A PbP Strategy Game for Erfworld

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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sun Nov 01, 2009 2:29 pm

Q: Can cities that have been built in this turn also pop a new unit in this turn?

A: The rules don't say, and this is one of those bugs in the finding. I'm going to say 'no'.
Units can only be popped in Cities that are pre-existing - ie, built or captured in a previous turn.
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Re: A PbP Strategy Game for Erfworld

Postby GeeFresh » Sun Nov 01, 2009 4:32 pm

LTDavo,

I haven't time to read all this data,
so either
1: put me on the map with a colour and some starting units, (and then I've a week to read up)
or
2. start without me.

Sorry dudes, the backlog seems epic at 6:30am on the starting day.

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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Sun Nov 01, 2009 5:28 pm

EDIT: in bold
so, I guess I am going to start it off.
1. 100 gold from current cities

2. 30 gold to upgrade Mercenary to level 3
40 gold to level shlock to level 4
40 gold to level mercenary to level 4

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

4. Total upkeep this turn: 27
(ending cash total: 45)

5. 5 points into Rush a-mancy: total to completion: 5/42
turns to completion: 8
Lt Dave 3
Turbler 7
Crovius 8
Telva 8

average: 6.5
average squared: 42.25
Ouch. that will take way too long, as the Rush should be a short, startup effect which is meant to bankrupt me later on.

8 turns should effectively mean the end of my side.



6. 2 infantry moves from d2 to e2.
1 infantry moves from d2 to e3
3 infantry move from g1 to g2

I went back and edited it.
Last edited by Daemonwelsh on Mon Nov 02, 2009 2:01 pm, edited 2 times in total.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sun Nov 01, 2009 7:15 pm

THE RULES v1.2 wrote:Cities
1 Indicates a small city – it produces 10 Schmuckers per turn.
2, 20 Schmuckers, 3, 30, 4, 40.
5 indicates a Capital – it produces 50 Schmuckers per turn.


Folks,
Please have a look at the rules. Version 1.2 is on the website http://davergrounds.googlepages.com/home
Open the link that says "Erfworld Empires - Rules"

I encourage you to open the spreadsheet as well - save a copy, and save yourself a headache.


Also - Daemonwelsh - Croak-A-Mancy doesn't actually exist as a development - it is an example ONLY.
We are working with the proposal and averaging system, as laid out in the rules. The list of A-Mancy techs was there as an alternative, but we voted not to go with it. To spend your Turn 1 A-Mancy points, you'll have to put them into the tech you proposed in turn 0. Keep 1 aside for proposing a new tech, maybe?

EVERYBODY - have another look at the rules. Version 1.2. If your rules don't say 1.2 at the top, they aren't the rules.
The only changes to version 1.2 are as have been clarified in the Q & A's that I have posted here.



GeeFresh - I'm disappointed, but will add you as the appendix of Europe, ripe for the carving.
Colour - Blue.
Capital - C5
Level 3 - D5
Level 2 - E6
You will have 2 Infantry in each city.

Okay, let's go!
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28.35 Grams Turn 1

Postby LTDave » Sun Nov 01, 2009 7:19 pm

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

Turn: 1


Starting Schmuckers: 82 (Gold left after turn 0 income and maintenance of units)

Total Income from Cities: 100

Upgrade Costs: -90 (Build city in C3 (10), Upgrade to 2 (20), Upgrade to 3 (30). Build City in A3 (10), Upgrade to 2 (20).)

Cities
Location Name Level
A1 "28.35 Grams" Level 5
A2 "MunichLand" Level 2
A3 "AppleBurg" Level 2
B2 "Whichville" Level 3
C3 "EastWhichVille" Level 3

Units
Pop 1 Infantry each in A1, A2, B2.

Before Movement
Location
A1 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
A2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
A3 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
B2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
C3 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.

Movement
From A1 to B2 1 Infantry
From B2 to C3 1 Infantry
From A2 to A3 1 Infantry
From A2 to B3 1 Infantry

Location After Movement
A1 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
A2 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A3 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
B2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
B3 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
C3 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.

UPKEEP COSTS: -27

Ending Schmuckers: 65



Develop-A-Mancy

Proposal: Wizz-A-Mancy
Rated: 4 by crovius, 5 by tevla, 3 by Daemonwelsh, 4 by turbler
Average: 4
Cost to Develop: 16 A-Mancy Points
4 A-Mancy Points invested this turn. 4 /16 Developed

1 A-Mancy Point spent on new Proposal:
Proposal: Hero
Effect: The Player nominates 1 combat each turn. The Player recieves +1 to the Combat Result.
Fluff: A single hero can make a difference in battles, large and small.

Rating Other Players:

TelvaBoats: 1
Provisions: 2
Rush: 3
Cover-A-Mancy: 3

NO COMBAT
END OF TURN
Last edited by LTDave on Sun Nov 01, 2009 7:27 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sun Nov 01, 2009 7:22 pm

Okay, so that's the spreadsheet as my turn 1.

If folks want I can put this spreadsheet up as the model for others, or you might want to make a superior spreadsheet of your own.

I have no combat this turn, so that's it for me.

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

Postby Telva » Sun Nov 01, 2009 7:30 pm

Turn Procedure

1. 100 +58 = 158
2. Telvat to lvl4 create town e7 create town f8 (90s)
3. Infantry x3 (one in each legal city)
4. 42+9=51 51+90=141 (17 left)
5. Suggest Leaf on the wind (see below) cost: 1 a-mancy
6. flier from e7 to f8
7. n/a

Leaf on the Wind
Cavalry moves at +1 hex per turn if it starts, if it only travels through, and ends on an open hex.
Watch how I soar

EDIT: Finished
Last edited by Telva on Mon Nov 02, 2009 1:37 am, edited 3 times in total.
[04:26] <Telva> Olympics are games rob :P
[04:26] <~RobTitan> Asshole
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Sun Nov 01, 2009 7:56 pm

1. 100 Shmuckers from my citys
2. 30 Shmuckers to upgrade Gloria to Level 3
40 Shmuckers to upgrade Vana to Level 4
40 Shmuckers to upgrade Gloria to Level 4
10 Shmuckers to create a city, Ritia at g5
3. Vices will pop 2 Infantry.
4. 8 Shmuckers remain. after upkeep (+100 income -120 upgrades -39 upkeep)
5. 4 points into Provisions
Provisions 4/4
1 point for a proposition
Resting
Effect:You only have to pay 2/3 regular upkeep on units that don't move during that turn
Fluff: Because Units who don't move around much eat less, less upkeep is required for them
I vote Hero a 3
Steal-A-Mancy-A-Mancy a 5
6. 1 of the infantry in Vices will move to i4
Resting and Stagnancy are the same, It's just stagnancy sounded dumb ^_^"
Last edited by turbler on Tue Nov 03, 2009 5:59 pm, edited 7 times in total.
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Turn 0 (belated) for GeeFresh

Postby GeeFresh » Sun Nov 01, 2009 7:59 pm

EDIT IN BOLD
My turn 0:
1. Late, but in. Cheers.
2. Empire: GeeFreshLand
Ruler: GeeFresh
Color: Blue
3. Capital (Firstium) C5
4. Level 3 (Secondium) D5. Level 2 (Thirdium) E6
5. 2 Units of Infantry in C5, 2 unit of Infantry in D5, 2 unit of Infantry in E6
Ending Schmukers: Unsure of how to calculate, or relevence to turn 1. 82?

A-Mancy:
no votes as too late.

Proposal:

Steal-A-Mancy-A-Mancy
Effect: Someone else's A-Mancy, once proposed and voting finalised, and begun to be researched by the proposer, can be begun to be researched prior to the original proposer finishing research.
Fluff: By a cunning use of forum technology, our scientists can "borrow" another's idea, and develop it, at the same cost as if we'd done the proposing ourselves!
Last edited by GeeFresh on Sun Nov 01, 2009 9:09 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Sun Nov 01, 2009 8:56 pm

turbler wrote:5. all my points into Think-A-Mancy for this turn
Think-A-Mancy 5/5 Complete


Turbler, Think-A-Mancy is not a valid advance for development - it is on the list of suggestions only! You can only research something that you have proposed - or that another player has completed developing.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Mon Nov 02, 2009 1:34 am

3. Vices will pop 2 Infantry.
cities can only pop one unit per turn, it's a potentially important technicality. You could pop an infantry in a city next to it and then move that infantry if you want though, for the same result.

ALSO: Finished my above post

Telva boats costs 1+2+1+1 =(5/4 voters)^2= 1.56 roundup = 2 (not developing it yet, just mentioning it)

Also: vote on Hero 2

Image

May I suggest we change the turn sequence to:

Calculate Income from Cities
Make any Develop-A-Mancy decisions
Create New Units
Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
Move Units
Create/Upgrade Cities
Resolve Combat (if any)
Post end of turn report
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GeeFreshLand Turn 1

Postby GeeFresh » Mon Nov 02, 2009 2:29 am

Empire: GeeFreshLand
Colour: Blue
Player: GeeFresh

Turn: 1


Starting Gold: 82

Total Income from Cities: 100

Upgrade Costs: -40 to upgrade Secondium to lvl 4, -30 upgrade Thirdium to lvl 3

Cities
Location Name Level
C5 Firstium 5
D5 Secondium 4
E6 Thirdium 3

Units Pop 1 Infantry each in D5, E6; pop 1x cavalry in C5

Location Flyers Cavalry Infantry
C5 0 1 2
D5 0 0 3
E6 0 0 3


UPKEEP COSTS: -30

Ending Gold: 82


Develop-A-Mancy - All points put toward the Steal-A-Mancy-A-Mancy (which hasn't had time to be voted on, but will at some point eh? not my fault my post didn't "subscribe" me to this topic eh?
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Turn 1 Movement

Postby GeeFresh » Mon Nov 02, 2009 2:32 am

1x Cavalry moves from C5 Firstium
to
A5

(forest seem to have no mvt disadvantage, unlike all the Civilization I've been playing, which is nice)

1x infantry moves from D5 Secondium
to
E6 Thirdium

END MOVEMENT
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post movent summary

Postby GeeFresh » Mon Nov 02, 2009 3:01 am

Units
Location Cavalry Infantry
C5 0 2
D5 0 2
E6 0 4
A5 1 0
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Mon Nov 02, 2009 1:01 pm

Empire: WoD
Colour: White
Player: White Wulf

Turn: 1


Starting Schmuckers: 79 (Gold left after turn 0 income and maintenance of units)

Total Income from Cities: 100

Upgrade Costs: -90 (Build City in H3 (10) Upgrade to 2(20), Upgrade to 3(30), Upgrade Awakening to 3 (30))

Cities
Location Name Level
I1 "Requiem" Level 5
H2 "Forsaken" Level 3
I2 "Awakening" Level 3
H3 "Lost" Level 3

Units
Pop 1 Infantry in I1, I2 and H2

Before Movement
Location
I1 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege.
I2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
H2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
H3 0 Flyers, 1 Cavalry, 1 Infantry, 0 Siege.

Movement
1 Infantry I1 move to H1
1 Calvalry H3 move to H4

Location After Movement
I1 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
I2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
H1 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
H2 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
H3 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
H4 0 Flyers, 1 Cavalry, 0 Infantry, 0 Siege.

UPKEEP COSTS: -29

Ending Schmuckers: 60



Develop-A-Mancy

Proposal: Cover-A-Mancy
Rated: 4+4+3+2
Average: 3
Cost to Develop: 9 A-Mancy Points
4 A-Mancy Points invested this turn. 4 /9 Developed

1 A-Mancy Point spent on new Proposal:
Proposal: Thick Blood
Effect: Win or lose, Infantry on the side with this A-Mancy always take 1/2 losses (instead of 1/3 for winning or 2/3 for losing).
Fluff: Ghouls are veracious creatures, willing to give their lives for their vampire masters. This makes their casualty ratio rather high even if they win, but in a losing fight they don't have as many units fall.

Rating Other Players:

Hero: 3
Steal-A-Mancy-A-Mancy: 5

NO COMBAT
END OF TURN
Last edited by Crovius on Mon Nov 02, 2009 7:55 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby GeeFresh » Mon Nov 02, 2009 7:28 pm

Beginning the Game
......
5. Choose and deploy six units within 2 hexes of your capital.


Crovius / White Wulf, mate, somehow you've gained a unit. I count ten where there should only be 6x starting units + 3x "popped" from existing cities.

FYI.
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Mon Nov 02, 2009 7:53 pm

GeeFresh wrote:
Beginning the Game
......
5. Choose and deploy six units within 2 hexes of your capital.


Crovius / White Wulf, mate, somehow you've gained a unit. I count ten where there should only be 6x starting units + 3x "popped" from existing cities.

FYI.


I counted wrong, I'll fix it.
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Rating of Tech proposals

Postby GeeFresh » Mon Nov 02, 2009 9:51 pm

LTDave Hero 4
Telva Leaf on the wind 4
Turbler Stagnancy 4
Crovius Thick Blood 3
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Tue Nov 03, 2009 3:01 am

LTDave Hero 2
Telva Leaf on the wind 3
Turbler Stagnancy 5
Crovius Thick Blood 1
GeeFresh Steal a-mancy a-mancy 0
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Tue Nov 03, 2009 12:33 pm

fLTDave Hero 3
Telva Leaf on the wind 2
Turbler Stagnancy 4
GeeFresh Steal a-mancy a-mancy 5
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