Rise of Nations - Forum Game

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A Few More Questions

Postby LTDave » Thu Mar 22, 2012 7:23 pm

-Is it possible to make enforced pacts with penalties ala Erfworld? For instance both players message you that they agree on a non-aggression pact with a 1000 shmucker penalty, and you would confirm that both sides have agreed to the terms, and if one side breaks it, they automatically get 1000 shmuckers deducted from their treasury (possibly putting them into debt) which is transferred to the other side.

Yes.

-Can we transfer funds between players?

Yes.
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 7:38 pm

Battle at Kile
KILE WARRIORS
10 Warriors 5 Hits, 3 Attack, 2 Defence, Type: Melee Cost 18
Defend against
1 Warlord, "The Unnamed One", Level 2
4 Archers 3 Risen 2 Reborn
Spoiler: show
Battle at Kile
KILE WARRIORS
10 Warriors 5 Hits, 3 Attack, 2 Defence, Type: Melee Cost 18
Defend against
1 Warlord, "The Unnamed One", Level 2
4 Archers 3 Risen 2 Reborn

Round One
Ranged / Flying Phase

4 Archers, 2 Reborn, & 1 Warlord attack Warriors
D6 roll: 4 + 3 Attack - 2 Defence - 0 City Defence = 5 Hits
D6 roll: 2 + 3 Attack - 2 Defence - 0 City Defence = 3 Hits
D6 roll: 3 + 3 Attack - 2 Defence - 0 City Defence = 4 Hits
D6 roll: 6 + 3 Attack - 2 Defence - 0 City Defence = 7 Hits
D6 roll: 5 + 7 Attack - 2 Defence - 0 City Defence = 10 Hits
D6 roll: 2 + 7 Attack - 2 Defence - 0 City Defence = 7 Hits
D6 roll: 1 + 7 Attack - 2 Defence - 0 City Defence = 6 Hits

42 hits inflicted. 8 Warriors cwoak, 1 with 3 hits remaining, & 1 uninjured.

Melee Phase

2 Warriors attack Archers
D6 roll: 5 + 3 Attack - 1 Defence - 0 City Defence = 7 Hits
D6 roll: 1 + 3 Attack - 1 Defence - 0 City Defence = 3 Hits
D6 roll: 3 + 3 Attack - 1 Defence - 0 City
10 hits inflicted. 2 Archers cwoak.

3 Risen attack Warriors
D6 roll: 6 + 7 Attack - 2 Defence - 0 City Defence = 11 Hits
D6 roll: 1 + 7 Attack - 2 Defence - 0 City Defence = 6 Hits
D6 roll: 6 + 7 Attack - 2 Defence - 0 City Defence = 11 Hits

28 hits. All Warriors Cwoak


End of Battle. Kile falls to Lazarus.
Last edited by LTDave on Thu Mar 22, 2012 10:02 pm, edited 3 times in total.
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Re: Rise of Nations - Forum Game

Postby Karadan » Thu Mar 22, 2012 7:46 pm

*coughchunkymonkeyshouldn'tbetherecough*
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 7:58 pm

*coughdamnyouarerightsorryaboutthatcough*

Fixed now.
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Re: Rise of Nations - Forum Game

Postby Karadan » Thu Mar 22, 2012 8:01 pm

I think an extra warrior spontaneously spawned out of nowhere there. There were 10 to start with, I killed 8, and then there were 3 left.
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 10:11 pm

Fixed.


Battle at Malyt

A Trantorian Force of 2 Warlords, 4 Talon Guard, and 4 Flying Talon Guard attack Malyt.

Malyt is defended by 10 Rangers 7 Hits, 3 Attack, 4 Defence, Type: Ranged Cost 21

Spoiler: show
Ranged / Flying Phase
4 Flying Talon Guard & 2 Warlords attack Rangers
D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
D6 roll: 5 + 7 Attack - 4 Defence - 0 City Defence = 8 Hits
D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
D6 roll: 2 + 7 Attack - 4 Defence - 0 City Defence = 5 Hits
41 hits inflicted. 5 Rangers KIA. 1 with 1/7 remaining, 4 uninjured.

10 Rangers attack Talon Guard
5 D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
6 D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
7 D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
8 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
9 D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
10 D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
11 D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
12 D6 roll: 5 + 3 Attack - 3 Defence - 0 City Defence = 5 Hits
13 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
14 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
15 D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
48 hits inflicted.
All Talon Guard Destroyed.

Never mind! Press on!

Round 2:
Ranged / Flying Phase
4 Flying Talon Guard & 2 Warlords attack Rangers

D6 roll: 2 + 7 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 4 + 7 Attack - 4 Defence - 0 City Defence = 7 Hits
D6 roll: 5 + 7 Attack - 4 Defence - 0 City Defence = 8 Hits
D6 roll: 1 + 7 Attack - 4 Defence - 0 City Defence = 4 Hits
D6 roll: 3 + 7 Attack - 4 Defence - 0 City Defence = 6 Hits
D6 roll: 3 + 7 Attack - 4 Defence - 0 City Defence = 6 Hits
36 hits inflicted.
All Rangers Cwoaked.

5 Rangers target Flying Talon Guard:
D6 roll: 1 + 3 Attack - 3 Defence - 0 City Defence = 1 Hits
D6 roll: 1 + 3 Attack - 3 Defence - 0 City Defence = 1 Hits
D6 roll: 4 + 3 Attack - 3 Defence - 0 City Defence = 4 Hits
D6 roll: 3 + 3 Attack - 3 Defence - 0 City Defence = 3 Hits
D6 roll: 6 + 3 Attack - 3 Defence - 0 City Defence = 6 Hits
15 hits inflicted.
2 Flying Talon Guard Cwoaked.


Malyt falls to Trantor.
2 Flying Talon Guard & 4 Talon Guard destroyed.
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 10:31 pm

Battle at Asp

Stoneheart Forces:
1 Warlord, Dame Sans Tone, Level 2
4 Slingers 10 Stone Guard 2 Rock Griffon
Attack
10 ASPIAN SNAKE WARRIORS 6 Hits, 4 Attack, 2 Defence, Type: Ranged Cost 41

Spoiler: show
Round 1

Flying / Ranged Combat
D6 roll: 2 + 2 Attack - 2 Defence - 0 City Defence = 2 Hits
D6 roll: 2 + 2 Attack - 2 Defence - 0 City Defence = 2 Hits
D6 roll: 4 + 2 Attack - 2 Defence - 0 City Defence = 4 Hits
D6 roll: 1 + 2 Attack - 2 Defence - 0 City Defence = 1 Hits
D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
D6 roll: 5 + 4 Attack - 2 Defence - 0 City Defence = 7 Hits
D6 roll: 6 + 4 Attack - 2 Defence - 0 City Defence = 8 Hits
D6 roll: 2 + 4 Attack - 2 Defence - 0 City Defence = 4 Hits
D6 roll: 4 + 4 Attack - 2 Defence - 0 City Defence = 6 Hits
D6 roll: 2 + 4 Attack - 2 Defence - 0 City Defence = 4 Hits
D6 roll: 3 + 4 Attack - 2 Defence - 0 City Defence = 5 Hits
D6 roll: 2 + 4 Attack - 2 Defence - 0 City Defence = 4 Hits
D6 roll: 4 + 7 Attack - 2 Defence - 0 City Defence = 9 Hits
D6 roll: 2 + 7 Attack - 2 Defence - 0 City Defence = 7 Hits
D6 roll: 5 + 7 Attack - 2 Defence - 0 City Defence = 10 Hits

97 hits inflicted – all Aspian Warriors Cwoaked.

10 Aspian Warriors target Stoneguard

D6 roll: 4 + 4 Attack - 5 Defence - 0 City Defence = 3 Hits
D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits
D6 roll: 2 + 4 Attack - 5 Defence - 0 City Defence = 1 Hits
D6 roll: 4 + 4 Attack - 5 Defence - 0 City Defence = 3 Hits
D6 roll: 5 + 4 Attack - 5 Defence - 0 City Defence = 4 Hits
D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits
D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits
D6 roll: 6 + 4 Attack - 5 Defence - 0 City Defence = 5 Hits
D6 roll: 2 + 4 Attack - 5 Defence - 0 City Defence = 1 Hits
D6 roll: 3 + 4 Attack - 5 Defence - 0 City Defence = 2 Hits

25 hits inflicted. 2 Stoneguard destroyed.


Battle at Asp is over. Stoneheart occupies the City.
Last edited by LTDave on Thu Mar 22, 2012 10:56 pm, edited 1 time in total.
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 10:55 pm

The forces of Shalatar attack JAQ

1 Warlord, Isis, Level 2
10 Khoepesh Warrior 4 Chariot 6 Jackals

Attack

9 JAQ COUSTEAUS 6 Hits, 4 Attack, 2 Defence, Type: Melee Cost 25

Behind their level 3 walls.

Spoiler: show
Round 1

Flying / Ranged
6 Jackals
D6 roll: 4 + 4 Attack - 2 Defence - 3 City Defence = 3 Hits
D6 roll: 2 + 4 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 2 + 4 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 4 + 4 Attack - 2 Defence - 3 City Defence = 3 Hits
D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
12 hits – 2 Cousteaus Cwoaked.

Melee
10 Khoepesh, 4 Chariot, 1 Warlord attack:
D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 5 + 3 Attack - 2 Defence - 3 City Defence = 3 Hits
D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 3 + 3 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
D6 roll: 1 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
D6 roll: 2 + 3 Attack - 2 Defence - 3 City Defence = 0 Hits
D6 roll: 5 + 6 Attack - 2 Defence - 3 City Defence = 6 Hits
D6 roll: 6 + 6 Attack - 5 Defence - 3 City Defence = 4 Hits
D6 roll: 5 + 6 Attack - 5 Defence - 3 City Defence = 3 Hits
D6 roll: 1 + 6 Attack - 5 Defence - 3 City Defence = 0 Hits
D6 roll: 4 + 6 Attack - 5 Defence - 3 City Defence = 2 Hits
22 hits – 3 Cousteaus cwoaked, 1 with 2 h.r., 3 uninjured.

7 Cousteaus attack Khoepesh
D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
D6 roll: 1 + 4 Attack - 1 Defence - 0 City Defence = 4 Hits
D6 roll: 6 + 4 Attack - 1 Defence - 0 City Defence = 9 Hits
D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
D6 roll: 1 + 4 Attack - 1 Defence - 0 City Defence = 4 Hits
D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
D6 roll: 2 + 4 Attack - 1 Defence - 0 City Defence = 5 Hits
45 hits inflicted, all Khoepesh destroyed.


Round 2:

Ranged Combat.
D6 roll: 2 + 4 Attack - 2 Defence - 3 City Defence = 1 Hits
D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
D6 roll: 6 + 4 Attack - 2 Defence - 3 City Defence = 5 Hits
D6 roll: 1 + 4 Attack - 2 Defence - 3 City Defence = 0 Hits
D6 roll: 3 + 4 Attack - 2 Defence - 3 City Defence = 2 Hits
D6 roll: 5 + 4 Attack - 2 Defence - 3 City Defence = 4 Hits
14 hits – 3 Cousteau’s Cwoaked, 1 uninjured.

Melee:
4 Chariot, 1 Warlord
D6 roll: 1 + 6 Attack - 2 Defence - 3 City Defence = 2 Hits
D6 roll: 3 + 6 Attack - 2 Defence - 3 City Defence = 4 Hits
D6 roll: 5 + 6 Attack - 2 Defence - 3 City Defence = 6 Hits
D6 roll: 5 + 6 Attack - 2 Defence - 3 City Defence = 6 Hits
D6 roll: 3 + 6 Attack - 2 Defence - 3 City Defence = 4 Hits
D6 roll: 1 + 6 Attack - 2 Defence - 3 City Defence = 2 Hits
24 hits. All Cousteaus Cwoaked.

1 Cousteau targets Chariot
D6 roll: 2 + 4 Attack - 3 Defence - 0 City Defence = 3 Hits
3 hits, no Chariots cwoaked.


JAQ is captured by Shalatar. 10 Khoepesh cwoaked in the battle.
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 10:59 pm

Jubiliation and Celebration in Dengu, as the City joins with the great empire of Shalatar, land of the God-King!

Huzzah!
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Re: Rise of Nations - Forum Game

Postby LTDave » Thu Mar 22, 2012 11:01 pm

Waiting on orders from Azgrut and The Colonel.
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Re: Rise of Nations - Forum Game

Postby Harry1991 » Thu Mar 22, 2012 11:29 pm

Four questions

1. What is my new income with malyt added in

2. How many units can malyt produce

3. What is my new upkeep

4. How do we design a new unit now that I captured a city
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Re: Rise of Nations - Forum Game

Postby LTDave » Fri Mar 23, 2012 1:19 am

Good questions.

1 & 3. I'll send more info to you via PM in an hour or three. I'll try to send a "start of turn 3" report to everyone.

2. A City can produce a number of units equal to its level, so a level 3 can produce 3 units a turn.
The exception to this is your Capital, which can produce up to your maximum production, as listed in your report.
So, let's say your report says you can produce 8 units a turn. All 8 of these can be built in your Capital. Or you can build 3 in your captured level 3, and 5 in your Capital. You may not build more than 8 units per turn.

4. Here I'll give away one of my formulas, so you can design what you like. Unit Cost = 5 + ( Attack Value^2 ) x Special + Defence^2
Where Special equals 1 for Melee, and 2 for Ranged or Flyer.
Hits is equal to Attack + Defence
I have a theoretical cap on attack and defence as 9, though no units are there yet.
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Re: Rise of Nations - Forum Game

Postby LTDave » Fri Mar 23, 2012 4:46 am

Battle at Efian

Spoiler: show
1 Warlord, No Name, Level 2
15 Horse Archer 4 Barbarian 2 Pegasi Rider

Attack

10 EFIAN SHOCKERS 8 Hits, 4 Attack, 4 Defence, Type: Ranged




















Horse Archers, Pegasi Rider, & Warlord attack Shockers

D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 4 + 3 Attack - 4 Defence - 0 City Defence = 3 Hits
D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 5 + 3 Attack - 4 Defence - 0 City Defence = 4 Hits
D6 roll: 1 + 3 Attack - 4 Defence - 0 City Defence = 0 Hits
D6 roll: 2 + 3 Attack - 4 Defence - 0 City Defence = 1 Hits
D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 5 + 3 Attack - 4 Defence - 0 City Defence = 4 Hits
D6 roll: 1 + 3 Attack - 4 Defence - 0 City Defence = 0 Hits
D6 roll: 5 + 3 Attack - 4 Defence - 0 City Defence = 4 Hits
D6 roll: 4 + 3 Attack - 4 Defence - 0 City Defence = 3 Hits
D6 roll: 2 + 3 Attack - 4 Defence - 0 City Defence = 1 Hits
D6 roll: 3 + 3 Attack - 4 Defence - 0 City Defence = 2 Hits
D6 roll: 6 + 3 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 1 + 4 Attack - 4 Defence - 0 City Defence = 1 Hits
D6 roll: 5 + 4 Attack - 4 Defence - 0 City Defence = 5 Hits
D6 roll: 1 + 6 Attack - 4 Defence - 0 City Defence = 3 Hits































56 hits inflicted. All Shockers destroyed.

10 Shockers Fire on Horse Archers
D6 roll: 6 + 4 Attack - 1 Defence - 0 City Defence = 9 Hits
D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
D6 roll: 5 + 4 Attack - 1 Defence - 0 City Defence = 8 Hits
D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
D6 roll: 6 + 4 Attack - 1 Defence - 0 City Defence = 9 Hits
D6 roll: 4 + 4 Attack - 1 Defence - 0 City Defence = 7 Hits
D6 roll: 2 + 4 Attack - 1 Defence - 0 City Defence = 5 Hits
D6 roll: 2 + 4 Attack - 1 Defence - 0 City Defence = 5 Hits
D6 roll: 3 + 4 Attack - 1 Defence - 0 City Defence = 6 Hits

71 hits. All Horse Archers Destroyed.


END of BATTLE. EFIAN is Captured by the Golmon.
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Re: Rise of Nations - Forum Game

Postby LTDave » Fri Mar 23, 2012 4:51 am

So I've received and processed orders on behalf of six players, so Turn 3 starts... wait for it... now!

I'm sending beginning of turn 3 reports... soon!

Get your orders in - rapidly! or not. I could do with a break.

Image
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Re: Rise of Nations - Forum Game

Postby Karadan » Fri Mar 23, 2012 8:48 am

Umm... out of curiosity, how did 64 hits kill 10 Shockers with 8 hits each? I don't doubt the shockers would be finished off by the Barbarians during the melee phase, but just wanted to make sure I wasn't missing something in how combat worked.

Sorry for the corrections and everything, but I know everyone can make mistakes, especially when you have to deal with so many combats and players at the same time :) I salute you for the effort.

Edit: Also, much as it pains me to point out mistakes that will help potential enemies, it seems you accidentally raised the defense on the Cousteaus in the battle for Jaq near the end of the first melee phase. It doesn't make any changes in the battle outcome, not even affecting total losses, but thought I'd point that out.
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Re: Rise of Nations - Forum Game

Postby ETheBoyce » Fri Mar 23, 2012 1:37 pm

So do only certain cities start out with walls?
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Re: Rise of Nations - Forum Game

Postby Karadan » Fri Mar 23, 2012 1:50 pm

All cities start out with walls, but as LTDave stated, they can only handle (city level^2) troops, and being able to handle troops seems to be an all or nothing ordeal. Thus a level 3 city with 9 units is actually better defended than a level 3 city with 10 units because all the units lose the city bonus because of that 1 extra unit. If Loka had only had 9 units instead of the 10 it had, Nobgrub may well have been knocked out of the game on turn 1 (or at least set back several turns)
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Re: Rise of Nations - Forum Game

Postby Karadan » Fri Mar 23, 2012 2:06 pm

Oh, and LTDave, as much as I enjoy seeing the combat reports and such, it might be wise to stop posting them soon, as they could provide very important intel, particularly based on when people send in their orders.

For example:
If Nobgrub makes a bid for Belma and captures the city but only has a few units left, then Trantor could use that information to decide they want to in turn claim Belma for themselves. In particular this can run into issues with the timing on when people send in their turns. For example, if Nobgrub sends in their orders first, they take out the defenders and then have to defend from Trantor, but if Trantor sends their orders in first, then suddenly the roles are reversed, which is odd for a turn based game.

Of course, if that's how you want things to go, it is simply a different form of tactics that are required, but it does make waiting to send in your orders potentially advantageous.

You might also want to wait till you get all orders in (or at least orders from potentially interacting sides) before doing any combat. In the above example for instance both armies should arrive at the same time, and then fun interesting things should happen. That way neither side gains an advantage for being fast or slow in providing their orders.

Just some thoughts, and likely stuff you've already considered.
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Re: Rise of Nations - Forum Game

Postby LTDave » Fri Mar 23, 2012 3:42 pm

A number of good points, and well pointed out.
I will try to wait until all orders are in before processing any, to avoid such conflicts.
Also, it is clear that I'm not great at the details thing, so I'll stop posting combat reports so that you stop seeing my mistakes.

I'm working on Turn 3 orders now, and since there are no overlapping Battlespaces at this time I can run the ones I have. Waiting on orders from two players.

Some Questions I have received:

-Can we upgrade Cities? How much does it cost? How do we do it?

Yes. Lots. Pay Smuckers.
I'm going to say that it costs 1000 smuckers to raise a city by one level. Level 5 is maximum.

-how will siege work?

One Nation already has an advantage in this area, having reseached / built a siege factory, so I'm not going to answer that here. If you want siege, you'll have to put the smuckers in.

-Can our new units have special abilities? Like Scout, or Spy?

No. The units you pop each turn are simply to represent force in combat. If you want scouts or spies or whatever, spend the smuckers in a more narrative sense in your nation. So you might spend 100 smuckers building a tavern so you can listen out for rumours, or something more deliberate.
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Re: Rise of Nations - Forum Game

Postby Harry1991 » Fri Mar 23, 2012 7:04 pm

Also a thought occurs to me.

What are the 'win conditions'? because eventually we will 'blob' into small nations with very little reason to go to war with each other for fear of our rivals. Will there be events (such as Guppington's return or the rise of a barbarian warlord) to keep us constantly moving?
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