Erfworld Empires

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Erfworld Empires

Postby Twoy » Sat Jul 24, 2010 3:09 pm

The Black Hand wrote:The city at H-6 is named 2600.

Doh! Did not see that.
Last edited by Twoy on Mon Jul 26, 2010 11:47 am, edited 2 times in total.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Erfworld Empires

Postby Twoy » Sun Jul 25, 2010 12:20 pm

oops. Turn 4 deleted. Has not been 6 days since my last turn.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Erfworld Empires

Postby WaterMonkey314 » Sun Jul 25, 2010 8:26 pm

Hurrah! I'm back! It's so nice to be back at a real computer! :D

Turn 3: Commonwealth of Escotia

1. Income:

49 Schmucker surplus
plus
130 Income from cities (lvl 5, lvl 4, lvl 3, lvl 1)
yields
179 Schmuckers available

2. Build/Upgrade Cities:

Build new city Natria at J7 (-10 Schmuckers)
Upgrade Arsenia (M7) to lvl 2 (-20 Schmuckers)
Upgrade Feria (I8) to lvl 4 (-40 Schmuckers)

109 Schmuckers available

3. Pop units:

1 Economancer named Paul Crewgman at Auria (cough cough)

4. Pay upkeep:

18 x infantry @ 3 = 54
3 x cavalry @ 6 = 18
2 x flyer @ 9 = 18
1 x character @ 10 = 10
Total: 100

9 Schmuckers available (geez... I'm almost in deficit spending!)

5. Move units:

Move 3 infantry, 1 cavalry from H7 to Natria (J7).

6. Resolve combat:

none again - hurray!

7. End turn report:
K8 - City Auria, lvl 5 - 1 infantry
K10 - City Argenta, lvl 4 - 1 infantry
I8 - City Feria, lvl 4 - 4 infantry, 1 flyer
M7 - City Arsenia, lvl 2 - 4 infantry, 1 cavalry, 1 flyer
J7 - City Natria, lvl 1 - 6 infantry, 2 cavalry
WaterMonkey314
 
Posts: 782
Joined: Wed Jun 23, 2010 9:40 pm

Re: Erfworld Empires

Postby Crovius » Mon Jul 26, 2010 10:37 am

Turn 3

1. Calculate Income from Cities

158 Schumuckers from Turn 2 + 130 income = 288 Schmuckers

2. Build and Upgrade Cities

Upgrade Amethyst to a Level 2 (-20 schmuckers total)
Build a new City at I1 (-10 Schmuckers) (Navy)

3. Create New Units

Pop 4 Infantry at Cerulean
Pop 3 Infanty at Indigo
Pop 1 Econamancer (Named Lovedisc) in Azure

4. Pay Upkeep on Units

21 Infantry x 3 = 63
2 Calvalry x 6 = 12
2 Characters x 10 = 20

288 - 93 = 195 Schmuckers remaining

5. Move Units

Move 6 Units from Indigo to Amehtyst
Move 3 Infantry from Cerulean to Indigo
Move 3 Units from Amethyst to

Cities:

C3 - Azure (Lvl 5, capital): 3 Infantry, 2 Calvalry, 1 Warlord(Wartortle), 1 Econamancer (Lovedisc)
E2 - Indigo (Lvl 3): 5 Infantry
D1 - Cerulean (Lvl 4): 2 Infantry
G1 - Amethyst (Lv 2): 6 Infantry
I1 - Navy (Lv 1): 6 Infantry

End Turn
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Erfworld Empires

Postby Twoy » Wed Jul 28, 2010 12:51 pm

After what seemed three days since the sun rose, High King Peter, tired of waiting for the ENCOM forces to end turn, takes his turn.

Empire: Kingdom of Nawnia.
Colour: Red.
Player: Twoy.
Turn: 4.
Starting Schmuckers: 130.
Total Income from Cities: 130.
Upgrade Costs: -10 {Build new city, Aslan's Camp, at A1}.

Cities:
L4: Caer Paravel Lv 5.
L2: White Witch's Castle Lv 4.
N3: Beaver's Dam Lv 4.
A1: Aslan's Camp Lv 1.

Units:
Pop units: 5 Infantry in Caer Paravel; 4 Infantry in Beaver's Dam; 4 Infantry in White Witch's Castle.

Before Movement
Location :
L4: Caer Paravel 0 Flyers, 1 Cavalry, 8 Infantry, 0 Siege, 2 Characters--Warlord King Edmund; Andrew the Foolamancer.
L2 White witch's Castle 0 Flyers, 1 Cavalry, 7 Infantry, 0 Siege, 1 Characters--Opal the Dirtamancer.
N3 Beaver's Dam 0 Flyers, 2 Cavalry, 7 Infantry, 0 Siege, 0 Characters.

Movement
From L2 to A1 via M1 and N1 Opal the Dirtamancer.
From L2 to L4 via L3 4 Infantry.

Location After Movement:
L4: Caer Paravel 0 Flyers, 1 Cavalry, 12 Infantry, 0 Siege, 2 Characters--Warlord King Edmund; Andrew the Foolamancer.
L2: White witch's Castle 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
N3: Beaver's Dam 0 Flyers, 1 Cavalry, 7 Infantry, 0 Siege, 0 Characters.
A1: Aslan's Camp 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Opal the Dirtamancer.

Field Units
None.

UPKEEP COSTS:
25 Infantry=-75
4 Cavalry=-24
3 Characters=-30
Upgrades=-10
Total: 260-139=121

Ending Schmuckers: 121
COMBAT: None.

END TURN
Last edited by Twoy on Wed Jul 28, 2010 4:20 pm, edited 2 times in total.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Erfworld Empires

Postby WaterMonkey314 » Wed Jul 28, 2010 3:50 pm

Twoy, you can't upgrade White Witch's Castle to lvl 5, as that would make it a capital.
WaterMonkey314
 
Posts: 782
Joined: Wed Jun 23, 2010 9:40 pm

Re: Erfworld Empires

Postby Twoy » Wed Jul 28, 2010 4:11 pm

Thanks. Missed that rule. Modified turn.

The no upgrade to level 5 certainly makes my dirtamancer less valuable.

I assume we can disband mancers and pop a new one to replace her next turn.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Erfworld Empires

Postby LTDave » Sat Jul 31, 2010 2:21 am

Yes, units (and Characters) can be disbanded at the start of a turn.

Empire: Suddewmen
Colour: Pink
Player: LTDave
Turn: 4

Starting Schmuckers: 188
Total Income from Cities: 150
Upgrade Costs: -60 {Upgrade Norsud [e8], Sudwessud [c10]}
Cities
Orlan [G8] Lv 5
Wessud [E10] Lv 3
Sudside [G10] Lv 3
Norsud [E8] Lv 3
Sudwessud [C10] Lv 3

Units
Pop units: No Units Popped

Before Movement
Location :
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

Movement
No Movement

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: 227
COMBAT: None.
User avatar
LTDave
 
Posts: 1977
Joined: Sun Aug 23, 2009 7:53 pm

Re: Erfworld Empires

Postby BLANDCorporatio » Mon Aug 02, 2010 8:41 am

So then, whose turn is it now?
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Tool + YOTD Supporter!
Tool + YOTD Supporter!
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Erfworld Empires

Postby Crovius » Mon Aug 02, 2010 10:38 am

I've been waiting for Watermonkey to go...
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Erfworld Empires

Postby Twoy » Mon Aug 02, 2010 12:00 pm

For Turn 4, we are still waiting on:
ENCOM
Womans
Escotia
Blastoise
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Erfworld Empires

Postby BLANDCorporatio » Mon Aug 02, 2010 2:09 pm

Oh, boop. I got confused what with all this turn order shifting and all.

Anyway, to get this out of the way-

Turn 4, for the Woman Empire.

1. Income:

50+40+40+20+10+10 = 170. Plus 15% bonus from Economancer, is 195.5. If I'm allowed to round this up, it's 196 Schmuckers, which with the previously available 95, means I have 291 Schmuckers in the treasury.

2. Build/Upgrade cities:

Upgrade Pwague (-20), Fwankfuwt (-20), Pawis (-30).

3. Pop units: 5 Infantry at Wome. 2 Infantry at Bwistol, 2 Infantry at Wottewdam.

4. Upkeep:

37 Infantry, 1 Character: 121Schmuckers upkeep.

5. Move:

2 Infantry from Wome to Pawis.

6. Combat: none.

7. End turn report:

N6: Pwague (2), 8 Infantry.
B6: Wottewdam(4), 6 Infantry.
B8: Wome(5), 6 Infantry, Cwassus(Economancer).
A9: Pawis(3), 5 Infantry.
E5: Fwankfuwt(2), 6 Infantry.
D7: Bwistol(4), 6 Infantry.

291 - 121 - 70 = 100 Schmuckers left.
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Tool + YOTD Supporter!
Tool + YOTD Supporter!
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Erfworld Empires

Postby LTDave » Mon Aug 02, 2010 8:34 pm

Remember that the turn order is fluid. You only have to wait 6 days at most before you have your next turn.

The internet is a wonderful thing, but humans are easily dist-(SQUIRREL)-racted. If we waited for everyone every turn, we'd be waiting a very long time.
User avatar
LTDave
 
Posts: 1977
Joined: Sun Aug 23, 2009 7:53 pm

Re: Erfworld Empires

Postby Crovius » Wed Aug 04, 2010 1:07 pm

Can someone make a map? I don't have the ability here at work to make my own version.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Erfworld Empires

Postby The Black Hand » Wed Aug 04, 2010 3:17 pm

I could have sworn I took my fourth turn already, back on 7/24 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
The Black Hand
 
Posts: 199
Joined: Sun Mar 07, 2010 12:59 pm

Re: Erfworld Empires

Postby Twoy » Wed Aug 04, 2010 4:26 pm

Sorry. thought that was your turn 3. So now it's Escotia's turn followed by Blastoise to end turn 4.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Erfworld Empires

Postby WaterMonkey314 » Wed Aug 04, 2010 8:53 pm

Turn 4: Commonwealth of Escotia

1. Income:

9 Schmucker surplus (urk!)
plus
(160 Income from cities (lvl 5, lvl 4, lvl 4, lvl 2, lvl 1)
times
15% Economancer bonus)
(184)
yields
193 Schmuckers available

2. Build/Upgrade Cities:

Upgrade Natria (J7) to lvl 2 (-20 Schmuckers)
Upgrade Arsenia (M7) to lvl 3 (-30 Schmuckers)

143 Schmuckers available

3. Pop units:

4 infantry at Feria (I8)
1 Warlord (to be named) at Auria (K8)

4. Pay upkeep:

22 x infantry @ 3 = 66
3 x cavalry @ 6 = 18
2 x flyer @ 9 = 18
2 x character @ 10 = 20
Total: 122

21 Schmuckers available (geez... I'm almost in deficit spending!)

5. Move units:

Move 4 infantry from Feria (I8) to Natria (J7).
Move Warlord from Auria (K8) to Arsenia (M7).

6. Resolve combat:

none yet again - hurray!!!

7. End turn report:
K8 - City Auria, lvl 5 - 1 infantry, Paul Crewgman the Economancer
K10 - City Argenta, lvl 4 - 1 infantry
I8 - City Feria, lvl 4 - 4 infantry, 1 flyer
M7 - City Arsenia, lvl 3 - 4 infantry, 1 cavalry, 1 flyer, 1 Warlord (unnamed, lvl 1)
J7 - City Natria, lvl 2 - 10 infantry, 2 cavalry

END TURN ESCOTIA
WaterMonkey314
 
Posts: 782
Joined: Wed Jun 23, 2010 9:40 pm

Re: Erfworld Empires

Postby LTDave » Thu Aug 05, 2010 2:05 am

I haven't got time to make a map today. I'll try to make one after my turn 5, which will be tomorrow.
User avatar
LTDave
 
Posts: 1977
Joined: Sun Aug 23, 2009 7:53 pm

Re: Erfworld Empires

Postby Crovius » Thu Aug 05, 2010 10:40 am

Turn 4: Blastoise

1. Income:

195 schmuckers from turnover
+173 from income
368

2. Build/Upgrade Cities:

Upgrade Navy(I1) to Lv 2 -20
Upgrade Amethyst to Lv 3 -30
Upgrade Indigo to Lv 4 -40
Schmuckers after upgrades= 278

3. Pop units:

Pop 5 Infantry at Azure (C3)
Pop 4 Calvalry at Cerulean (D1)

4. Pay upkeep:

27 x infantry @ 3 = 81
6 x cavalry @ 6 = 36
2 x character @ 10 = 20
Total: 137

141 schmuckers left after upkeep.

5. Move units:

2 Calvalry at Cerulean (D1) move to Amethyst (G1)
2 Calvalry at Cerulean (D1) move to Azure (C3)

6. Resolve combat:

No combat this turn

7. End turn report:

C3 - Azure (Lvl 5, capital): 8 Infantry, 4 Calvalry, 1 Warlord(Wartortle), 1 Econamancer (Lovedisc)
E2 - Indigo (Lvl 4): 5 Infantry
D1 - Cerulean (Lvl 4): 2 Infantry
G1 - Amethyst (Lv 3): 6 Infantry, 2 Calvalry
I1 - Navy (Lv 2): 6 Infantry

END TURN Blastoise
Last edited by Crovius on Fri Aug 06, 2010 12:39 pm, edited 3 times in total.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Erfworld Empires

Postby Twoy » Thu Aug 05, 2010 11:39 am

Day 4 ends peacefully. The sun rises on Day 5, and the inhabitants of Erfworld eagerly await the carnage and bloodshed of battle.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: Godzfirefly and 1 guest