Erfworld Empires

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Re: Erfworld Empires

Postby WaterMonkey314 » Tue Jul 06, 2010 6:39 pm

I have to post my turn before you can, Crovius, which I will do once I figure out where everyone's moved things. :P
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Re: Erfworld Empires

Postby WaterMonkey314 » Tue Jul 06, 2010 7:56 pm

Turn: Commonwealth of Escotia

1. Calculate Income from Cities
82 Schumuckers from Turn 0 + 100 income = 182 Schmuckers
2. Build and Upgrade Cities
no action
3. Create New Units
Pop 4 infantry, 1 flyer at Auria
Pop 2 cavalry, 1 infantry at Argenta
Pop 2 infantry at Feria
4. Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
15 x infantry @ 3 = 45
2 x cavalry @ 6 = 12
1 x flyer @ 9 = 9
Total: 66

182 - 63= 119 Schmuckers in surplus

5. Move Units
Move 4 infantry, 1 flyer from Auria to Feria
Move 1 infantry from Argenta to Auria
Move 1 infantry from Auria to M7
Move 2 cavalry from Argenta to Feria


6. Resolve Combat (if any)
none
7. Post end of turn report

Cities:
K8 - Auria (Lvl 5, capital): 1 infantry
I8 - Feria (Lvl 2): 10 infantry, 2 cavalry, 1 flyer
K10 - Argenta (Lvl 3): 1 infantry

Field Unit:
1 infantry at M7.
Last edited by WaterMonkey314 on Thu Jul 08, 2010 6:13 pm, edited 1 time in total.
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Re: Erfworld Empires

Postby LTDave » Tue Jul 06, 2010 11:37 pm

Map after Watermonkey314's turn:
Spoiler: show
Image


RE: Heralds - Crovius, these are imaginary units that players can use to roleplay, act, threaten, etc. They have no impact on the game, so simply count as whatever your mind can devise.

For Example:

An Icedwagon drops out of the sky at the edge of the Feria hex. A simple suddewman, clothed in bright pink raiment approaches the border.

"Hail, Lord Protector of Escotia! We of the Suddewmen do pay thee homage and all due respect!"

"We note that thou hast assembled a mighty host in Feria, and I am dispatched to enquire of thee: 'What's with that?'"

"Didst our noble leader accidentally kill your grandmother in a previous life? Come on!"
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Re: Erfworld Empires

Postby Crovius » Wed Jul 07, 2010 10:28 am

Just wanted to point out this rule:
Units can only be popped (created) in Cities. One unit can be popped in each City per level; e.g. A Level 3 city can pop 3 units in a turn. All Cities can pop Infantry, but only level 3 Cities or higher can pop Cavalry or Siege, and only level 4 Cities or higher can pop Fliers. Units cannot pop in a City that has been built or upgraded this turn.

So watermonkey can't have created a Flier at Argenta.

1. Calculate Income from Cities
82 Schumuckers from Turn 0 + 100 income = 182 Schmuckers
2. Build and Upgrade Cities
Upgrade Cerulean to a Level 4 (-40 schmuckers total)
3. Create New Units
Pop 2 Infantry in Indigo, Pop 3 Infantry and 2 Calvalry in Azure.
4. Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
10 Infantry x 3 = 30
2 Calvalry x 6 = 12

142 - 42 = 100 Schmuckers in surplus

5. Move Units
Move 3 Infantry from Indigo to G1
Move 3 Infantry from Azure to Indigo

6. Resolve Combat (if any)
none
7. Post end of turn report

Cities:
C3 - Azure (Lvl 5, capital): 3 Infantry, 2 Calvalry
E2 - Indigo (Lvl 2): 4 Infantry
D1 - Cerulean (Lvl 4): 1 Infantry

Field Unit: 3 Infantry at G1
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Re: Erfworld Empires

Postby LTDave » Wed Jul 07, 2010 10:16 pm

WaterMonkey - Crovius has a point there. Maybe change it so Argenta makes 2 Cav, and 1 of the Inf from your Capital becomes a Flyer.

Empire: Suddewmen
Colour: Pink
Player: LTDave
Turn: 1

Starting Schmuckers: 82
Total Income from Cities: 100
Upgrade Costs: -30 {Upgrade Sudside to Lv 3}
Cities
Orlan Lv 5
Wessud Lv 4
Sudside Lv 3

Units
Pop units: 5 Infantry in Orlan, 3 Infantry in Wessud

Before Movement
Location :
G8 Orlan 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 0 Characters
E10 Wessud 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege, 0 Characters
G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters

Movement
From G8 to H8 1 Infantry
From G8 to H9 1 Infantry
From G8 to E8 via F9 1 Infantry
From E10 to C10 via D10 3 Infantry

Location After Movement:
G8 Orlan 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege, 0 Characters
E10 Wessud 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
H8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
H9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
E8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
C10 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters

UPKEEP COSTS: -42
Ending Schmuckers: 110
COMBAT: None.


Turn 2 - back to the top.
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Re: Erfworld Empires

Postby WaterMonkey314 » Thu Jul 08, 2010 6:11 pm

Can we have an end of turn map, LtDave?

And yes, that's a good catch by Crovius - I'll convert the flyer from Argenta to a cavalry and one of the infantry from Auria to a flyer. The turn has been amended to show that.

Finally, I have a field unit at M7 that should be shown on the map.
------------------------------

An Escotian bureaucrat responds dully to the Suddewman envoy: "Thank you for your concern; we highly value your opinion and will do our utmost to answer your question. Though it may take several turns, n envoy will be sent to your capital promptly once we have finished processing your query. Thank you again for using Escotian Government Solutions-"

A Thinkagram interrupts the bureaucrat's monologue, appearing in front of the Suddewman. "My apologies for my underling's lack of tact. Obviously a representative of our neighbor merits a personal - and prompt - answer: no, our grandmother is alive and well in Auria. :D Rather, our host is in Feria as a necessary precaution against the whims of a hitherto unknown nation. Since the decision to fortify Feria, though, further evidence has emerged to imply that the Suddewmen are in fact a trustworthy nation who would be a valuable ally.

As such, we ask you for an alliance - a mutual defense pact: an attack on one of our empires will be considered an attack on both, and we shall respond in like kind, jointly and aggressively."
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Re: Erfworld Empires

Postby Twoy » Fri Jul 09, 2010 12:56 am

Edit: Just realized I skipped Black Hand. Do you want to post your turn, and then I will delete mine and repost it after you. I like LTDave's format for posting turn info. Maybe we can also assign each person a letter so that on Turn 2, Encom would be 2A, and I would be 2B, etc.

Empire: Kingdom of Nawnia.
Colour: Red.
Player: Twoy.
Turn: 2.
Starting Schmuckers: 115.
Total Income from Cities: 110.
Upgrade Costs: -40 {Upgrade Beavers Dam to Lv 4}.
Cities
Caer Paravel Lv 5.
White Witch's Castle Lv 3.
Beaver's Dam Lv 4.

Units
Pop units: Dirtamancer (named Opal) in Caer Paravel, 3 Cavalry in White Witch's Castle.

Before Movement
Location :
L4 Caer Paravel 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 2 Characters--Warlord King Edmund; Opal the Dirtamancer.
L2 White witch's Castle 0 Flyers, 3 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
N3 Beaver's Dam 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters.

Movement
From L2 to L4 via L3 1 Cavalry.
From L2 to N3 via M2 1 Cavalry.
From L4 to L2 via L3 1 Opal the Dirtamancer.

Location After Movement:
L4 Caer Paravel 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Warlord King Edmund; .
L2 White witch's Castle 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Opal the Dirtamancer.
N3 Beaver's Dam 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 0 Characters.

UPKEEP COSTS: -65.
Ending Schmuckers: 120.
COMBAT: None.

END TURN
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Re: Erfworld Empires

Postby LTDave » Sun Jul 11, 2010 2:52 am

Twoy - the turn order isn't all that fixed. We don't want to lock it in stone, because if one player goes AWOL, the game grinds to a halt.

Remember, you can take your turn if either:
* All other players have had a turn since you last posted a turn OR
* Six days have passed since you last posted a turn
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Re: Erfworld Empires

Postby The Black Hand » Sun Jul 11, 2010 8:17 am

Apologies for the delay, gents, things have been a tad hectic on my end.

Anywho, here we go:

ENCOM Orders

Starting Schmuckers: 125

1) Calculate income from cities: 110 (30 each from Uplink and Serverfarm, 50 from Mainframe) - Total Schmuckers: 235

2) Pop units: 3 Infantry each in Serverfarm and Uplink, 5 in Mainframe (6 Infantry now present in Serverfarm and Uplink, 8 in Mainframe)

3) Move units: 2 Infantry from Serverfarm to J6 (4 Infantry now present in Servefarm), 2 Infantry from Uplink to H-6 (4 Infantry now in Uplink)

4) Pay upkeep - 20 Infantry x 3 Schmuckers/unit = 60 Schmuckers in upkeep (-60 Schmuckers)

5) Combat - No hostile forces encountered.

6) END TURN

Ending Schmuckers: 165

(orders updated)
Last edited by The Black Hand on Tue Jul 13, 2010 1:13 pm, edited 1 time in total.
The strength of our future lies in our past.
-VNV Nation

There is no instance of a nation benefiting from prolonged warfare.
-Sun-tzu, The Art of War
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Re: Erfworld Empires

Postby Twoy » Sun Jul 11, 2010 11:58 am

Black Hand,
I believe you cannot build a city after you move units. It's a bit of a pain, but I believe you have to stage units in Phase 5 of your turn and then build a city in Phase 2 of the following turn.

Also, you cannot build a city in J4 because:

New Cities may be created in any Open terrain hex:
1. That doesn’t already have a City
2. Where the player has at least 1 unit, AND
3. That is not adjacent to any other City.
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Re: Erfworld Empires

Postby The Black Hand » Tue Jul 13, 2010 1:06 pm

Twoy wrote:Black Hand,
I believe you cannot build a city after you move units. It's a bit of a pain, but I believe you have to stage units in Phase 5 of your turn and then build a city in Phase 2 of the following turn.

Also, you cannot build a city in J4 because:

New Cities may be created in any Open terrain hex:
1. That doesn’t already have a City
2. Where the player has at least 1 unit, AND
3. That is not adjacent to any other City.


Blargh, I misread the map - I meant J-6, not J-4 >.>

(Also, I thought you had to have a unit in a hex in order to build a city O.o)
The strength of our future lies in our past.
-VNV Nation

There is no instance of a nation benefiting from prolonged warfare.
-Sun-tzu, The Art of War
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Re: Erfworld Empires

Postby BLANDCorporatio » Tue Jul 13, 2010 2:13 pm

LtDave,

there are some inaccuracies about how many and how distributed the Woman troops are in that map. See my previous turn report for details.

Anyways, here goes:

1. Income:

120 Income from cities, together with left-over Schmuckers from last turn is 199 current treasury.

2. Build/Upgrade Cities:

A9: build new city "Pawis" (-10).
Upgrade Bwistol to level 4 (-40).

3. Pop units:

5 Infantry at Wome.
4 Infantry at Wottewdam.

4. Pay upkeep:

11 + 9 = 20 Infantry for 60 Upkeep.

5. Move units:

Move 3 Infantry from Wottewdam to N6.

Move 3 Infantry from Wome to N8.

Move 3 Infantry from Wome to Bwistol.

Move 3 Infantry from Bwistol to E5.

6. Resolve combat: none.

7. End turn report:

A9: Pawis, level 1, 3 Infantry
B6: Wottewdam, level 4, 3 Infantry
D7: Bwistol, level 4, 3 Infantry
B8: Wome, level 5, 2 Infantry
N6: 3 Infantry
N8: 3 Infantry
E5: 3 Infantry

Schmuckers left: 199 - 60 - 40 - 10 = 89.

PS: I hate the whole before movement after movement thing as a replacement to these 7 steps. Source and destination can be specified without all that padding. Also, the end report is no longer indicative of what units are where. For example, Twoy's turn. 3 Cavalry, but only 2 of them show up in the after-movement list (because the last cavalry didn't move).

Ghastly.

PPS: LtDave, when did you upgrade Wessud to level 4? You only had Turn 1 so far, in which you don't order nor pay for an upgrade to level 4. Wessud is level 3.
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Empires

Postby LTDave » Tue Jul 13, 2010 11:22 pm

Apologies, Wessud is Level 3.
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Re: Erfworld Empires

Postby Twoy » Wed Jul 14, 2010 11:38 am

The Black Hand wrote:(Also, I thought you had to have a unit in a hex in order to build a city O.o)

You do. Note how BLANDCorporatio has moved units to three empty spaces. Next round he will probably build three level 1 cities in those locations.

You can't move units and build a city at the unit's new location on the same turn.
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Re: Erfworld Empires

Postby Crovius » Wed Jul 14, 2010 1:32 pm

So what you're saying si someone should send a couple gusy to step on Bland before he monopolizes early?

I moved 3 guys to a single point so no one could kill them all before they get a city started.
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Re: Erfworld Empires

Postby Twoy » Wed Jul 14, 2010 1:47 pm

Crovius wrote:So what you're saying si someone should send a couple gusy to step on Bland before he monopolizes early?

Or wait until he builds a Level 1 city. The X 1 def of a Level 1 city does not seem too valuable to me... and you save 10 schmuckers.
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Re: Erfworld Empires

Postby LTDave » Fri Jul 16, 2010 9:46 pm

So it's been more than six days since my last turn, so I am using the magic of turnamancy to skip everyone else's go, and have my turn 2.

Empire: Suddewmen
Colour: Pink
Player: LTDave
Turn: 2

Starting Schmuckers: 110
Total Income from Cities: 110
Upgrade Costs: -20 {Build Norsud [e8], Sudwessud [c10]}
Cities
Orlan [G8] Lv 5
Wessud [E10] Lv 3
Sudside [G10] Lv 3
Norsud [E8] Lv 1
Sudwessud [C10] Lv 1

Units
Pop units: 3 Infantry in Orlan

Before Movement
Location :
G8 Orlan 0 Flyers, 0 Cavalry, 8 Infantry, 0 Siege, 0 Characters
E10 Wessud 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
H8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
H9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
E8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
C10 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters

Movement
From G8 to E8 3 Infantry

Location After Movement:
G8 Orlan 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege, 0 Characters
E10 Wessud 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege, 0 Characters
G10 Sudside 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
H8 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
H9 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege, 0 Characters
E8 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters
C10 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters

UPKEEP COSTS: -51
Ending Schmuckers: 149
COMBAT: None.


Map to come.
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Re: Erfworld Empires

Postby LTDave » Sat Jul 17, 2010 2:45 am

Map.
Spoiler: show
Image

Sorry the map is pretty dodgy.

Life intervened in the remaking of the map.
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Re: Erfworld Empires

Postby Twoy » Sat Jul 17, 2010 6:13 am

It's been 8 days since I posted my Turn 2, but if we keep skipping everyone's turn, this game is not going to be much fun.

To those who have not posted Turn 2: If you don't have time to post a strategically-planned turn, at least upgrade a city or two and pop some infantry to defend your cities.
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Re: Erfworld Empires

Postby WaterMonkey314 » Sat Jul 17, 2010 4:07 pm

Whoops - I was waiting for Twoy out of courtesy and didn't notice he'd already moved. -facepalm-

Turn to come soon.

PS: LtDave, do you have no response? Must we read it as a no?
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