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 Post subject: Re: ErfGame Open to all
 Post Posted: Thu Jul 24, 2014 8:42 pm 
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Grand Diplomat wrote:
Ah, you see after a little bit of time and enough people pointing it out to me. I discovered that according to my own calculations a level 1 city can build in the 6 hexes around the city. So because of all this brand new space I decided that you shouldn't be able to have resource points inside your city. So I did try to say this earlier but I figured I would need to say it again because I had already drilled it into your heads that you only got one hex with a level one city. Just to clear up the confusion.


My apologies, I've been gone for a while a probably missed something. These plans were made while the rule was still that it had be built in city. With that said, a wide strategy might be better, but not necessarily for the second city. Since you have to have a command unit in the hex to build a city it would be difficult, risky, and time consuming to obtain the second city. The extra troops necessary to defend the commander, while still protecting the capital, would be quite expensive. Just 6 stabbers cost 180 per turn, then they will be ending turn in the open multiple turns, risking attacks. It may be better to go for a tall strategy for the first expansion, then switch.

That is actually indicative of a good balance. Both strategies have clear advantages and draw backs.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 3:40 pm 
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    Is there a limit on the number of natural allies we can have aside from making sure their upkeep is paid?

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 3:45 pm 
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    Well, No. The only limit is upkeep and cost to pop.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 4:14 pm 
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    Grand Diplomat wrote:
    Well, No. The only limit is upkeep and cost to pop.


    Whoop. Now to get to work on an reward post, when I can pull myself away from writing that is.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 4:22 pm 
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    Hehehe, I can hardly wait.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 5:32 pm 
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    Grand Diplomat wrote:
    Hehehe, I can hardly wait.


    I'm working on starting a webcomic, focusing on getting a good bit of story up, but spending at least two hours a day working on my drawing (I'm terrible ATM, though I have improved) and relearning HTML, and looking for a good host, ETC

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 6:21 pm 
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    Durmatagno wrote:
    Grand Diplomat wrote:
    Hehehe, I can hardly wait.


    I'm working on starting a webcomic, focusing on getting a good bit of story up, but spending at least two hours a day working on my drawing (I'm terrible ATM, though I have improved) and relearning HTML, and looking for a good host, ETC

    Any webcomic that I might recognize?

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     Post subject: Re: ErfGame Open to all
     Post Posted: Fri Jul 25, 2014 6:24 pm 
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    Godzfirefly wrote:
    Durmatagno wrote:
    Grand Diplomat wrote:
    Hehehe, I can hardly wait.


    I'm working on starting a webcomic, focusing on getting a good bit of story up, but spending at least two hours a day working on my drawing (I'm terrible ATM, though I have improved) and relearning HTML, and looking for a good host, ETC

    Any webcomic that I might recognize?


    I haven't even got a site for it yet, so no. Just getting the story, starting characters, and the like down, then getting art and posting it.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Mon Jul 28, 2014 11:51 pm 
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    The Courtier, Geffery Gotlottsacash, stood tall in the small city with a small defensive force made up of a single stack of pikers, a dangerous position. The Piker, Jimmy, was outside the garrison on watch duty has the sun rose. Josia and Jones were in full armor sitting in the room their helms sitting on the table next to their partially eaten meal. Their armor was silver and shaped into a dozen plates combined to cover 90% of their body. The Armor had a see through piece on the chest over the heart revealing the symbol on the Tabard. Geffery's symbol of a dozen slips of green paper with a 1 written on it. Jimmy blew the horn. Josia and Jones grabbed their helms and rushed for the door. Geffery ran after them.

    Entering the hex was a huge creature. The Creatures body was made of brambles with berries and leaves. The leaves and the horns had blood on them from the creatures last 4 victims. The creature charged towards the stack of pikers and Geffery. The Creature blew through the two pikers in front of Geffery and right into him. Geffery went head over heals and landed on his bum. Geffery watched Josia pull the trigger on his Auto-spear and than go down under the weight of the creature. Jones ran over and pushed the creature off of Josia. Josia pushed up on his elbows. Laying next to him was Jimmy. Jimmy had the creatures horn sticking out of him. He was croaked.

    Turn 4 here we come.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 12:00 am 
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    Grand Diplomat wrote:
    The Courtier, Geffery Gotlottsacash, stood tall in the small city with a small defensive force made up of a single stack of pikers, a dangerous position. The Piker, Jimmy, was outside the garrison on watch duty has the sun rose. Josia and Jones were in full armor sitting in the room their helms sitting on the table next to their partially eaten meal. Their armor was silver and shaped into a dozen plates combined to cover 90% of their body. The Armor had a see through piece on the chest over the heart revealing the symbol on the Tabard. Geffery's symbol of a dozen slips of green paper with a 1 written on it. Jimmy blew the horn. Josia and Jones grabbed their helms and rushed for the door. Geffery ran after them.

    Entering the hex was a huge creature. The Creatures body was made of brambles with berries and leaves. The leaves and the horns had blood on them from the creatures last 4 victims. The creature charged towards the stack of pikers and Geffery. The Creature blew through the two pikers in front of Geffery and right into him. Geffery went head over heals and landed on his bum. Geffery watched Josia pull the trigger on his Auto-spear and than go down under the weight of the creature. Jones ran over and pushed the creature off of Josia. Josia pushed up on his elbows. Laying next to him was Jimmy. Jimmy had the creatures horn sticking out of him. He was croaked.

    Turn 4 here we come.


    Not another bramble thing!

    Damn thing hurt the guy I'm currently gonna call Martin. :P

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 12:01 am 
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    This is terrifying. And exciting. I feel the urge to build up my forces.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 12:11 am 
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    Jacior wrote:
    This is terrifying. And exciting. I feel the urge to build up my forces.


    I have more than just a unit of pikers, as long as only one or two shows up, I should be fine. That said, we know Erfworld has regional life, natural forest pops in one area won't pop in another. So whoever that relates too is probably in the Holly Wood or maybe the Holly Wood Hills, where I'm it, or at least near it. Interesting.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 11:16 am 
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    By the way I just posted a rules update thanks to the information from the Backers stories. I am now pushing my way through Feral units and Weather. Hopefully I will be on to turns by tonight.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 11:40 am 
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    Any chance you could do a summation of the rules change? I don't really know what I'm looking for.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 11:48 am 
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    Air defense now takes into account what we learned from Digdoug. There is now a Seafarer special. I added some signamancy spells. The Naval units have been modified thanks to what we learned from Forcastle. I may also have added a second tier to the fabrication stuff.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 12:01 pm 
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    Oh, kewls.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 12:57 pm 
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    GAH! Playing Dwarf Fortress makes me want to make a Dwarf Fortress side, but I like my side, and don't want to put you through the hassle. Ahh well, if this side ever crumbles, I'll make a Dwarf Fortress style side of some kind.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 3:00 pm 
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    Thoughts on the rules changes:

    So, I can't help but notice that a change seems to be that Shockamancers that lead stacks into battle can do 4 times the air defense damage per point of juice in the Tower relative to any other caster doing the same. Was that intentional?

    Also, the new line breaks in the city that occur after every instance of Siege Tower are very distracting. It is really hard now to parse where one Level of City Production options ends and the next begins.
    The weird change to the city income/cost table is pretty hard to read, too.

    For the Signamancy Spell Can I get Your Number, you won't know the level of the unit before casting the spell. Yet, the spell's cost is dependent on the level of the target. What happens if a Level 1 Signamancer (with only 30 Juice total) tries getting information about a level 7 target? Does the spell fail without juice usage? Does all of the Signamancer's juice get drained and only partial information is received? Does all of the Signamancer's juice get drained and the spell fails completely?

    Regarding Mariners, the rules say they are popped with ships only. Are all of those Mariners needed to pilot the ship, or can one be removed and the ship still be viable? Also, if I have two sloops, can I transfer all Mariners from one sloop to the other, then disband the empty sloop?

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 3:23 pm 
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    To answer the first question it is only 2 times has much when laying the spell.
    Second, I apologize for this. The list was in a table.
    If a caster tries to cast a spell that requires too much juice for it than the spell can fail and consume all of the units juice or the spell might succeed. Thinking of what Wanda said back in book 0.
    Yes you can move a single mariner on a sloop and it is still usable, it is just less effective than if it had 2 or even 10 seafarer units on it. Yes you could disband a sloop and still have all the Mariners.

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     Post subject: Re: ErfGame Open to all
     Post Posted: Tue Jul 29, 2014 3:33 pm 
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    Grand Diplomat wrote:
    To answer the first question it is only 2 times has much when laying the spell.

    The way I read it, Shockamancers get double the amount of juice in damage while normal casters get only half the amount of juice as damage. So, if there's 20 points of juice in a tower, the Shockamancer does 40 damage while a normal caster does 10 damage. That's 4 times the amount...

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