Erfworld Empires 1.3 Game Thread

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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Mon Feb 01, 2010 11:32 pm

LTDave: You made a slight mistake on the map: I have three siege in G10, and three infantry in F10.
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Re: Erfworld Empires 1.3 Game Thread

Postby Charlie » Tue Feb 02, 2010 1:18 am

Empire: Charlescomm
Colour: Light Blue
Player: Charlie
Turn: 1
Starting Schmuckers: 82
Total Income from Cities: 100
Upgrade Costs: 10 New City (Fort Chaos) in F3, 30 upgrade Overwatch to level 3, 40 upgrade Vanguard to level 4, Total upgrade cost 80

Cities
F3 - Fort Chaos
G1 - Vanguard
H4 - Overwatch
I2 - Eagle's Nest

Units
Pop units in: 1 Character (Think-A-Mancer: Auguste Rodin) in I2, 4 Infantry in G1, 3 Infantry in H4

Movement
1 Infantry from H4 to G2
1 Infantry from H4 to F3
2 Infantry from I2 to G1

Location :
F3 0 Flyers, 0 Calvalry, 1 Infanty, 0 Siege, 0 Characters
I2 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 1 Characters
G1 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 0 Characters
H4 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
G2 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters

UPKEEP COSTS: -43
Ending Schmuckers: 59
COMBAT: No Combat this round



...I think I got it right this time... I created a city on the same turn I moved the unit into the hex, and kept that unit. I didn't see anything in the rules that said otherwise.
Last edited by Charlie on Wed Feb 03, 2010 12:09 am, edited 1 time in total.
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Re: Erfworld Empires 1.3 Game Thread

Postby LTDave » Tue Feb 02, 2010 5:49 am

Sinrus - ok - I'll fix that tomorrow.

Charlie - two problems - you can't build a city unless you have a unit in the hex, and you can't pop units in a new city.

Other than that, looks good.
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Re: Erfworld Empires 1.3 Game Thread

Postby Charlie » Wed Feb 03, 2010 12:10 am

Alright, I think I fixed it.
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Re: Erfworld Empires 1.3 Game Thread

Postby LTDave » Wed Feb 03, 2010 1:25 am

Ok, so here's the updated map.

Sinrus - is the reason the last map was wrong because you edited your turn orders? Naughty naughty.

Charlie - Build and upgrade is step 2, move units is step 5. You should have a unit in the hex at the beginning of a turn to build a city. We'll let it go this time, but never again!

Spoiler: show
Image


Waiting on turbler...
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Wed Feb 03, 2010 9:29 am

LTDave wrote:Sinrus - is the reason the last map was wrong because you edited your turn orders? Naughty naughty.


No, although for future reference would that be allowed if no one else has gone yet?
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Re: Erfworld Empires 1.3 Game Thread

Postby Azgrut » Fri Feb 05, 2010 12:36 pm

Charlie ended turn and thus night started. Prince Hadriël walked through the capitol, managing the city. There was not much to manage though... No troops were ordered to be popped by his father, king Turbler. He thought hard to fix this absence of action from his king. He was confused about his duty. Was it to serve his royal highness and father? Or was it to save his side? He could not decide what was more urgent. He knew that LTDave in the south was expanding and Charlie to the east would not wait for candy either. The kingdom would surely fall if no orders were given.

Thus his duty prevailed.

Hadriël made a deal with his side's natural allies, the Impars (short called imps). The moment Prince Hadriël ordered all units one hex outside the capital, the Imps launched their attacks and slew king Turbler. Prince Hadriël easily recaptured the capital and issued his orders.

"King Turbler the meek is no more. Now are the days of kind Hadriël. Charlesscom will not defeat us without a fight! LTDave will not easily bring us to our knees. We have a right to live in this world and by my royal blood I shall defend that right! Let all other sides know that I rename the capitol and the other city's. Our colours will become red of the blood of our slain king. And by the Titans, we shall make a difference in this world. Start popping!"


Empire: Egyptalon
Colour: Red
Player: Azgrut
Turn: 1
Starting Schmuckers: 82
Total Income from Cities: 100
Upgrade Costs: 40 upgrade Anubilon (A1) to level 4, 30 upgrade Horutalon (C1) to level 3, Total upgrade cost 70

Cities
B3 - Sethalon
A1 - Anubilon
C1 - Horutalon

Units
Pop units in: 1 Character (Econ-a-mancer: Loki Hermes) in B3, 4 Infantry in A1, 3 Infantry in C1

Movement
2 Infantry from C1 to D3
1 Infantry from C1 to B3
2 Infantry from A1 to A10
1 Infantry from A1 to B3

Location :
A1: 0 Flyers, 0 Calvalry, 3 Infanty, 0 Siege, 0 Characters
A10: 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
C1: 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
B3: 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 1 Characters
D3: 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters

UPKEEP COSTS: -49
Ending Schmuckers: 63
COMBAT: No Combat this round

New unique unit: Egyptalon Assassin.
While most of the Egyptalon infantry consists out of ordinary soldiers wielding scimitars and small shields, it are the assassins that truly inflict the hits. These expensive infantry class units have the rare special rule: “Disguise.” A form of natural Foolamancy. It lets them look like a plain infantry and even fools the stat sight of low level warlord units. Other soldiers will also be fooled by its appearance until it is too late and the assassin will have inflicted severe wounds on the unit. Because the disguise ability only works in large stacks of mostly other infantry, no stacks consisting solely out of assassins are assembled.

Too bad I can’t build a city on D3. :P And Charlie has forgotten 2 infantry in his upkeep. 13 infantry X 3 + 1 char X 10 = 49 not 43.

Gz!

"End the turn!"

Spoiler: show
Image

The new map.
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Fri Feb 05, 2010 3:13 pm

Ehm... why can't you, exactly?

Empire: Draviston
Colour: Gold
Player: Lord Sinrus
Turn: 2
Starting Schmuckers: 125
Total Income from Cities: 100
Upgrade Costs: 40 upgrade Templum (H10) to level 4, 30 upgrade Vita (E8) to level 3, total upgrade cost 70
Cities
F10 Animus Lv 5
H10 Templum Lv 4
E8 Vita Lv 3
Units
Pop units: 1 character (warlord) in F10, 4 infantry in H10, and 3 cavalry in E8.
Before Movement
Location :
F10 Animus 0 Flyers, 0 Cavalry, 3 infantry, 0 siege, 1 characters
H10 Templum 0 Flyers, 0 Cavalry, 5 infantry, 0 siege, 0 characters
E8 Vita 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege, 0 Characters
G10 0 Flyers, 0 Cavalry, 5 Infantry, 3 Siege, 0 Characters
Movement:
From F10 to G1 via G10 2 infantry and 1 character (warlord)
From H10 to G1 via G10 4 infantry
From G10 to G1 5 infantry and three siege
Location After Movement:
F10 Animus 0 Flyers, 0 Cavalry, 1 infantry, 0 siege, 0 characters
H10 Templum 0 Flyers, 0 Cavalry, 1 infantry, 0 siege, 0 characters
E8 Vita 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege, 0 Characters
G1 0 Flyers, 0 Cavalry, 11 Infantry, 0 Siege, 1 Characters (warlord lv2)

UPKEEP COSTS: -97
Ending Schmuckers: 58
COMBAT:

New unit: Twonicorn (cavalry)
Twonicorns are among the most majestic of units in the world. The average height for one of these fantastic silver equines is 24 hands, with some growing up to 30 hands. Two swirled golden horns like those of a narwhal rise from its forehead between beautiful brown eyes. They are so enchantingly beautiful that weaker willed units will stop in their tracks and refuse to harm them.
Last edited by Sinrus on Sat Feb 06, 2010 5:01 pm, edited 2 times in total.
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Fri Feb 05, 2010 3:16 pm

COMBAT!
Battle is joined in hex: G1
TIME OF POST (minutes and seconds): 1331
Attacker: 0 Fliers
0 Cavalry
11 Infantry
3 Siege
1 Level Warlord
Total Combat Factors: 11
Random Number: 4
Tactical Bonus Result: 2
Total Combat: 8
Combat Result: SUPERIOR
Hits Inflicted: 7

Defender: 0 Fliers
0 Cavalry
8 Infantry
0 Siege
1 Defence Factor (City Level less Siege - minimum of 1)
0 Level Warlord
Total Combat Factors: 8
Random Number: 3
Tactical Bonus Result: 1
Total Combat: 5
Combat Result: INFERIOR
Hits Inflicted: 3

VICTORY TO: ATTACKER

Vanguard is mine. First combat of the game, and I take a city from Charlescomm. I hereby raze it and rename it Presidium.

Three siege taken as casualties.
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Turn 2

Postby LTDave » Fri Feb 05, 2010 7:06 pm

Empire: Whiteboard
Colour: Grey
Player: Marker the Impermanent
Turn: 2

Starting Schmuckers: 59
Total Income from Cities: 149.5
Upgrade Costs: -70 {Upgrade Paper Clip to Level 4, Upgrade In Tray to Level 2, Build Out Tray in A9, Level 1}
Cities
C6 Whiteboard Lv 5
D5 Bulldog Lv 4
A5 Paper Clip Lv 4
B8 In Tray Lv 2
A9 Out Tray Lv 1
Units
Pop units: 1 Flyer, 1 Cavalry, 3 Siege in Whiteboard (C6), 1 Flyer, 1 Cavalry, 2 Infantry in Bulldog(D5), 4 Infantry in Paper Clip (A5), 2 Infantry in In Tray (B8).
Before Movement
Location :
C6 Whiteboard 1 Flyers, 1 Cavalry, 4 Infantry, 3 Siege, 1 Characters Econ-O-Mancer "Milton"
D5 Bulldog 1 Flyers, 1 Cavalry, 5 Infantry, 0 Siege, 0 Characters
A5 Paper Clip 0 Flyers, 0 Cavalry, 6 Infantry, 0 Siege, 0 Characters
B8 In Tray 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
A9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
C8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
Movement
From C6 to C8 via D7, D8 1 Flyer, 1 Cavalry
From C6 to D7 3 Siege, 4 Infantry
From D5 to G5 via E4, F5 1 Flyer
From D5 to F6 via E4,F5 1 Cavalry
From D5 to F5 via E4 2 Infantry
From A5 to C6 via B5 3 Infantry
From B8 to A9 via A8 2 Infantry
From C8 to D8 1 Infantry
Location After Movement:
C6 Whiteboard 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 1 Characters Econ-O-Mancer "Milton"
D5 Bulldog 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
A5 Paper Clip 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
B8 In Tray 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 0 Characters
A9 Out Tray 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
C8 1 Flyers, 1 Cavalry, 0 Infantry, 0 Siege, 0 Characters
D7 0 Flyers, 0 Cavalry, 4 Infantry, 3 Siege, 0 Characters
G5 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege, 0 Characters
F6 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege, 0 Characters
F5 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
D8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters


UPKEEP COSTS: -115
Ending Schmuckers: 23.5
COMBAT: None.

Spoiler: show
Image


New Unit: Giant Eraser. Fixed to the end of a very long pine tree, the Giant Eraser has the remarkable capacity to eliminate obstacles in its way. Wielded by the fierce 2B and HB Warriors, the Giant Eraser literally "rubs away" at enemy fortifications, reducing them to rubble and those little bits of rubber that end up all over your desk. Respect the stationery.
Last edited by LTDave on Sun Feb 07, 2010 6:12 pm, edited 2 times in total.
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Fri Feb 05, 2010 7:14 pm

Hey Dave, three map problems.

1, turbler is still marked in purple at the bottom.
2, you still show my forces in G10
3, I renamed Vanguard. If that's allowed, then it's called Presidium now.
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Re: Erfworld Empires 1.3 Game Thread

Postby LTDave » Fri Feb 05, 2010 10:22 pm

Map issues fixed.

I think it's best that we keep city names the way they are - 1. It can get tedious changing things 2. It can get ridiculous, and 3. It means that even a vanquished player has left a mark on the game. I think it's best that Vanguard remain forever Vanguard.
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Fri Feb 05, 2010 10:37 pm

Alright, that's fine by me. I had that in mind, so Presidium is actually latin for guard. Likewise, my other cities translate into Courage, Temple, and Life.
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Re: Erfworld Empires 1.3 Game Thread

Postby Crovius » Sat Feb 06, 2010 2:31 am

whos' calvalry is that at f6? I read backa nd no one put a calvalry there? It's not mine, wtf is it doing there? It looks like yours LT, but I don't see it listening. You do have a calvalry listed in f8 but its not on the map, also, calvalry can move only 1 space through woods, so no way it got there in 1 turn without running into someone's units. You really need to go over your units' positions and where you placed them on the map before I post my turn.

Also, quick thing, since a city is upgraded before new units are popped, its the level of the city after the upgrade stage that determines how many units can be made in that city, correct? Also, what's the movement for a character? Is it the same as the units it moves with? If I make a warlord and decide he's gonna travel with some fliers does he automatically have the same move as them?
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Sat Feb 06, 2010 2:22 pm

They have flier move, I believe

EDIT: As for the map problem, I believe that he typoed. He said that he moved a cavalry from D5 to F8 via E4 and F5, which is impossible. I guess he meant to say from D5 to F6.
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Re: Erfworld Empires 1.3 Game Thread

Postby turbler » Sun Feb 07, 2010 1:21 am

The map is confused... My cities are in D3 and D1... I'll take my turn from there.
1. Income is 100, total Shmuckers in Treasury=161
2. Upgrade my Level 2 to Level 3 (-30 Shmuckers.) and my Level 3 to a level 4 (-40)
3. this character thing, I don't get it :S... I'll figure it out later
I hafta go... the rest will be done tommorow
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Re: Erfworld Empires 1.3 Game Thread

Postby LTDave » Sun Feb 07, 2010 6:12 pm

My apologies. The Cavalry is in F6, not F8. Typo.

And turbler - no, you won't.
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Sun Feb 07, 2010 8:58 pm

You were kinda assassinated by Azgrut.
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Re: Erfworld Empires 1.3 Game Thread

Postby Crovius » Sun Feb 07, 2010 9:43 pm

Empire: Celestia
Colour: Black
Player: The Crow
Turn: 2
Starting Schmuckers: 10
Total Income from Cities: 140
Upgrade Costs: 40 schmuckers spent to upgrade Kawkaw and RavenRed to Lv 2

Cities
I7 Sorrowtan Lv 5
J6 Deppressander Lv 4
G8 Quagmire Clip Lv 3
G6 Kawkaw Lv 2
J9 Ravenred Lv 2

Units
Warlord (Drakka) popped in Sorrowtan, Two Infantry popped in Kawkaw, Two Infantry popped in Quagmire Clip

Before Movement
Location :
F7 0 Flyers, 0 Calvalry, 2 Infanty, 0 Siege, 0 Characters
G6 2 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters
G8 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters
I7 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 2 Characters
J6 2 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
J9 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters

Move 1 Flyers from J6 to G6
Move 3 Infantry from G8 to F7
Move Warlord from I7 to G6

After Movement
Location :
F7 0 Flyers, 0 Calvalry, 5 Infanty, 0 Siege, 0 Characters
G6 3 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 1 Characters
G8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
I7 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 1 Characters
J6 1 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
J9 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters

UPKEEP COSTS: -104
Ending Schmuckers: 6
COMBAT: No Combat this round
Last edited by Crovius on Sun Feb 07, 2010 10:53 pm, edited 1 time in total.
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Re: Erfworld Empires 1.3 Game Thread

Postby Sinrus » Sun Feb 07, 2010 10:26 pm

Slight error there, you have 12 schmuckers now not two.
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