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 Post Posted: Thu Nov 12, 2009 11:17 am 
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My free time is likewise consumed by DragonAge:Origins, so I'll be on during the week while at work, and rarely when I'm home.

I think we should also start figuring out how we'll make the next game work. so far I've nominated myself as DM and had one person secodn me, and no other posts on that topic. I can start picking out which rules to use, and I can work out how simple or complex I want the world to Start, since this version we all started bare bones setting, next game I'd like some a-mancy things already done, like warlords, different types of units, and size of the map.

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     Post subject: team
     Post Posted: Thu Nov 12, 2009 5:25 pm 
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    Greetings Team,

    I can't commit to a bigger game than this one.
    Is too much for my pea sized brain.
    When this winds up, count me out for the V2.0 :shock:

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     Post Posted: Thu Nov 12, 2009 6:28 pm 
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    Crovius,
    Can I suggest that discussion about a different version of the game happen in a different thread. You are more likely to capture the attention of other potential players that way. This thread can be reserved for this game, and its ongoing machinations.

    Personally, I prefer a simple(r) game without a GM, which is what this is meant to be. You are right in one of your earlier posts in saying that "Erfworld is complex". I agree. I feel the system we see in the comic is too complex to be accurately recreated via the forum medium.
    This game is meant to capture the feel, but decomplify it as much as possible.

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     Post Posted: Fri Nov 13, 2009 6:59 pm 
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    1. 160 Shmuckers from my cities (160+36=196 Shmuckers)
    2. 40 Shmuckers to upgrade Ritia to Lvl 4 leaving me with 156 Shmuckers.
    3. Ritia will pop a unit of siege Vana will pop a cavalry and Gloria will pop a flier and so will Vices
    4. Upkeep is 81-10% totalling 73. leaving me with 83 Shmuckers.
    5. I get 6 points this turn since Crovi researched Provisions, also I would like to delete Resting, if I get a refund I'd like to know, either way though I still wanna delete Resting, too hard to keep track of.
    Garrison is (3+3+6)/3 =4^2=16. I'll put 1 into Garrison and 5 into Cover-A-Mancy.
    Provisions 4/4. COMPLETE. 10% off upkeep
    Resting 4/16. you only have to pay 2/3 upkeep on units that don't move on that turn Deleted
    Garrison 1/16. can Garrison infantry in a city, Garrison units cannot move, but in combat, you get a +1 (unaffected by city multiplier) modifier for each.
    Steal-A-Mancy-A-Mancy 5/14. You can research things other people have proposed before they finish the research
    6. Both cavalry in I3 go to G5
    the Siege in G5 moves to F5
    the cavalry in H5 goes to F5
    both fliers in H6 go to F5
    the Flier in I5 goes to F5
    end result:
    I5: 3 infantry
    H6: 1 infantry
    H5: 1 infantry
    G5: 1 infantry, 2 cavalry
    F5: 1 siege, 1 Cavalry, 3 Fliers


    Last edited by turbler on Tue Nov 17, 2009 9:17 pm, edited 1 time in total.
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     Post Posted: Fri Nov 13, 2009 10:54 pm 
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    Empire: 28.35 Grams
    Colour: Emerald
    Player: The Great and Mighty 28.35 Grams


    Turn: 4

    Starting Schmuckers: 84
    Total Income from Cities: 260
    Upgrade Costs: -120 (upgrade B3 to level 4, 40; Upgrade B2 to level 4, 40; Upgrade A2 to level 4, 40;))

    Cities
    A1 [28.35 Grams] Level 5
    A2 [MunichLand] Level 4
    A3 [AppleBurg] Level 4
    B2 [Whichville] Level 4
    B3 [Sleepy Meadows] Level 4
    C3 [EastWhichVille] Level 4
    D2 [Empire] Level 4

    Units
    Pop Flyers in A1, A2, B3, D2
    Pop Infantry in C3, A3
    Pop Cavalry in B2

    Before Movement
    Location : Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
    A1 [28.35 Grams] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A2 [MunichLand] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A3 [AppleBurg] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
    B2 [Whichville] 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.
    B3 [Sleepy Meadows] 1 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, 4 Infantry, 0 Siege.
    D2 [Empire] 1 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.

    Movement
    From A1 to D2 via b2, c2 1 Flyers
    From A2 to D2 via b2, c2 1 Flyers
    From A3 to B3 1 Infantry
    From B2 to D2 via c2 1 Cavalry
    From B3 to D2 via b2, c2 1 Flyers
    From B3 to C3 2 Infantry
    From C3 to D3 4 Infantry
    From c2 to D2 2 Siege, 1 Cavalry, 6 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, 2 Infantry, 0 Siege.
    C1 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
    C2 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    D2 [Empire] 4 Flyers, 3 Cavalry, 6 Infantry, 2 Siege.
    D3 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege.
    UPKEEP COSTS: -96

    Ending Schmuckers: 128



    Develop-A-Mancy

    Wizz-A-Mancy
    2 A-Mancy Points Invested 16 /16 Developed

    Hero
    3 A-Mancy Points Invested 8 /8 Developed

    Rating Other Players:
    Daemonwelsh: TBA
    telva: TBA
    turbler: TBA
    GeeFresh: TBA
    Crovius: TBA

    NO COMBAT - END OF TURN

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     Post Posted: Fri Nov 13, 2009 10:56 pm 
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    Well, six days have passed since my last post, so I'm jumping in and siezing the advantage.

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     Post Posted: Fri Nov 13, 2009 11:18 pm 
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    I thought we were going by 6 days after the previous person...

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     Post Posted: Sat Nov 14, 2009 12:22 am 
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    nope, 6 days since my last turn for me :)

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     Post Posted: Sat Nov 14, 2009 12:57 am 
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    1. 130 gold from current cities

    2.

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

    4. Total upkeep this turn: 57
    (ending cash total: 204)
    5. 1 points into Rush a-mancy: total to completion: 15/42
    turns to completion: 6
    4 Points into Alliance: Total to completion: 4/4
    turns to completion: 0
    Alliance is picking: 28.35 Grams.
    28.35 Grams and Gorf may no longer enter combat against one another, and may occupy hex's with units from the either side to be treated as the same side. Victory conditions count for both players, but a neither players allies capital does not contribute to victory conditions.
    MWAHAHAHA! SUCCESS!

    6. 6 infantry move from e3 to f3
    5 infantry move from e2 to f4
    3 infantry move from e1 to f1
    1 infantry move from f1 to g1

    No combat this turn.

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     Post Posted: Sat Nov 14, 2009 1:08 am 
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    LTDave wrote:
    Well, six days have passed since my last post, so I'm jumping in and siezing the advantage.

    and I claim success! for I am now your ally.
    consider the city a peace offering.

    now scuzzy me while I go chomp some marbits.

    btw...
    I don't think ill be able to keep my map up to date, mostly cause of the viruses I have on my Computer.
    every now and then I may be able to get it posted, but it doesn't seem like it will be a regular thing.

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     Post Posted: Sat Nov 14, 2009 1:42 pm 
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    nooooo! I love your maps! They help me keep track of my units, and more importantly, everyone else's.

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     Post subject: GeeFreshLand Turn 4
     Post Posted: Sun Nov 15, 2009 6:58 pm 
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    Empire: GeeFreshLand
    Colour: Blue
    Player: GeeFresh

    Turn: 4

    Starting Gold: 138
    Total Income from Cities: 170
    Upgrade Costs: 0

    Cities
    Location Name Level
    C5 Firstium 5
    D5 Secondium 4
    E6 Thirdium 4
    A5 Fourthium 4

    Units: Pop 1 Infantry each in C5, D5, E6, A5;

    Units
    Location Cavalry Infantry
    C5 Firstium 0 6
    D5 Secondium 0 4
    E6 Thirdium 0 4
    A5 Fourthium 1 3



    UPKEEP COSTS: -57

    Ending Gold: 251

    Develop-A-Mancy:
    Steal-A-Mancy-A-Mancy: COMPLETED
    Effect: Someone else's A-Mancy, once proposed and voting finalised, and begun to be researched by the proposer, can be begun to be researched prior to the original proposer finishing research.


    Hero - using steal-a-mancy-a-mancy
    researched: 6/8

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     Post subject: movement
     Post Posted: Sun Nov 15, 2009 7:02 pm 
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    From C5 Firstium 1x infantry moves to B5
    From A5 Fourthium 1x Cavalry moves to B6

    END MOVEMENT
    NO COMBAT

    Final locations

    Location Cavalry Infantry
    C5 Firstium 0 5
    D5 Secondium 0 4
    E6 Thirdium 0 4
    A5 Fourthium 0 3
    B5 0 1
    B6 1 0

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     Post Posted: Sun Nov 15, 2009 7:46 pm 
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    Image

    So here's my map for turn 4. If you can't see it here, visit: HERE


    Daemonwelsh - took me from left field there. I'm going to assume that I can't be forced into an alliance with anyone else?
    Thanks for the city - we will consider it tribute to our greatness.

    turbler - I'm not sure what level your cities are. Can you specify please?

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     Post Posted: Sun Nov 15, 2009 8:53 pm 
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    All level 4s Dave, except of couse, for my capital. Oh, and the units are not colour coded, except siege, and, if I read it correctly, d6 (water hex) has a siege on it... Explaination requested. Although otherwise you do make a good map, even though I'd love to see colour ocding.

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     Post Posted: Sun Nov 15, 2009 9:03 pm 
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    turbler -
    the units are not colour coded, but units that appear in a hex that does not have a city in it get a coloured square.

    The only problem with this plan is Daemonwelsh's Ally-A-Mancy, which means that two powers can share a hex.

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     Post Posted: Sun Nov 15, 2009 9:17 pm 
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    LTDave wrote:
    turbler -
    the units are not colour coded, but units that appear in a hex that does not have a city in it get a coloured square.

    The only problem with this plan is Daemonwelsh's Ally-A-Mancy, which means that two powers can share a hex.


    No, you cannot be forced into alliance with someone else. And allied sides are treated as the same sides for combat purposes.

    Yay for Ally-A-Mancy!

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     Post Posted: Sun Nov 15, 2009 11:59 pm 
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    Our chatroom is here for discussions about the game.
    Not exactly a chatroom, but a part of the forum.

    It would be preferable if this topic were to be strictly gameplay, and the other one used for mechanics, and everything else.

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     Post Posted: Mon Nov 16, 2009 11:41 am 
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    AOL: maxusbrimstone
    So who's turn is it? I've been in the hospital since thursday.

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     Post Posted: Mon Nov 16, 2009 6:50 pm 
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    Crovius and Telva... it is either of your turns.
    I don' know who's

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