A PbP Strategy Game for Erfworld

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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Fri Oct 23, 2009 1:40 am

Something like this:

Developments

Nobility (5)
A Noble Player gains 10 additional Schmuckers each turn.
(may not develop Croak-A-Mancy)

Heirs and Graces (10)
A Player with Heirs and Graces is not removed from the game if they lose their capital. All remaining units and cities remain under their control.
(may not develop Croak-A-Mancy)

Royalty (15)
A Royal Player gains 20 additional Schmuckers each turn.
(may not develop Croak-A-Mancy)

Warlord (15)
Nominate 1 combat. In the attack, add +3 to the combat result.
(may not combine with Hero)

Hero (5)
Nominate 1 combat. In the attack, add +1 to the combat result.
(may not combine with Warlord)

Math-A-Mancy (10)
Total Schmucker production increased by 10%

Croak-A-Mancy (15)
All units cost 1 Schmucker less to maintain – Infantry & Siege 2, Cavalry 5, and Fliers 8.
A Player with Croak-A-Mancy may not develop Royalty, Nobility, or Heirs and Graces.

Dirt-A-Mancy (10)
Cities have improved defences. Level 1 cities count as level 2 for defence, level 2 as level 3, etc.

Think-A-Mancy (5)
Player gains 1 additional A-Mancy point each turn, ie, they have 6 points per turn.

Hippie-Mancy (15)
Choose 1 Hex. In that Player’s next turn units in that hex may not move or attack. Units defend as normal. No Player’s hex may be chosen two turns in a row.

Fool-A-Mancy (10)
1 unit of player’s choice may move twice in one turn.

Pop-A-Mancy (15)
Multiple units may pop in one city, up to the City Level. No more units may pop than the Player has cities under their control.

Dance Fighting (10)
3 Infantry units count as 4 for combat purposes in the attack.

Dwagon Fire (15)
3 Flying units count as 4 for combat purposes in the attack.

Arkhen Hammer (5)
Player may pop 1 additional unit in the Capital per turn.
EXCLUSIVE – First player to develop Arkhen Hammer is the only one who can do so.

Arkhen Pliers (5)
Player may choose 1 combat per turn. Add +1 to the result.
EXCLUSIVE – Player retains ability until the combat with the modifier is a loss. After that, any player may develop by choice.

Ultimate Warlord (15)
Parson Gotti is summoned to your aid! He costs 10 Gold upkeep each turn, and may not leave the Capital.
Capital counts as level 10 for defence.
EXCLUSIVE – the first player to develop the Ultimate Warlord keeps him until the capital is lost.

Tardy Elves (5)
One use only. Choose 1 Player. In their next turn they may not pop or move any units. The Tardy Elves are always late.

Grand Alliance (10)
If two players develop Grand Alliance and choose to form an Alliance, then those powers may both place units in the same hex without fighting a combat. The Units will combine for defence, but not attacks. Any casualties must be divided evenly between the Players.

Someone Johnson (5)
One use only. Choose 1 combat. Add +5 to the Combat Result. If victorious, the attack inflicts 1 hit per unit (rather than 2/3). If combat lost, the attack inflicts 2/3 hit per unit (rather than 1/3).
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Fri Oct 23, 2009 3:49 pm

Some of those are pretty cool. And I like how the things have changed, but I don't understand the U thing... What random number are we looking for? 0-9? 1-20? I forget.

And also posting more interest in being in the game as soon as it comes out. I know I already posted interest, felt like I might as well add on to interest.
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Fri Oct 23, 2009 7:13 pm

I like the proposal system better than the tree thing. I've prolly said this 5 times but I'm definitely gonna play :). Since when was infantry 3 shmuckers (based on the tech thing.) I thought siege and infantry was 1, cavalry 2, fliers 3. the u thing is 1-10(0=10).
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sun Oct 25, 2009 8:41 pm

Hey Turbler,

I increased the maintenance costs when people decided they didn't like decimals. Level 1 cities produce 10 gold, sold infantry mainenance went up by 10x from 0.3

This is in the second version of the rules.

You like the voting system for developments, and so do I. Let's go with that. But the list above can stay as a place to get people thinking.


Crovius,

Yeah, the random number for combat is 0 - 9.


You two are in, and so am I.

I suggest we try and recruit another two or three players, and start the game next monday - Nov 2.

The first round will be set up, pick locations, etc, with Game play starting Monday Nov 9.


Anyone else want to play?
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sun Oct 25, 2009 9:16 pm

Hey Turbler,

Woops! Sorry, I'm thinking of version 1.2 of the rules, where level 1 cities produce 10 schmuckers, etc.

I've been working some of the responses into the rules, but haven't posted them here yet. Sorry - that's the problem with having rules in flux - I get mixed up.

Cheers
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Sun Oct 25, 2009 11:52 pm

I'm interested in playing, if it's still open. I'm a big fan of testing and creating games.

Working on one right now, but it's not nearly ready to share.

EDIT: to my understanding the U time is a custom way of displaying time on phpBB systems.

You can change the setting in your user control panel.

Also, it looks to me, under current rules the first couple turns will consist of making more towns to increase production. May I suggest each player starts with an additional lvl 1 town one or two spaces away from their capital?

[probably really overly complex ideas for a pbp game, though doable with the miracle of excel spreadsheets]:
see instead this post: viewtopic.php?f=23&t=450&start=20#p13647
Last edited by Telva on Mon Nov 02, 2009 6:57 pm, edited 3 times in total.
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Re: A PbP Strategy Game for Erfworld

Postby GeeFresh » Mon Oct 26, 2009 1:19 am

Hey Hey Davo!

I am in. Always up for a LT creation.
An since I can't use facebook at work anymore,
and have caught up on all the irregularwebcomix,
I have time to spare!

A perfect storm.

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Re: A PbP Strategy Game for Erfworld

Postby Telva » Mon Oct 26, 2009 1:56 am

Edit see instead this post viewtopic.php?f=23&t=450&start=20#p13647
Last edited by Telva on Mon Nov 02, 2009 6:57 pm, edited 4 times in total.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Mon Oct 26, 2009 6:36 am

Note: I've hit the edit button 20 thousand more times than the preview button.

Since the extension xls is not allowed to be posted, apparently. LTDave, if you're interested in it and willing to host it on your site, I can email it to you.

The reason I even brought up this combat system, I'll add, because it's important, is because it can take several turns to win a battle (Units refresh hp every turn! If they survived ...), where as the current system (the one LTDave offered) assuming I read and remember it correctly, theoretically makes combat into a one turn, whoever has the most units at the battle wins. This system on the other hand rewards careful army building. i.e. Stacking up seige and archers may seem good, but someone with enough cavalry will knock your army down quickly, especially heavy cav. Even that is dangerous though because fliers will eat cav alive, especially the beefy 4cp 5hp mounted Fliers. And the real protection from fliers is ... archers.

EDIT: In a previous post I had this information but accidentally deleted it (suggested changes to units):
EDIT: Separated unit types and made the slashes represent proposed required City level

///Fliers; 3 speed, 9 upkeep (2cp, 1hp)
///Scout Fliers upgrade cost: 1S per unit; 4 speed (1cp, 1hp)
////Mounted Fliers; upgrade cost: one Knight Unit per unit; 3 speed, +6 upkeep (4cp, 5hp)

//Cavalry; 2 speed, 6 upkeep (1cp, 2hp)
//Scout Cavalry; upgrade cost: 1S per unit; 3 speed (1cp, 1hp)
///Heavy Cavalry; upgrade cost: 2S per unit; 2 speed, +2 upkeep (2cp, 2hp)

/Infantry 1 Speed, 3 upkeep (1cp, 1hp)
//Archer; 2S per unit; +1 Upkeep (1cp, 1hp)
///Heavy; 1S per Unit; +2 Upkeep (1cp, 2hp)
////Knight; 1 Heavy, 2S per unit; +2 more upkeep (total 7) (2cp, 3hp)

I'd very much like to play both ways however, to see how they work out.

Regardless, My excel doc iis finished, although without city defense boni or random boni thrown in, yet. I'd like to know how large of random boni, with this system would be appropriate. I think based off a d3 or d4, taking the difference, and adding it to each unit or unit's group's (this is the better idea I think) CP would be fine.

The system explained: Each unit does X much damage, which is applied in the order shown below. These orders can still be easily changed if wanted, as can the HP and CP values of each unit.

Before Combat:

Siege Lowers City defenses, if any, to a minimum of 1.
City level lower Each Unit Group's total CP by its level.
Random Damage is applied.

Combat:

First: Archers hit Fliers (if any), then Mounted Fliers (if any)
Second: Fliers hit seige, fliers (fliers and flier scouts), mounted fliers, Cavalry (cavalry and cavalry scouts), Heavy Cavalry, Infantry (infantry and archers), Heavies, Knights
Third: Heavy Fliers hit seige, fliers (fliers and flier scouts), mounted fliers, Cavalry (cavalry and cavalry scouts), Heavy Cavalry, Infantry (infantry and archers), Heavies, Knights
Fourth: Cavalry hits seige, Cavalry, heavy Cavalry, infantry, heavys, knights, fliers, mounted fliers
Fifth: Heavy Cavalry hits seige, Cavalry, heavy Cavalry, infantry, heavys, knights, fliers, mounted fliers
Sixth: Infantry hits infantry, heavys, knights, fliers, mounted fliers, Cavalry, heavy Cavalry, seige
Seventh: Heavies Hit infantry, heavys, knights, fliers, mounted fliers, Cavalry, heavy Cavalry, seige
Eighth: Knights Hit infantry, heavys, knights, fliers, mounted fliers, Cavalry, heavy Cavalry, seige
Last edited by Telva on Mon Nov 02, 2009 6:57 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Mon Oct 26, 2009 5:58 pm

that sounds..... complicated. I'm not sure which I'd rather try :S .
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Mon Oct 26, 2009 9:10 pm

Like I said, I'd like to try both.

With the spreadsheet (which is as simple as changing the black boxes to the appropriate number rather than 0 (i.e. i have nine knights so I put a 9 in the appropriate box)) the most complicated it gets is trying to mix units. Knowing the order helps. The attached below is an overly simple chart.

start on archers, end on fliers.
Start on fliers, go to cavalry, go to infantry
cavalry to infantry to fliers
infantry to fliers to cavalry

in it's very basic form it's rock, paper, scizzors, lizard, spock ... without spock.

Spock can be terrain hexes I guess.
Last edited by Telva on Mon Nov 02, 2009 6:56 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Tue Oct 27, 2009 7:10 am

Telva,
You had me at Rock, Scissors, Paper, Lizard, Spock...
But then you took back the Spock! Never take back the Spock!

Anyway, I'm interested in your system, but I think it'll make it too complicated for my little brain. Please email me your spread to davergrounds AT yahoo dot com dot au
Let me have a look at it - I might get blown away!
But for now, let's stick with what we have and see what happens.


As to the rest, we have enough to play. I make it:

LTDave
turbler
Crovius
GeeFresh
Telva

There's room for one or maybe two more - after that we need a bigger map, or a second game.


I have posted version 1.2 of the rules at my site visit HERE
The only major change to the rules is the amount of Schmuckers (as discussed above), and the Co-ordinates system for the hexes, when I worked out that the old way stank (like a pig or something).

You'll also find a nifty new map, and an updated spreadsheet.


Since we have 5 players, and the sixth will join up shortly, does anyone mind if we move up the start date by a week? Nope? Cool.

Taking some of Telva's advice above, we'll start with three cities. Have a read of the section "Beginning the Game" in your rules, or just here:

Beginning the Game
1. Indicate you want to play via this forum
2. Choose an Empire Name, Leader Name, Colour, etc.
3. Choose a location on the map for your capital – it cannot be within 3 hexes of another capital
4. Choose a location for a level 3 and a level 2 City. They must be adjacent to at least 1 other city of yours.
5. Choose and deploy six units within 2 hexes of your capital.
THIS IS TURN 0.
Cities and Units may not be built, nor cities upgraded this turn.
Unit upkeep must be paid.
Empires start with 0 schmuckers, but will earn 100 schmuckers at the start of the turn.
Each Empire may propose 1 A-Mancy for the others to rate before play begins on Monday Nov 2.


First in best served, so I choose to be first in, and thus best served.

Here’s my turn 0:
1. I want to play!
2. Empire: 28.35 Grams.
Leader: The Great and Powerful 28.35 Grams
Colour: Emerald
3. Capital (28.35 Grams) A1.
4. Level 3 (MunichLand) B2. Level 2 (WhichVille) A2.
5. 2 Units of Infantry (Haymen) in A1. 1 Unit Infantry each in A2, B2, C3, A3.
Ending Schmuckers: 82

A-Mancy Proposal:

Name: Wizz-A-Mancy
Effect: Empires with “Wizz-A-Mancy” gain +10% income each turn.
Fluff: The Great and Powerful 28.35 Grams is a real Wizz when it comes to making Schmuckers. His amazing inventions and spectacular trade shows really are Wonderful!

(Other Players have 1 week to rate this Proposal from 1 to 9.)


Here's what the map looks like after LTDave's Turn 0:
Image

Who'll be next?
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Tue Oct 27, 2009 6:30 pm

I think I understand the rules enough to go next.

My turn 0:
1. Deffinetly playing, boo-yah!
2. Empire: WoD
Ruler: White Wulf
Color: White
3. Capital (Requiem) E8
4. Level 3 (Forsaken) E7. Level 2 (Awakening) F8
5. 2 Units of Infantry (Ghouls) in E8, 1 unit of Infantry (Ghoul) in E7, F7 and F8, 1 Unit of Heavy (Garuu) in E8
Ending Schmukers: 80

A-Mancy:
Vote for Wizz-a-mancy I vote it a 4

Proposal:

Name: Wildspells
Effect: 2% of Knight rank units can use 1 Spell as a natural ability.
Fluff: The chaotic nature of the supernatural reals of WoD causes some of their strongest units to occassionally manifest a single natural spell that can be used. They me not be true casters, but the added power gives them an edge in combat.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Tue Oct 27, 2009 8:27 pm

3. Capital (Requiem) E8


Crovius, by my count that puts your capital in a water hex - Cities can only go in open (white) hexes. A - I is left to right, numbers are top to bottom.

I also have a few questions about your A-Mancy proposal - what is a spell? How does it work? What is a Knight rank unit?
These things need to be really clear if people are to rate your proposal fairly.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Tue Oct 27, 2009 8:56 pm

Dave, one other thing if I could, please save the map as .PNG file rather than a .JPG.

It's much easier to consistently edit, with a .JPG the quality will eventually deteriorate, and into rather poor shape.

LTDave wrote: What is a Knight rank unit?

Probably made the spell looking at my system. Especially cosidering he has a unit of heavies.

--- EDIT:

Here’s my turn 0 (based off my map):
1. I want to play!
2. Empire: The Telvatros Confederacy
Leader: Telva
Colour: Purple (violet)
3. Capital Telvania (D8)
4. Level 2 Telvat c7 Level 3 Telvaport D7
5. 1 Flying Telvack F8; 1 Flying Telvack, 4 cavalry Telvaults E7
Ending Schmuckers: 58

Suggest: Telvaboats
Up to 10 non-flying units may travel on a water hex and may end movement on a water hex so long as you develop this on your next turn. These units have 0 CP for as long as they are on water. (to clarify: This A-Mancy must be bought every turn you wish a non-flying unit to move through or stop on a water hex)

The Telvatros Confederacy has lived its life around water hexes and knew that travel was impossible if it wasn't with fliers, but this didn't daunt them. After trying so many things eventually the the Telvaites found a way to move through water hexes, though at great cost and strain. It is not done often therefore, but possible.

Vote on:
Wizz-A-Mancy 5
Last edited by Telva on Mon Nov 02, 2009 6:56 pm, edited 6 times in total.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Tue Oct 27, 2009 10:36 pm

EDIT: See my most recent post for the most recent map

If I inadvertently took crovious's choice of spot I'll move.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Wed Oct 28, 2009 12:23 am

1) I want in on this.
2a)Tribble Empire
b) Gorf
c) Yellow
3) Tribble (E1)
4) Shlock(F2) Mercenary(E3)
5. 3 infantry (tribbles) in (D4)
3 infantry (tribbles) in (G3)
Ending shmuckers: 82

1. Rush-a-mancy
2. At the end of your turn, pay 1 shmucker per infantry owned. Each hex under your control with only infantry gets one extra infantry per 2 units. (maximum of +3 per turn)
3. The tribbles after securing their capital began working on reverting their infantry back to their natural state. this led to the rush, as it would seem they just popped out of the woodwork, when in fact it was due to their being tribbles and their devouring of Everything around them.

A-mancy:
Wizz-a-mancy
3
Telvaboats
1 (just makes sense)
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Wed Oct 28, 2009 12:54 am

Vote on

Rush - 8
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Wed Oct 28, 2009 1:38 am

I am getting way confused on the map, so I built a slightly simpler one

I identified columns, and then named each successive tile in numerical order.

Its just easier for me to understand than the other.

I also input unit co-ordinates as far as I understand.
Please correct me if I am wrong.

<<Map deleted>>
Last edited by Daemonwelsh on Sat Oct 31, 2009 12:12 am, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Wed Oct 28, 2009 2:03 am

My apologies for making the map confusing, I could read it fine, but perhaps that's because of conditioning.

However, I wouldn't make the entire hex a specific color, nor write over it (as it would make it harder to edit over time).

Though I like the idea of showing where units are.

Thus I've created this map. Units in the field are shown as squares. To see what units are in the squares, or on a capital or city, one should refer to the player's last post.

Also: To not soak up so much of the thread's bandwidth I'm deleting my previous maps from their respective posts.

EDIT: At time of post, I seem to have my cavalry too far out. (3 squares from my capital) this is now fixed.

I've also grouped my flying unit (previously in d6) with my cavalry (now in d7)
Last edited by Telva on Mon Nov 02, 2009 6:56 pm, edited 2 times in total.
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