A PbP Strategy Game for Erfworld

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

Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Nov 06, 2009 6:33 pm

So do I take my turn or would it be a waste of time, considering the whole swarm of propositions?
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby Crovius » Fri Nov 06, 2009 7:47 pm

I think we should try and let this play out a few more turns, then we overhaul the whole system and switch to 1 GM, a larger map, and a bit more in depth game mechanics like different stats for units, bonuses for: Leadership, Cities, Terrain, Spells.

Erfworld is NOT a simple strategy game. What we have now is a simple (if slightly unbalanced) strategy game.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: A PbP Strategy Game for Erfworld

Postby LTDave » Fri Nov 06, 2009 9:22 pm

Turbler -

take your turn. Use the minutes and seconds for combat - let's try and spot some more problems before we call it quits.
User avatar
LTDave
 
Posts: 1988
Joined: Sun Aug 23, 2009 7:53 pm

Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Nov 06, 2009 9:45 pm

ok then, turn 2 it is!

1. 140 Shmuckers from my cities (total shmuckers=148)
2. 20+30 Shmuckers to upgrade Ritia to Level 3, leaving me with 98 Shmuckers
3.Ritia and Vana, will each Pop a Cavalry unit. Vices and Gloria will each pop a flier
4.Upkeep is 69-10% 'cause of provisions. total of 62, 98-62 = 36 Shmuckers left.
5.for A-Mancy Resting was rated as 4,4,5 average of 4.33 rounds down to 4. 4^2=16.
4/16
and a proposal
Garrison units
Effect: Players can Garrison infantry in their cities, Garrisoned units have 0 move, but give a +1 bonus to combat (unnafected by city multiplier) for each one present.
Fluff: by Garrisoning their units, SUperbia can ensure the safety of it's cities.
6. 1 infantry from i5 moves to h5, one infantry from h5 moves to g5. the single infantry at i4 moves to i5 the flier over g7 moves to h6. the 1 cavalry at i4*, the pair at g5 and h5, and the 3 fliers at g5 h6 and i5 meet at h4 and move to h3 (total 3 cavalry 3 fliers) in the end my units are (before combat.)
g5: 1 infantry
h5: 1 infantry
i5: 3 infantry
h6: 1 flier 1 infantry
h3: 3 flier 3 cavalry
* just pointing out that on the newest map that was incorrectly marked as an infantry unit.
read your post dave, and uh, how do I get minutes+seconds?? I only get minutes... and I put that into the spreadsheet right? I may hafta go to bed, but prolly not. I'll do combat ASAP (I gotta go take a shower)
EDIT: Got it, thanks dave :D. oh and I'm editing my a-mancy thing
Last edited by turbler on Sat Nov 07, 2009 11:16 am, edited 2 times in total.
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby LTDave » Fri Nov 06, 2009 10:05 pm

LTDave wrote: it occurs to me that I should explain how to get seconds in the time post. Go to user control preferences, board preferences, date format: custom, and enter the following: D M d, Y g:i:s a
You should now get hour:minutes:seconds


By my clock your combat number should be 4523 (ie, 45 minutes, 23 seconds).
User avatar
LTDave
 
Posts: 1988
Joined: Sun Aug 23, 2009 7:53 pm

Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Nov 06, 2009 10:19 pm

COMBAT!
Battle is joined in hex: H3
TIME OF POST (in U seconds): 4523
Attacker: 3 Fliers
3 Cavalry
0 Infantry
0 Siege
Total Combat Factors: 6
Random Number: 4
Tactical Bonus Result: 5
Total Combat: 15
Combat Result: VICTOR
Hits Inflicted: 4

Defender: 0 Fliers
0 Cavalry
1 Infantry
0 Siege
4 Defence Factor (City Level less Siege - minimum of 1)
Total Combat Factors: 4
Random Number: 6
Tactical Bonus Result: 1
Total Combat: 11
Combat Result: LOSER
Hits Inflicted: 1

I lose 1 cavalry, but Crovius loses an entire city!
Last edited by turbler on Fri Nov 06, 2009 10:45 pm, edited 1 time in total.
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby LTDave » Fri Nov 06, 2009 10:28 pm

Cool.
So that's turn 2. Turn 3 is ready and waiting.

Just a reminder that the turn order seems to be:

Daemonwelsh
LTDave
Crovius
Gee Fresh
Telva
turbler
User avatar
LTDave
 
Posts: 1988
Joined: Sun Aug 23, 2009 7:53 pm

Re: A PbP Strategy Game for Erfworld

Postby Crovius » Fri Nov 06, 2009 10:58 pm

I thought I killed everything in I4? Hell... I thought I occupied that square now. How'd you get a calvalry to move out fo a square I was in?

Oh! And that's a lv 3 city, your fliers don't count because of Cover-A-Mancy! Which means I would have won combat!
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Nov 06, 2009 11:04 pm

first of all, covermancy=what? and even if my fliers didn't count the combat still would have wiped out your infantry...
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby Crovius » Fri Nov 06, 2009 11:07 pm

No. -3 combat for nfliers not counting, -3 combat advantage, cause the fliers don't count. You're at 9.

Cover-A-Mancy, it was my amancy, I only had t spend 9 mancy points and have done so.

So yeah, I would've won, maybe killed a calvalry, end of combat.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Nov 06, 2009 11:15 pm

grahhh! that's nuts! either way though, your city is in tact, however I have 3 fliers at g4 and 2 cavalry at i3 and your city is empty.
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby Crovius » Fri Nov 06, 2009 11:20 pm

Ok, I'll pop some guys and send units then. But yeah, coveramancy effectively negates any option of air superiority (That means having fliers in cities is pointless to me.) So no +3 combat bonus for having more fliers, and no addition from fliers themselves... from either side. So you lost a calvalry, I lost an infantry, and I've got 2 calvalry just sittin outon the field that I will be needing to move.

WoD is prepared to open negotiations with Superbia. :D
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Fri Nov 06, 2009 11:31 pm

Crovius wrote:I agree with the GM thing and would volunteer to do it. I actually enjoy tracking numbers and stuff, it's why I'm so good at my job (I run logistics and statisticl analysis). And with a GM we can use scouting, and I'll even opt to not play a kingdom, instead controlling natural allies. Also, this game shouldn't be JUST about killing everyone. Form alliances and stuff.

So, I vote myself as Dedicated GM for The Erfworld PbP Strategy Game! :D

ill second that...
and good idea with natural allies...
And alliances must be made in secret. or everybody knows about them.
More Dakka
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Nov 06, 2009 11:47 pm

indeed. Check your PM box, crovius, and welsh, maybe you could take your turn?
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Fri Nov 06, 2009 11:59 pm

turbler wrote:indeed. Check your PM box, crovius, and welsh, maybe you could take your turn?


i am
More Dakka
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Sat Nov 07, 2009 12:10 am

1. 140 gold from current cities

2. 20 gold to upgrade Empire to level 2
30 gold to upgrade Empire to level 3
40 gold to upgrade Empire to level 4

3. One infantry popped in Tribble
One infantry popped in Shlock
One infantry popped in Mercenary
One infantry popped in Empire

4. Total upkeep this turn: 48
(ending cash total: 131)
5. 4 points into Rush a-mancy: total to completion: 14/42
turns to completion: 6
1 point spent to develop:
Alliance
Rules: when this development is achieved, then a player may choose a different player with whom to ally with. That player and this one may no longer enter combat against one another, and may occupy hex's with units from the different sides to be treated as the same side. Victory conditions count for both players, but a players allies capital does not contribute to victory conditions. A player may only develop this once per game.
Fluff: The tribbles were in desperate need of allies during the battle of Mercenary. They began developing this in hopes that one day, someone may save them from becoming frozen barbarians.

6. 6 infantry moves from f2 to e3.
2 infantry from f1 to e2
3 infantry from g2 top g1

combat this turn: none.
More Dakka
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: A PbP Strategy Game for Erfworld

Postby turbler » Sat Nov 07, 2009 10:19 am

I rate Alliance a 2.
turbler
 
Posts: 262
Joined: Fri Aug 28, 2009 12:04 am

Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sat Nov 07, 2009 9:58 pm

Daemonwelsh -
You have a city in e3, which is a forest hex. You can't build a city in a forest hex.

The Rules wrote:Cities
Players may build cities in Open hexes only.
User avatar
LTDave
 
Posts: 1988
Joined: Sun Aug 23, 2009 7:53 pm

Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Sat Nov 07, 2009 10:04 pm

just goes to show that I really need to re-read the rules... im going to move it up to D2 then, as it is open
More Dakka
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sat Nov 07, 2009 10:13 pm

Empire: 28.35 Grams
Colour: Emerald
Player: The Great and Mighty 28.35 Grams


Turn: 3

Starting Schmuckers: 110
Total Income from Cities: 180
Upgrade Costs: -140 (upgrade B3 to level 3, 30; Upgrade A2 to level 3, 30; upgrade a3 to level 4, 40; upgrade c3 to level 4, 40;)

Cities
A1 [28.35 Grams] Level 5
A2 [MunichLand] Level 3
A3 [AppleBurg] Level 4
B2 [Whichville] Level 3
B3 [Sleepy Meadows] Level 3
C3 [EastWhichVille] Level 4


Units
Pop Siege in b2 & c3
Pop Cavalry in a1
Pop Infantry in a2, b3 & a3

Before Movement
Location : Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
A1 [28.35 Grams] 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.
A2 [MunichLand] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
A3 [AppleBurg] 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege.
B1 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
B2 [Whichville] 0 Flyers, 0 Cavalry, 2 Infantry, 1 Siege.
B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 1 Siege.
D3 0 Flyers, 1 Cavalry, 1 Infantry, 0 Siege.

Movement
From a1 to c2 via b1 1 Cavalry
From a2 to b3 1 Infantry
From a3 to b3 2 Infantry
From b1 to c1 1 Infantry
From b1 to c2 2 Infantry
From b2 to c2 2 Infantry 1 Siege
From b3 to c3 3 Infantry
From c3 to d3 2 Infantry 1 Siege
From d3 to c2 1 Cavalry 1 Infantry

Location After Movement: Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
A1 [28.35 Grams] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A2 [MunichLand] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A3 [AppleBurg] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
B2 [Whichville] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
C1 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
C2 0 Flyers, 1 Cavalry, 6 Infantry, 2 Siege.
C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
D2 [Empire] 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.

UPKEEP COSTS: -66

Ending Schmuckers: 84



Develop-A-Mancy

Wizz-A-Mancy
5 A-Mancy Points Invested 9 /16 Developed


Hero 5 /8 Developed

Rating Other Players:
Daemonwelsh:
Alliance 4
telva: NA
turbler: Garrison Units: 3
GeeFresh: NA
Crovius: NA


COMBAT IN D3 - 1 Cavalry, 1 Infantry VS 1 Infantry in Level 4 City.
Last edited by LTDave on Sun Nov 08, 2009 12:21 am, edited 1 time in total.
User avatar
LTDave
 
Posts: 1988
Joined: Sun Aug 23, 2009 7:53 pm

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: GJC and 2 guests

cron