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 Post Posted: Wed Sep 05, 2012 6:33 pm 
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Yes, PMs from this point on would be good.
I'm still working on the map - I'm away from home, so don't have access to a scanner or printer, so the initial maps are goign to be pretty dodgy.

I've had a question about rolling dice - I'll be doing all of that from my end.

More players?

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     Post Posted: Thu Sep 06, 2012 12:09 am 
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    Yokai Islands

    •Basics
    ◦Theme
    Oni Island from Okami with bits of Kitsunes, Wolf Demons, and other anthro demons sprinkled in for the higher level units.
    More Islands
    ■Logo
    Kanji for WIN or something awesome like that
    ■References?
    Okami, some other games/anime as I feel like it. Should be obvious though

    ◦“Play style”
    ■Offensive/defensive inclinations
    They attack suddenly and disappear just as suddenly.
    ■How does the side pay upkeep? Conquest, diplomacy, raids?
    Mainly Mercenary work and Racketeering. They raid other sides' low level cites if they're in a pinch.
    They also have a couple mines in the cites closer to the mainland. They also have a Rice farm in their capitol city.
    ■How does the side stay alive? Bigger armies, alliances, hiding?
    No one can find the islands their cites rest on because they seem to move location each turn.
    ■Spammer/Elitist? Brute Force/Technicalist? (EDIT: Mass units or elite units? Raw stats or special gimmicks?)
    Technicalist.
    Elite Units, usually with special gimmicks included.

    ◦Units/Cites/Characters
    (Secret/In-progress)

    ◦Philosophy
    ■Opinion on the Royals?
    They don't care much about royalty, only power. As a result their rulers have mostly been powerful casters.
    ■On the Titans?
    They made the world, might have left some Artifacts lying around, but what is this hullabaloo about the "Titan's Will" anyways?

    ◦History
    Formerly a bunch of small sides each based on different islands, they were all united by force into one side about 1000 turns ago.

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     Post Posted: Thu Sep 06, 2012 8:05 pm 
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    Welcome to Chris and the Islanders.

    All players should have now recieved a turn 0 report, and an initial map.

    I have units from two players - waiting on the others.

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     Post Posted: Thu Sep 06, 2012 8:12 pm 
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    Good morning, Perfect Warlord. Welcome to our world. I am [insert name here], your loyal courtier and adviser. No doubt you have some questions?
    Let's explain the map first of all:
    Type
    Clear (light green) 1 MP 0 Def
    Settlement (light green with picture and level) 1MP Defence depends on level
    Forest (dark green) 2 MP 1 Def If Adjacent City earn +10 Gold
    Water (blue) Ships required to enter and cross (unless an Army is all flyers, then 1MP)
    Desert (yellow) 2 MP 0 Def
    Hills (brown) 2 MP 1 Def
    Mountains (grey) 3 MP 2 DEF If Adjacent Mines earn +10 Gold
    MP is the number of Movement points used to enter the space.
    Non-settlement terrains might contain a random encounter when explored...
    Defence represent protection afforded to defenders in that terrain.

    You'll need to know something about Cities & Settlements as well:
    Level 1 Village 10 Gold 1 Def Pops: Infantry
    Level 2 Town 20 Gold 1 Def Pops: Archer, Infantry
    Level 3 City 30 Gold 1 Def Pops: Flyer, Archer, Infantry
    Level 4 Citadel 40 Gold 2 Def Pops: Cavalry, Flyer, Archer, Infantry
    Level 5 Capital 50 Gold 2 Def Pops: Warlords, Cavalry, Flyer, Archer, Infantry
    Mine 20 Gold 0 Def None
    Mancers Hut 0 Gold 0 Def Recruits: Mancer (one per hut per Empire, but you can get Mercenary Mancers wandering around as well)

    Each City can pop a number of units equal to double its level in a turn, so a level 5 city can pop 10 units. A Level 1 City can pop 2.
    Cities can only be built on City sites. These will be indicated as you explore the Map.
    To upgrade a City to the next level costs 50 Gold. You may only have one Level 5 City in your Empire.

    A word on units - (more will come here once everyone has chosen their units' combat levels...)
    A City can hold up to 10 units in its Garrison.
    Units not in a Garrison must be assigned to a Warlord, and travel with the Warlord.
    A Warlord can have up to 40 units in a hex. Some Warlords have abilities beyond this number. Multiple Warlords in the same hex do not increase this number (Warlords and Mancers do not count towards this limit).

    Walords have 3 Movement Points (MPs) to spend each turn.

    Warlords may only enter explored terrain. To explore a blank hex, spend 10S on Scouts, and specify which hex(es) you want explored.

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    Last edited by LTD on Thu Sep 06, 2012 11:49 pm, edited 1 time in total.
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     Post Posted: Thu Sep 06, 2012 9:57 pm 
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    Well, part way through turn 1 and we already have our first magic item, a mercenary mancer, contact with Dwarfs, and a barbarian horde or two.

    Anyone else want to join up?

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     Post Posted: Fri Sep 07, 2012 12:31 am 
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    Hobgoblins! And Neutrals! (What makes a man turn Neutral, Kiff?)

    First player has finished turn 1. Waiting to move on to turn 2...

    Room for one more player!

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     Post Posted: Fri Sep 07, 2012 3:36 am 
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    Second player finished turn 1.

    First Combat. First capture of treasure. Undead encounter.

    And more Hobgoblins!

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     Post Posted: Fri Sep 07, 2012 5:20 pm 
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    Four players have finished turn 1 - still a single place remaining for a sixth player.

    Sign up today to stop me from shrinking the world!

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     Post Posted: Fri Sep 07, 2012 11:11 pm 
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    Don't do it! It's a small erf already!

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     Post Posted: Sat Sep 08, 2012 2:46 am 
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    One more player to prevent catastrophe! C'mon people we know you'e out there!

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     Post Posted: Sat Sep 08, 2012 4:27 am 
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    One more player! Please! :(

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     Post Posted: Sat Sep 08, 2012 8:29 am 
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    I still haven't ended turn 1 - waiting on one player to finish movement.
    (you know who you are...)

    I am loathe to shrink the world, but I feel it will be necessary to prevent one player having a vast swathe of empty hexes open only to them.

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     Post Posted: Sat Sep 08, 2012 10:41 am 
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    *twitches*

    must resist urge to purge

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    Follow the link *Waves hand*

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     Post Posted: Sun Sep 09, 2012 1:05 am 
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    Turn One has ended for all players. Starting turn 2.

    Good Morning, Perfect Warlord. I trust you slept well?
    Your rations this morning have popped with some interesting information on the box. Perhaps you will find this enlightening?

    BATTLE ROUND SEQUENCE
    A battle ‘round’ is divided into segments:
    1. Spell Segment
    2. Initiative 5+ Attacks Segment
    3. Initiative 4 Attacks Segment (Flyers)
    4. Initiative 3 Attacks Segment (Archers)
    5. Initiative 2 Attacks Segment (Cavalry)
    6. Initiative 1 Attacks Segment (Warriors)
    7. Initiative 0- Attacks Segment
    Each troop type has its own initiative rank that determines the order of attacks.
    Magic and abilities may increase or decrease a troop’s initiative and or Combat rank.
    Each rank of “Defence” of a terrain or settlement decreases the Combat rank of the attacker by 1.
    All attacks in the same segment are simultaneous.
    For its attack a troop rolls 1D10.
    If this is equal to or less than the troops Combat rank, then one enemy troop unit is killed.
    The defending player decides which of his troops are killed at the end of the segment.
    Some spells allow the attacker to decide which units or groups of units are targeted.
    Ships can be directly attacked by other ships and sea monsters.
    The round is repeated until one side is destroyed, or the attacker calls off the attack (at end of round).
    The Warlord is the last unit to be killed in a battle.
    A Mancer can only cast one spell per round.

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    Last edited by LTD on Sun Sep 09, 2012 2:20 am, edited 1 time in total.
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     Post Posted: Sun Sep 09, 2012 2:17 am 
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    Oh, and a word on ships.

    For 25S you can build a ship in a water hex adjacent to a City, or in a water hex adjacent to a hex that contains a ship.
    The ships don't move from hex to hex, they merely mark a water hex as controlled by your ships.
    A Warlord can move his Army into a hex containing one of your ships for 1 MP. In this way, you can build a chain of ships across the widest sea and transport your Warlord and units across the oceans...

    Ships can be destroyed by storms, or by another player spending Smuckers to destroy your ships (if it's a valid hex for them). This costs 50 S (25 S to destroy the existing fleet, and 25 more to place a fleet of their own).

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     Post Posted: Sun Sep 09, 2012 2:19 am 
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    Oh, and two players have completed turn 2. 2 more have finished the scout phase, and I'm waiting clarification for scouting from the final player.

    Cheers

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     Post Posted: Mon Sep 10, 2012 2:41 am 
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    Four players have completed turn 2.

    We have desert nomads, elves, more elves, bandits, angry mancers, and a monster!

    I haven't shrunk the world yet - join up now or rue the day! Rue it!

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     Post Posted: Mon Sep 10, 2012 6:09 pm 
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    I have the final orders for turn 2, but I am travelling today, so won't get to them (or the turn 3 orders I've recieved) until tomorrow. 24 hour delay.
    Cheers

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     Post Posted: Wed Sep 12, 2012 1:04 am 
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    Turn 2 completed. Thanks for your patience.

    Turn 3 is underway - One Player has completed turn 3.
    Two Players have completed scouting for turn 3.
    Waiting on two players for steps 1 - 5.

    Orcs! Also, more Nomads and Undead.

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     Post Posted: Thu Sep 13, 2012 11:55 pm 
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    Turn 3 Completed - well, practically. Just waiting on movement from one player.

    I'll start on turn 4 in a few minutes...

    A Minor Change to the World - as you know, I was planning on shrinking the map as we have no sixth player. Instead, I have reconfigured that nature of reality. The map is now a cylinder, in that units can move off the top of the map and appear on the bottom. Basically, this is so that no nation has a "corner" to hide in. Every power now neighbours with three others.

    So the powers top and bottom (you know who you are) will note that there are blank hexes they can scout at the other end of the map.

    * retconjuration complete *

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