4 stacks of trebuchets, if they have 12 hits.

    Image

    In the top left, we have plains.

    Below that, we have desert.

    Below that, light forest.

    Below that, mountains.

    Top centre, we have hills.

    Below that, we have forested hills.

    Below that, he have heavy forest.

    Below that, a volcano.

    On the right, we have swamp/marsh

    And below that, water.

    I'm sorry about the strange image size, the programme I use evidently dislikes small maps, and I didn't take time to crop it since I'm off now.

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     Post Posted: Fri Sep 03, 2010 1:39 pm 
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    Faction: Royal
    Title: Droid Army Command

    Basic Units:
    A.) Battle Droid: Move 6; Hits 4; Attack 6; Defense 6; Rider; Cost 100, upkeep 30.
    B.) Bodyguard Droid: Move 3; Hits 5; Attack 3; Defense 9; Garrison. Cost 100, upkeep 15.
    C.) Super Battle Droid: Move 3; Hits 3; Attack 9; Defense 1; Long Ranged; Garrison. Cost 100, upkeep 15.

    Special Units:
    A.) Rocket Battle Droid: Move 7; Hits 4; Attack 7[+1]; Defense 1; Magical Damage; Flying; Long Ranged. Cost 119, upkeep 45.
    B.) Lancer Droid: Move 7; Hits 6; Attack 7; Defense 4; Mount; Flying. Cost 120, upkeep 45.
    C.) Assassin Droid: Move 6; Hits 9; Attack 6[+3]; Defense 4; Rider; Breath Weapon - Sonic (Siege, Magical Damage); Flying. Cost 149, upkeep 60.
    D.) Droideka, Mark III: Move 7; Hits 9; Attack 7[+3]; Defense 6; Breath Weapon - Sonic (Siege, Magical Damage); Flying. Cost 179, upkeep 75.

    Naval Units:
    A.) Dwarf Spider Droid: Move 8; Hits 5; Attack 3; Defense 6; Mount; Affinity - Water. Cost 100, upkeep 30.
    B.) Crab Droid: Move 7; Hits 8; Attack 4; Defense 4; Mount; Affinity - Water. Cost 99, upkeep 30.

    -----

    If I could have flying (Royal) Warlords, that'd be fantastic... I understand I'd have to pay the cost(s) and all, but I'd be fine with pretty much any cost/penalty! :)

    But yeah. There's my faction! If we're able to pick where we set up, I'd love to set up adjacent to all mountains/the volcano, just for the gold. lol. Other than that, it's your choice!

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     Post Posted: Fri Sep 03, 2010 1:48 pm 
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    Atomic, it would be worth attacking you just to envision feudal Japanese units (plus a pop culture reference) fighting STAR WARS Battle Droids!

    You have a strange, twisted mind. Can I borrow it for a day or two?

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    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Fri Sep 03, 2010 1:54 pm 
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    Nihila wrote:
    Atomic, it would be worth attacking you just to envision feudal Japanese units (plus a pop culture reference) fighting STAR WARS Battle Droids!

    You have a strange, twisted mind. Can I borrow it for a day or two?

    lol, I figured "play what you know", so I went with Starwars! You can borrow it after your final unit is crushed beneath the oppressive heel of the Trade Federati--err, I mean, Droid Army Command. :lol:

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     Post Posted: Fri Sep 03, 2010 2:11 pm 
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    Atomic wrote:
    lol, I figured "play what you know", so I went with Starwars! You can borrow it after your final unit is crushed beneath the oppressive heel of the Trade Federati--err, I mean, Droid Army Command.
    Of course. Or, we could join you in fighting off the Galactic Republic. Now, we just need to wait for someone to make a side, "Galaxy," with a Republic-type government...

    Siralus, if a city is captured, does it's production change or stay the same? For example, if Atomic captures a Tarenthian city, will it build Musketmen or Battle Droids?

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    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer


    Last edited by Nihila on Fri Sep 03, 2010 8:14 pm, edited 1 time in total.
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     Post Posted: Fri Sep 03, 2010 2:46 pm 
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    AOL: maxusbrimstone
    I think I'll do waht I normally end up doing and play very defensively, only engaging in fights that won't reveal where my cities are (not that I have huge options of my starting locations.

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     Post Posted: Fri Sep 03, 2010 2:46 pm 
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    Nihila wrote:
    Atomic wrote:
    lol, I figured "play what you know", so I went with Starwars! You can borrow it after your final unit is crushed beneath the oppressive heel of the Trade Federati--err, I mean, Droid Army Command.
    Of course. Or, we could join you in fighting off the Galatic Republic. Now, we just need to wait for someone to make a side, "Galaxy," with a Republic-type government...

    Siralus, if a city is captured, does it's production change or stay the same? For example, if Atomic captures a Tarenthian city, will it build Musketmen or Battle Droids?


    A fine question, and one I haven't considered.

    I think I will make that the choice of the captors'.

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     Post Posted: Fri Sep 03, 2010 2:53 pm 
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    Ok, here is the turn order.

    PLAYER FACTIONS: -

    Septiastry
    Risun
    Droid Army Command
    Cordonnia
    (Spot for Azgrut)

    NPC Factions:
    Darkovan
    Pareznika
    Tarenthia

    Non Factions:
    All non-aligned gribbly monsters, warbands, and other miscellaneous killy things.

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     Post Posted: Fri Sep 03, 2010 5:00 pm 
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    Without revealing too much, this is looking really good, just after Turn 1.

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     Post Posted: Fri Sep 03, 2010 5:01 pm 
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    Nihila wrote:
    Without revealing too much, this is looking really good, just after Turn 1.


    You mean for you.

    [lie] You sure showed that gang of giants riding dragons what for [/lie]

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     Post Posted: Fri Sep 03, 2010 6:50 pm 
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    This looks awesome...

    I look forward to reading the summaries! I think you've got a good thing going, Nihila. Sea squares are worth a lot!

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    Last edited by effataigus on Thu Jun 30, 2011 9:31 am, edited 239044 times in total.

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     Post Posted: Fri Sep 03, 2010 7:03 pm 
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    effataigus wrote:
    I look forward to reading the summaries! I think you've got a good thing going, Nihila. Sea squares are worth a lot!
    What, no mention of Crovius's mountain units? Mountains are huge gold, he's got to be booping rich!

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     Post Posted: Fri Sep 03, 2010 7:07 pm 
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    I do have a decent amount of gold, plus anyone that tries to attack my ciities will either need to invest heavilly in flying or have to deal with extremely slow movement. Also the defense bonuses the mountains grant me. However Cities can not reach very high levels on mountain squares alone so any of my cities surrounded completely by mountains while producing a lot of schmuckers will not be able to reach a very high city level.

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     Post Posted: Fri Sep 03, 2010 7:39 pm 
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    Crovius wrote:
    I do have a decent amount of gold, plus anyone that tries to attack my ciities will either need to invest heavilly in flying or have to deal with extremely slow movement. Also the defense bonuses the mountains grant me. However Cities can not reach very high levels on mountain squares alone so any of my cities surrounded completely by mountains while producing a lot of schmuckers will not be able to reach a very high city level.
    Well, the RL player has Mt.-Affinity units, so he can attack you. I hadn't thought about the low city levels, actually. I guess that they might become a problem.

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    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Fri Sep 03, 2010 7:43 pm 
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    An all-mountain city maxes at level 2, but it generates 700 gold by then, which is still more than some level 5 cities. So whilst not being a military powerhouse, such cities can easily be your economic ones.

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     Post Posted: Fri Sep 03, 2010 10:24 pm 
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    This looks interesting. I've only had time to skim. I can come back and look more thoroughly on monday, if there is a spot I can have. Either way, It seems good.

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