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 Post Posted: Wed Feb 05, 2014 5:11 pm 
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New units! After each is listed in parenthesis the bonus they pop with if the side has the +2 benefit.
Quote:
  • Stabber - (8/4/2/5) (+3 Hits)
  • Piker - (10/2/5/5/garrison) (+2 Def)
  • Archer - (5/8/1/5/garrison, ranged) (+2 Com)
  • Scout - 3 varieties, Flying, Specialist, or Generalist. All have the “scout” special. (+2 Move)
    • Flying (3/0/0/20/Flight)
    • Specialist (3/1/1/20/Terrain Capability)
    • Generalist (3/0/0/24)
Everyone in the game currently has the Flying form of scout.

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Two guys with basically the same name in a discussion about a character getting cloned.
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     Post Posted: Thu Feb 06, 2014 5:11 am 
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    Location: When you reach the border of hell, turn right. Can't miss me.
    That's not a vast departure from my current unit set-up, except for stabbers.

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     Post Posted: Wed Feb 19, 2014 8:56 pm 
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    Heads-up, shit has hit the fan at work, so there will be zero updates until Sunday at the earliest. I'm just gonna be too stressed dealing with a bad project manager and working 12 hour days -_-

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Fri Apr 04, 2014 11:39 am 
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    I'm going to be flying back home over the weekend due to a death in the family, so no updates until Tuesday. Also waiting on a certain someone to respond to my start-of-turn that I sent him a week ago before I can move the others forward more.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Fri Apr 04, 2014 1:45 pm 
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    I sure hope that player hurries up

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     Post Posted: Mon Jun 09, 2014 10:23 am 
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    I promise I haven't forgotten you all! I just let one of you fall behind a bit, and now that person needs a map update, which I can only do from my home computer, and I've been busy these past 2 weekends. I'll get things rolling again this evening though, and the other two should expect more action sometime after that.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Fri Jun 27, 2014 11:18 pm 
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    Apologies folks for my scatter-brained-ness of late, I'm here to say it will continue for the next week or two. I have a trip out of town over July 4th weekend, and immediately after I return, my father is coming from out of town for a week, during which time we'll be painting my apartment. So basically I need to get the apartment ready to be painted NOW, in addition to working extra for the vacation time, while also packing for said vacation haha! Updates will likely be a bit further apart than usual, and I apologize if I derp occasionally and forget to address part of your updates.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Tue Jul 22, 2014 10:13 am 
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    Well in preparation of the new site coming online and the possibility of losing our message history, I just copy-pasted the entire archive of turn orders (prior to our switch to email) into word documents. All sides came up to over 200 pages each (albiet with huge gaps of white space due to formatting), but Zorastar takes the cake with 369 haha.
    I'll also copy-paste the threads as a precaution, and once I clean up the formatting on those Turn Orders I will make them available on Drive.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Sun Aug 17, 2014 3:03 pm 
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    So, I had a fantastic time at Gencon meeting Rob for the first time, and got to pepper him with game related questions. Of course it went off on tangents, and there are certainly things he wants to keep secret, but here are some really interesting things I found out.

    The types of units a side pops are dependent on a bunch of Natural Signamancy about the capital. A combination of the capital site's location, the architectural appearance of the capital, and the personality/inclinations of the Ruler who founds the Side sets the units that it has the potential to pop. This is why Banhammer's FAQ and Jillian's FAQ have similar colors and still pop the same units; the capital site FAQ city is located on has an "affinity" for popping Gwiffons/Megalos and so on.

    Most Sides can pop some sort of melee infantry, some sort of archer, and some kind of Warlords. That's where the similarities between Sides ends, and not even that is guaranteed to be universal. Some Sides might have some sort of special unit in their lower "ranks", which could really define the strategy they adopt. As we already know, higher level cities unlock higher unit types for production, but he revealed it goes even further than we suspected. Low level cities actually produce weaker Warlords whereas higher cities make stronger ones. Another example is Dwagons, he confirmed that Armored Dwagons do in fact pop that way and they're stronger. This is why Homekey promoted so many Warlords instead of popping them, because being mainly low-level cities they would have popped pretty lame Warlords by comparison. So the very notion that all units of a given type pop with the same stats could be wrong too.

    He seemed to suggest that there is no "blank slate/blank template" used as a starting point, and the unit types a side is able to pop are not necessarily equal to one another even when speaking objectively. So this idea we have working with Special A/B/C/D probably isn't valid, and is something I'm going to have to wrestle with in terms of how to address it in the rules. I think a master list of possible units like I have been discussing in the MMO thread might be more appropriate.

    We discussed Rhyme-o-mancy some, mostly from a personal perspective and he shared a bit of "insider info" that I will keep private, but what he said did seem to suggest that Rhyme-o-mancy deals with word choice and rhythm and such, so I feel like I've interpreted it correctly in the game so far.

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    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Sun Aug 17, 2014 3:24 pm 
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    I check in here every once in a while, and that's really interesting information! Thank you for sharing it with us.

    Can I ask what turn this game's up to? The thread has been kind of inscrutable.

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     Post Posted: Sun Aug 17, 2014 5:06 pm 
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    Day 31 is currently in progress. Over a year of gameplay now!

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    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Sun Aug 17, 2014 6:17 pm 
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    Location: When you reach the border of hell, turn right. Can't miss me.
    And still not all Sides have met yet :/

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     Post Posted: Sun Aug 17, 2014 6:33 pm 
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    I thought there were only three sides?

    I'm also interested how the ruleset is working for you guys (and specifically for 0beron). Comparing it to Empires X, it's way more complicated, though you have fewer players to deal with, I suppose.

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     Post Posted: Mon Aug 18, 2014 12:02 pm 
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    There are technically 4 people aside form myself involved, and that's all I'll say.

    This is the definite maximum number I would recommend per Titan. I suppose more could be done if you had multiple Titans who know how to work well together.

    Personally, I'm a bit of a genius with Excel, and by extension, Google-doc's version of it, so I have a lot of stuff set up in Google that makes running the game more managble. It's a complicated game, but if you track and record things properly from the start it's a lot easier.

    The major issue is tracking "non-unique" individuals. Keeping track of XP for basic infantry is a major challenge, and tracking the stat bonuses Specials earn is also hard. This is a niche that could seriously benefit from some custom software development someday, to maintain a database of every unit as an individual and record all metrics about them.

    The map is also a pain, because Hexographer can be a little derpy at times, and my current method is time-consuming. In a little while, I should transition to a way that makes it a little easier.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Thu Aug 28, 2014 9:51 am 
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    So, we are going to be slowing to a halt soon. It's been over a month since I've heard from GW. That's when he finished Turn 30, and since we moved into Turn 31 I've gotten no response from him. So I'm gonna be putting things on a slow track to see if he gets back in touch with me, since things are a bit busy for me anyway. I can also use the lull to catch up on some things, because there are a few issues I'd like to address: switching the map over to GIMP for smoother updating, drafting up possible changes in order to accomodate the new Titan info I got from meeting Rob, and cleaning up the "Titan's Desk" a bit since I've let things get kinda messy back here behind the clouds haha. We'll see how long this keeps me occupied, but I expect that if I go a full 2 months without hearing from GW, I'm gonna have to figure out what to do about his side.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Thu Aug 28, 2014 1:33 pm 
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    0beron wrote:
    The types of units a side pops are dependent on a bunch of Natural Signamancy about the capital. A combination of the capital site's location, the architectural appearance of the capital, and the personality/inclinations of the Ruler who founds the Side sets the units that it has the potential to pop. This is why Banhammer's FAQ and Jillian's FAQ have similar colors and still pop the same units; the capital site FAQ city is located on has an "affinity" for popping Gwiffons/Megalos and so on.

    Most Sides can pop some sort of melee infantry, some sort of archer, and some kind of Warlords. That's where the similarities between Sides ends, and not even that is guaranteed to be universal. Some Sides might have some sort of special unit in their lower "ranks", which could really define the strategy they adopt. As we already know, higher level cities unlock higher unit types for production, but he revealed it goes even further than we suspected. Low level cities actually produce weaker Warlords whereas higher cities make stronger ones. Another example is Dwagons, he confirmed that Armored Dwagons do in fact pop that way and they're stronger. This is why Homekey promoted so many Warlords instead of popping them, because being mainly low-level cities they would have popped pretty lame Warlords by comparison. So the very notion that all units of a given type pop with the same stats could be wrong too.

    He seemed to suggest that there is no "blank slate/blank template" used as a starting point, and the unit types a side is able to pop are not necessarily equal to one another even when speaking objectively. So this idea we have working with Special A/B/C/D probably isn't valid, and is something I'm going to have to wrestle with in terms of how to address it in the rules. I think a master list of possible units like I have been discussing in the MMO thread might be more appropriate.


    I've been aware for some time that the 'templates' I made up weren't quite accurate, but they worked for the purpose of a 'alpha' game mechanic. Which is what this has been, really. The gameplay has refined slightly since I came up with it, but it has not changed significantly enough to be considered an entirely new step up to 'beta'. There have been a lot of changes in queue, dealing with farms and mines, , and city level progression not being the least of it.

    I don't mind making the changes, but we're still missing a boatload of data on things such as certain disciplines of magic.

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    Last edited by Kaed on Thu Aug 28, 2014 2:55 pm, edited 2 times in total.
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     Post Posted: Thu Aug 28, 2014 2:47 pm 
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    Actually, in light of this information about city production, my previous idea that Charlie has tampered with his city to the point where all it CAN produce is gains a little more weight. Whether through signamancy and/or carnymancy or some other combination, Charlie has caused his capital city (only city really) to naturally pop archons with an unnatural speed (1/turn).

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     Post Posted: Fri Aug 29, 2014 1:30 am 
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    Kaed wrote:
    Actually, in light of this information about city production, my previous idea that Charlie has tampered with his city to the point where all it CAN produce is gains a little more weight. Whether through signamancy and/or carnymancy or some other combination, Charlie has caused his capital city (only city really) to naturally pop archons with an unnatural speed (1/turn).
    Yes, I talked to Rob briefly about this specifically while we were discussing side/city mechanics at Gencon. I don't think that his city can only produce archons, but it was all but confirmed (can't remember the exact wording) that he completely trashed all its other unit production slots in order to massively optimize archon pop rate and possibly quality, using a combination of city site selection, his own personality traits, and possibly crazy magic hax.

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     Post Posted: Thu Sep 18, 2014 11:32 am 
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    As you are all aware, it has been quite a long time since I last heard from GW. I have just messaged him via both methods of contact I have, to inform him that if I do not hear from him by the end of the day on October 8th, I will need to continue the game without him.

    I'm sorry that you all will have to wait that long for your next updates, but GW has confided in me before about some private affairs that have kept him MIA previously, so out of respect and friendship to him, I want to give him as long as I possibly can. I also incredibly enjoy having him as a player, and the idea of adequately replacing him (or any of you for that matter) seems impossible. "Fortunately" I am going to have a busy couple of weeks ahead of me, so continuing this break will allow me to focus on that stuff, as well as investing some effort in planning/organizing/retouching some stuff here behind the clouds. So regardless of the outcome, we will have an even smoother and better game going forward.

    I thank you again for your patience, and please let your best thoughts be with GW.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Thu Oct 09, 2014 9:54 am 
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    Well, much to my dismay, my deadline has come and gone with now word from GW. I am still currently pursuing various options for how I go about dealing with his departure, but you can all expect updates to start slowly flowing again in the next few days or so.

    Currently my two leading ideas are:
    • ~ Replace him (Titanic magic will ensure that this means the new side is just as strong as everyone else, rather than starting fresh from zero). Of course, like all of you, he was a really fantastic player and I don't really know any of the other forum game players here well enough to judge whether they can fill those shoes or not.
    • ~ Set the side into a sort of statis with a healthy treasury, defended cities, and a net income of 0, to serve as a sort of NPC target for you while requiring minimal extra work on my end of things.

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    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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