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 Post Posted: Fri Nov 06, 2009 5:33 pm 
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So do I take my turn or would it be a waste of time, considering the whole swarm of propositions?

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     Post Posted: Fri Nov 06, 2009 6:47 pm 
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    AOL: maxusbrimstone
    I think we should try and let this play out a few more turns, then we overhaul the whole system and switch to 1 GM, a larger map, and a bit more in depth game mechanics like different stats for units, bonuses for: Leadership, Cities, Terrain, Spells.

    Erfworld is NOT a simple strategy game. What we have now is a simple (if slightly unbalanced) strategy game.

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     Post Posted: Fri Nov 06, 2009 8:22 pm 
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    Turbler -

    take your turn. Use the minutes and seconds for combat - let's try and spot some more problems before we call it quits.

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     Post Posted: Fri Nov 06, 2009 8:45 pm 
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    ok then, turn 2 it is!

    1. 140 Shmuckers from my cities (total shmuckers=148)
    2. 20+30 Shmuckers to upgrade Ritia to Level 3, leaving me with 98 Shmuckers
    3.Ritia and Vana, will each Pop a Cavalry unit. Vices and Gloria will each pop a flier
    4.Upkeep is 69-10% 'cause of provisions. total of 62, 98-62 = 36 Shmuckers left.
    5.for A-Mancy Resting was rated as 4,4,5 average of 4.33 rounds down to 4. 4^2=16.
    4/16
    and a proposal
    Garrison units
    Effect: Players can Garrison infantry in their cities, Garrisoned units have 0 move, but give a +1 bonus to combat (unnafected by city multiplier) for each one present.
    Fluff: by Garrisoning their units, SUperbia can ensure the safety of it's cities.
    6. 1 infantry from i5 moves to h5, one infantry from h5 moves to g5. the single infantry at i4 moves to i5 the flier over g7 moves to h6. the 1 cavalry at i4*, the pair at g5 and h5, and the 3 fliers at g5 h6 and i5 meet at h4 and move to h3 (total 3 cavalry 3 fliers) in the end my units are (before combat.)
    g5: 1 infantry
    h5: 1 infantry
    i5: 3 infantry
    h6: 1 flier 1 infantry
    h3: 3 flier 3 cavalry
    * just pointing out that on the newest map that was incorrectly marked as an infantry unit.
    read your post dave, and uh, how do I get minutes+seconds?? I only get minutes... and I put that into the spreadsheet right? I may hafta go to bed, but prolly not. I'll do combat ASAP (I gotta go take a shower)
    EDIT: Got it, thanks dave :D. oh and I'm editing my a-mancy thing


    Last edited by turbler on Sat Nov 07, 2009 10:16 am, edited 2 times in total.
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     Post Posted: Fri Nov 06, 2009 9:05 pm 
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    LTDave wrote:
    it occurs to me that I should explain how to get seconds in the time post. Go to user control preferences, board preferences, date format: custom, and enter the following: D M d, Y g:i:s a
    You should now get hour:minutes:seconds


    By my clock your combat number should be 4523 (ie, 45 minutes, 23 seconds).

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     Post Posted: Fri Nov 06, 2009 9:19 pm 
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    COMBAT!
    Battle is joined in hex: H3
    TIME OF POST (in U seconds): 4523
    Attacker: 3 Fliers
    3 Cavalry
    0 Infantry
    0 Siege
    Total Combat Factors: 6
    Random Number: 4
    Tactical Bonus Result: 5
    Total Combat: 15
    Combat Result: VICTOR
    Hits Inflicted: 4

    Defender: 0 Fliers
    0 Cavalry
    1 Infantry
    0 Siege
    4 Defence Factor (City Level less Siege - minimum of 1)
    Total Combat Factors: 4
    Random Number: 6
    Tactical Bonus Result: 1
    Total Combat: 11
    Combat Result: LOSER
    Hits Inflicted: 1

    I lose 1 cavalry, but Crovius loses an entire city!


    Last edited by turbler on Fri Nov 06, 2009 9:45 pm, edited 1 time in total.
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     Post Posted: Fri Nov 06, 2009 9:28 pm 
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    Cool.
    So that's turn 2. Turn 3 is ready and waiting.

    Just a reminder that the turn order seems to be:

    Daemonwelsh
    LTDave
    Crovius
    Gee Fresh
    Telva
    turbler

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     Post Posted: Fri Nov 06, 2009 9:58 pm 
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    I thought I killed everything in I4? Hell... I thought I occupied that square now. How'd you get a calvalry to move out fo a square I was in?

    Oh! And that's a lv 3 city, your fliers don't count because of Cover-A-Mancy! Which means I would have won combat!

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     Post Posted: Fri Nov 06, 2009 10:04 pm 
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    first of all, covermancy=what? and even if my fliers didn't count the combat still would have wiped out your infantry...

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     Post Posted: Fri Nov 06, 2009 10:07 pm 
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    No. -3 combat for nfliers not counting, -3 combat advantage, cause the fliers don't count. You're at 9.

    Cover-A-Mancy, it was my amancy, I only had t spend 9 mancy points and have done so.

    So yeah, I would've won, maybe killed a calvalry, end of combat.

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     Post Posted: Fri Nov 06, 2009 10:15 pm 
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    grahhh! that's nuts! either way though, your city is in tact, however I have 3 fliers at g4 and 2 cavalry at i3 and your city is empty.

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     Post Posted: Fri Nov 06, 2009 10:20 pm 
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    Ok, I'll pop some guys and send units then. But yeah, coveramancy effectively negates any option of air superiority (That means having fliers in cities is pointless to me.) So no +3 combat bonus for having more fliers, and no addition from fliers themselves... from either side. So you lost a calvalry, I lost an infantry, and I've got 2 calvalry just sittin outon the field that I will be needing to move.

    WoD is prepared to open negotiations with Superbia. :D

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     Post Posted: Fri Nov 06, 2009 10:31 pm 
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    Crovius wrote:
    I agree with the GM thing and would volunteer to do it. I actually enjoy tracking numbers and stuff, it's why I'm so good at my job (I run logistics and statisticl analysis). And with a GM we can use scouting, and I'll even opt to not play a kingdom, instead controlling natural allies. Also, this game shouldn't be JUST about killing everyone. Form alliances and stuff.

    So, I vote myself as Dedicated GM for The Erfworld PbP Strategy Game! :D

    ill second that...
    and good idea with natural allies...
    And alliances must be made in secret. or everybody knows about them.

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     Post Posted: Fri Nov 06, 2009 10:47 pm 
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    indeed. Check your PM box, crovius, and welsh, maybe you could take your turn?

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     Post Posted: Fri Nov 06, 2009 10:59 pm 
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    turbler wrote:
    indeed. Check your PM box, crovius, and welsh, maybe you could take your turn?


    i am

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     Post Posted: Fri Nov 06, 2009 11:10 pm 
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    1. 140 gold from current cities

    2. 20 gold to upgrade Empire to level 2
    30 gold to upgrade Empire to level 3
    40 gold to upgrade Empire to level 4

    3. One infantry popped in Tribble
    One infantry popped in Shlock
    One infantry popped in Mercenary
    One infantry popped in Empire

    4. Total upkeep this turn: 48
    (ending cash total: 131)
    5. 4 points into Rush a-mancy: total to completion: 14/42
    turns to completion: 6
    1 point spent to develop:
    Alliance
    Rules: when this development is achieved, then a player may choose a different player with whom to ally with. That player and this one may no longer enter combat against one another, and may occupy hex's with units from the different sides to be treated as the same side. Victory conditions count for both players, but a players allies capital does not contribute to victory conditions. A player may only develop this once per game.
    Fluff: The tribbles were in desperate need of allies during the battle of Mercenary. They began developing this in hopes that one day, someone may save them from becoming frozen barbarians.

    6. 6 infantry moves from f2 to e3.
    2 infantry from f1 to e2
    3 infantry from g2 top g1

    combat this turn: none.

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     Post Posted: Sat Nov 07, 2009 9:19 am 
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    I rate Alliance a 2.

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     Post Posted: Sat Nov 07, 2009 8:58 pm 
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    Daemonwelsh -
    You have a city in e3, which is a forest hex. You can't build a city in a forest hex.

    The Rules wrote:
    Cities
    Players may build cities in Open hexes only.

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     Post Posted: Sat Nov 07, 2009 9:04 pm 
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    just goes to show that I really need to re-read the rules... im going to move it up to D2 then, as it is open

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     Post Posted: Sat Nov 07, 2009 9:13 pm 
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    Empire: 28.35 Grams
    Colour: Emerald
    Player: The Great and Mighty 28.35 Grams


    Turn: 3

    Starting Schmuckers: 110
    Total Income from Cities: 180
    Upgrade Costs: -140 (upgrade B3 to level 3, 30; Upgrade A2 to level 3, 30; upgrade a3 to level 4, 40; upgrade c3 to level 4, 40;)

    Cities
    A1 [28.35 Grams] Level 5
    A2 [MunichLand] Level 3
    A3 [AppleBurg] Level 4
    B2 [Whichville] Level 3
    B3 [Sleepy Meadows] Level 3
    C3 [EastWhichVille] Level 4


    Units
    Pop Siege in b2 & c3
    Pop Cavalry in a1
    Pop Infantry in a2, b3 & a3

    Before Movement
    Location : Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
    A1 [28.35 Grams] 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.
    A2 [MunichLand] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
    A3 [AppleBurg] 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege.
    B1 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
    B2 [Whichville] 0 Flyers, 0 Cavalry, 2 Infantry, 1 Siege.
    B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
    C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 1 Siege.
    D3 0 Flyers, 1 Cavalry, 1 Infantry, 0 Siege.

    Movement
    From a1 to c2 via b1 1 Cavalry
    From a2 to b3 1 Infantry
    From a3 to b3 2 Infantry
    From b1 to c1 1 Infantry
    From b1 to c2 2 Infantry
    From b2 to c2 2 Infantry 1 Siege
    From b3 to c3 3 Infantry
    From c3 to d3 2 Infantry 1 Siege
    From d3 to c2 1 Cavalry 1 Infantry

    Location After Movement: Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
    A1 [28.35 Grams] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A2 [MunichLand] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A3 [AppleBurg] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    B2 [Whichville] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
    C1 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
    C2 0 Flyers, 1 Cavalry, 6 Infantry, 2 Siege.
    C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
    D2 [Empire] 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.

    UPKEEP COSTS: -66

    Ending Schmuckers: 84



    Develop-A-Mancy

    Wizz-A-Mancy
    5 A-Mancy Points Invested 9 /16 Developed


    Hero 5 /8 Developed

    Rating Other Players:
    Daemonwelsh:
    Alliance 4
    telva: NA
    turbler: Garrison Units: 3
    GeeFresh: NA
    Crovius: NA


    COMBAT IN D3 - 1 Cavalry, 1 Infantry VS 1 Infantry in Level 4 City.

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    Last edited by LTD on Sat Nov 07, 2009 11:21 pm, edited 1 time in total.
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