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 Post Posted: Mon Jan 21, 2013 6:07 am 
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With Marbit Island 3 drawing to an exciting conclusion, my thoughts and energies have turned elsewhere. While I enjoy the idea of a player controlling a single character and co-operating (or not) to achieve a goal, I prefer games of Grand Strategy - of Empires and Alliances, Wars and Treaties, Invasion and Conquest.

Therefore, I am hoping to start the 8th in my series of Erfworld Empire games, and am starting this thread to appraise interest.

Empires VIII will be PvP, broad in details, and narrative in tone. If you want the minutiae of what every last pikeman in the 3rd Regiment is wearing on the second tuesday of the month, look elsewhere. Being an LTDave production, you can expect a regular update rate, and a "we usually finish these things" attitude.

As always, the rules are mostly hidden, but the essentials will be revealed as we go along.

I would like at least five players, and can accomodate up to twelve. Those of you who are regulars on this sub-forum might have gained an idea of who I am and how I work - my expectations of players are that they be regular logger-inners, not narcissistic know-it-all-jerks, and more interested in the success of the game than the success of their own faction.

If you think that sounds like you, please indicate in this thread - we'll be starting when MI3 finishes, which should be in a week or so.

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     Post Posted: Mon Jan 21, 2013 6:17 am 
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    I will want a couple of things from you:

    The Name of your Side
    Your Ruler's Name
    A Preferred Colour for the Map
    Logo or Coat of arms if desired (pictures are always welcome)


    Then I would like each side to indicate AT LEAST one strength, and one weakness, from the following list:
    Military
    Covert
    Culture
    Economy
    Engineering
    Diplomacy

    You may have more than one strength, but you must have a weakness in another area to compensate. You can decide to have a double strength or weakness in one area, so long as the total number of strengths and weaknesses are equal.
    For example, the Barbarians of Beettheboopoutofya have a double strength in miltary, and are weak in diplomacy and culture.

    Then, in a second list, do the same things - at least ONE strength and ONE weakness as it applies to types of units:
    Infantry
    Ranged
    Heavy
    Flyer
    Cavalry
    Ships
    Again, you can have multiple strengths and weaknesses, as long as you have an equal number of both.

    Thirdly, and perhaps most importantly, in order to determine the character of your Empire, you must tell me what is your favourite movie featuring Russell Crowe. Do not lie - I can tell these things.

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     Post Posted: Mon Jan 21, 2013 9:38 am 
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    Marbitopia
    Grand Marbit
    #00FFBF/ Turqouise
    Maybe Later

    Military (x2) & Economy (x2) are my strengths
    Covert (x2) & Culture (x2) are my weaknesses

    Strong Infantry (x2) & Heavy
    Weak Flyers Weak Ranged Weak Cavalry

    Who's Russell Crowe? :P
    Spoiler: show
    This is honest. I may look him up later.

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     Post Posted: Mon Jan 21, 2013 9:58 am 
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    Question for LTDave: Would we be playing using the map at the top of your post?

    And I IMDBed Russel Crowe and found that I have literally seen none of his work.

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     Post Posted: Mon Jan 21, 2013 11:47 am 
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    Volt
    Tavion
    Purple and gold
    http://tinyurl.com/as7xdfa (Coat of Arm)
    Covert +1
    Culture -2
    Economy +1

    Archer +1
    Cavalry +1
    Ships -1
    Infantry -1

    Les Misérables

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    Last edited by Wild Card on Tue Jan 22, 2013 6:28 am, edited 2 times in total.
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     Post Posted: Mon Jan 21, 2013 11:55 am 
    Has collected at least one unit Here for the 10th Anniversary
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    Randominstan
    Gaussian Noise
    Speckled white / black (or just gray)
    The snow on an old TV without a signal.

    Strengths: Mil (1), Econ (2)
    Weakness: Covert (1), Cult (1), Eng (1)

    Strengths: Ranged (1), Ships (2)
    Weakness: Infantry (1), Flyers (1), Cavalry (1)

    PS: Crowe movie: in-character, The Sum of Us. In real life, A Beautiful Mind.

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     Post Posted: Mon Jan 21, 2013 3:59 pm 
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    Swodaems wrote:
    Question for LTDave: Would we be playing using the map at the top of your post?

    And I IMDBed Russel Crowe and found that I have literally seen none of his work.



    The map at the top is a small section of the total map I plan on using.

    And really? Not "Gladiator"? Not "Master and Commander"? Not "LA Confidential"? Wow. Do yourself a favour - Master and Commander is one of my favourite movies - but mostly because I love the books.

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     Post Posted: Mon Jan 21, 2013 4:57 pm 
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    How does this work?

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     Post Posted: Mon Jan 21, 2013 7:52 pm 
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    Each player will be undisputed ruler of the world - except, of course, for the other players.

    You'll send in orders to me via PM, and I tell you what happened.

    THere will be some kind of rules, which you'll know, and others which you won't.

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     Post Posted: Tue Jan 22, 2013 6:38 am 
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    Kingdom of Nurkth urwa "Wa'r"
    King Jenuric Mineraltool
    #404000
    Image

    Strong Military
    Weak Covert
    Weak Culture
    Strong Economy
    Strong Engineering
    Weak Diplomacy

    Strong Infantry
    Strong Ranged
    Doubly Strong Heavy
    Weak Flyer
    Weak Calvary
    Doubly Weak Ships

    As for favorite Russel Crowe, I enjoyed him in Gladiator, he was good in Les Mis, and I liked him in Man with the Iron Fists, but have NOT seen Master and Commander.

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     Post Posted: Tue Jan 22, 2013 2:56 pm 
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    Been a while since I've been gaming here, I think its time I get back into it.

    Side Name: Clemsonopoly
    Ruler: Tillman
    Preferred Color: Orange (FF8000)
    Coat of Arms: A tiger paw print

    Economy ++
    Engineering ++
    Diplomacy --
    Covert -
    Culture -

    Flyer +
    Ranged ++
    Ships -
    Cavalry -
    Infantry -

    Favorite Crowe Film 3:10 to Yuma. Russell always came off better as an evil character to me.

    edit: also, I imagine we will all have eye-book type items so the different rulers can communicate together, or will there be no interaction between sides unless we find our own way of communicating?

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     Post Posted: Tue Jan 22, 2013 3:55 pm 
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    Cool! So that's five sign-ups, and a couple of nibbles for interest. I'm still working on some things from my end, so we're still a ways off, but I'll start PMing players to fine tune some decisions.

    I'm not going to restrict players talking to each other - I assume you all have a cheap form of EyeBook for sending each other messages.

    I haven't seen 3:10 to Yuma (or Les Mis, or Man with the Iron Fists), so I'll add them to my list.

    Keep joining in if you like...

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     Post Posted: Wed Jan 23, 2013 5:54 am 
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    All players should have a PM and some answers to question.

    There's still room for others to sign up.

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     Post Posted: Fri Jan 25, 2013 10:46 am 
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    Side name: Snobshire
    Ruler name: Benny the leach
    Preferred color: 0000BF

    Military-
    Covert-
    Culture++
    Economy-
    Engineering-
    Diplomacy++

    Infantry-
    Ranged-
    Heavy-
    Flyer++
    Cavalry-
    Ships++

    Still haven't seen any of his works yet.

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     Post Posted: Fri Jan 25, 2013 11:41 pm 
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    Ok, so that's six players. I'll be ready to start this game shortly, but I don't want to post rules while players are still making their random choices.

    I give a further 48 hours for players to sign up before I close the gate and start the game.

    Room for six more players max.

    (thanks for signing up!)

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     Post Posted: Sun Jan 27, 2013 7:41 pm 
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    Four hours until I end recruitment for this game...

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     Post Posted: Sun Jan 27, 2013 11:26 pm 
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    Here be Rules!

    Spoiler: show
    ERFWORLD EMPIRES VIII
    by LTDave, but strongly based on “Warp Empires”


    INTRODUCTION


    MAP
    The map consists of one large continent surrounded by sea. The continent is divided into territories, roughly 60.
    Mountains can only be crossed by flying units. Woods and Swamps may be entered by any non-water unit, but this will take their entire move. There are also combat modifiers in Woods and Swamps.
    Units that cross rivers to enter Combat suffer a negative modifier in battle.

    VICTORY
    A Player will win the game if they have rulership over half the territories, or all other players have been eliminated.

    UNITS
    Units include Leaders & non-leader units.

    TURN SEQUENCE
    Players take turns. Each turn has 7 phases:
    1. Action Phase
    2. Move Phase
    3. Revenue Phase
    4. Recruit Phase
    5. Battle Phase
    6. Upkeep Phase
    7. Control Phase

    ACTIONS
    Players gain up to 7 random actions per turn. Actions may be stored for future turns. A Player may never have more than 7 Actions at the start of the turn.
    Actions can be used or discarded.
    Players should indicate which of their Actions they wish to use, and for what purpose.


    MOVE PHASE
    Use your action cards to move units (or stacks of units). A Stack is any number of units that start their move in the same Territory and end their move in the same Territory. A stack moves at the speed of the slowest unit.
    A Fast unit can move 1-3 territories.
    A Medium speed unit can move 1-2 territories.
    A Slow unit can move 1 territory.
    Units can move into but not through Territories containing opposing stacks.
    Fortifications cannot move (Move = 0).
    Ships can either be in a Coastal Territory, or in one of the Sea Zones.

    Magic items can be swapped between leaders if they occupy the same territory at the beginning of the phase.


    REVENUE PHASE
    Revenue points are called Gold
    Each territory produces 1 Gold.
    If a player has a fortification in a territory, then it produces an additional Gold. A Citadel produces 2 Gold.

    RECRUIT PHASE
    Each turn players are presented with 5 random units available to purchase. A unit’s cost is equal to its Force value.
    If you purchased all the available units, you may purchase another copy of the same kind. Example: A Player’s available units are 3 Infantry, an Archer, and a Paladin. If the Player buys one of each kind, he may then buy an additional Paladin. The Player cannot buy more than two Paladins unless he purchases all the other available units twice over.
    Gold may be saved from turn to turn.
    Units start in any revenue generating territory you control.

    Leaders may only be recruited if a player plays the appropriate action card. Leader units are Heroes.
    Magic items can only be gained if the player plays the appropriate action card, and they can only be attached to a leader unit. A leader unit can only have two magic items attached.
    Upgrades can be purchased if the player plays the appropriate action card.

    UPKEEP PHASE
    Units that automatically receive upkeep = 5 x total Revenue.
    Discard excess units.
    Example: You generate 10 revenue points per turn...
    You may have up to 50 units.

    BATTLE PHASE
    When two opposing stacks occupy the same territory there will be a battle.
    Each unit has a force value.
    Add up the total Force values for each side.
    Players may play action cards to increase their force value.
    If one stack has a Leader and the other does not, the stack with the
    leader gets an additional 5 Force.

    Both sides roll 2 d6 – highest result is the winner. If a tie, the side with the higher force value is the winner.
    If a side has force more than 150% of the opponent, they roll 3 dice, and choose the two highest results.
    If a side has force more than 200% of the opponent, they roll 4 dice, and choose the two highest results.

    The losing stack must retreat one territory.
    The losing stack loses half of its units (chosen randomly).
    Fortification units in the losing stack are destroyed automatically.
    The winning stack loses units with a force equal to at least half the force
    total lost by the losing stack (chosen randomly).

    Spell cards can be played only if there is a Magic unit in the stack. If a leader is slain, their magic items are also discarded.

    Special Attributes
    These affect the way certain units function in battle. They are listed as follows:
    ATTRIBUTE Notes
    Cavalry Unit gains +1 force if they are attacking
    Heavy Opponent loses 1 extra unit after battle for each Heavy unit in stack. Max 3
    Missile Unit gains +1 force if they are defending
    Raiders Add 1 Gold to player’s total for each unit killed if a stack containing raiders wins a battle
    Water Can only be recruited in coastal territories. Unit can only enter sea or coastal territories.
    Transport (x) Unit can carry (x) other units, moving at its own speed.
    Flying Unit can move over sea territories or territories containing enemy units. Flying units cannot end their move in sea territories.
    Protect If a Protect unit is on the losing side in a battle, reduce the number of casualties suffered by 1, to a maximum reduction of 3. A minimum of 1 unit must be lost.
    Besieger +2 force if Fortifications are in the opposing stack.
    Magic Unit may cast 1 spell per turn (if you have the Action)
    Fortification Remains in the territory it was recruited in. No more than 1 per territory.
    Scout Controlling player may look at 1 adjacent stack per turn. Only 1 scout unit in a stack may perform this function per turn.
    Invisible Unit may not be attacked, so long as all units in its stack are invisible. May move through enemy controlled territories without attacking. The scout ability negates this ability.


    Upgrades Cost Effect
    Steel Forged Swords: 6 All Infantry and Cavalry +1 Force
    Refined Gunpowder: 6 All Missile units are +1 Force
    Improved Masonry: 6 Fortifications are +1 Force
    Hero Advancement: 6 All Heros +1 Force
    Improved Harvest: 6 All fortifications +1 Gold per turn.
    Militia: 6 Infantry cost 1 less Gold to recruit (to a minimum of 1 Gold)



    And a map!
    Image

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    Last edited by LTD on Mon Jan 28, 2013 11:48 pm, edited 1 time in total.
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     Post Posted: Sun Jan 27, 2013 11:37 pm 
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    All six players should have a PM with starting units, actions, etc.

    72 hours for first turn orders... this is going to be exciting!

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     Post Posted: Mon Jan 28, 2013 1:54 pm 
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    I have a few questions.
    Do we have to keep troops in a claimed territory to continue ti recieve revenue from it?
    If we sent a force thru multiple unoccupied territories, would it claim each one as it passed thru?
    How are distances measured for travel by sea?
    If I had a ship with an empty transport slot placed at sea, would that allow a flyer to start turn above land, then fly out to sea and end turn at the ship?

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     Post Posted: Mon Jan 28, 2013 4:04 pm 
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    Q. Do we have to keep troops in a claimed territory to continue ti recieve revenue from it?
    A. Yes - at least one unit in each Territory.

    Q. If we sent a force thru multiple unoccupied territories, would it claim each one as it passed thru?
    A. No - you have to leave a unit behind to occupy it at the end of the turn.

    Q. How are distances measured for travel by sea?
    A. A Good Question. Ships are Fast, so have 3 move. They can move up to 3 adjacent territories by coast, or spend all their move to head out to a Sea Zone.
    It takes all of a Ship's move to go from a sea zone to an adjacent sea zone, and all of a ship's move to go from a sea zone to a coastal territory.

    Q. If I had a ship with an empty transport slot placed at sea, would that allow a flyer to start turn above land, then fly out to sea and end turn at the ship?
    A. I hadn't thought of this, but sure. But it will take the unit's entire move to do so (3).

    Remember that you need the appropriate action "card" to move units, but not to recruit units. Recruitment never requires a card (except for Heroes).

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