A PbP Strategy Game for Erfworld

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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Tue Nov 17, 2009 12:23 pm

Empire: WoD
Color: White
Player: White Wulf

Turn: 2

Starting Schmuckers: 144
Total Income from Cities: 210
Upgrade Costs: None (No new cities, no city can be upgraded)

Cities
I1 "Requiem" Level 5
H2 "Forsaken" Level 4
I2 "Awakening" Level 4
H3 "Lost" Level 4

Units
Pop 1 Calvalry in every city (I1, I2, H2, H3)

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

Upkeep: -81
Ending Schmuckers: 273

Movement:
No movement

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

Development:
Thick Blood average rating was 3, so it will take 9 A-mancy points to develop.
Spend 5 A-Mancy points on development
Progress:5/9

Already Developed:
Cover-A-Mancy - All Cities Lv 3 and higher count as forest, so fliers add no bonus to combat for either side.
Provisions - Units that don't move cost only 90% of their upkeep
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Tue Nov 17, 2009 5:05 pm

I would like to point out that provisions affects all units, it's resting (deleted) that only ounts for unmoved.
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Tue Nov 17, 2009 6:02 pm

I know. I have 10 calvalry, each costing 6 schmukers, and 10 Infantry, costing 3 schmukers each. That's a total of 90 schmukers. And the discount is I pay only 90%, so 90% of 90 is 81. Hence I'm only paying 81 schmukers this turn. The 9 schmukers isn't much, but since I'm nto making new cities for a bit and have nothing else to spend schmukers on, I can probably hold a decent sized army.

Income of 210 gold... I can be supporting 30 Infantry and 25 Calvalry I'm only losing 6 schmukers a turn, and by the time I even have that many troops, I'll have saved up so much.

Can't wait for Whizamancy to be done so I can research it and make even more money. Since I made fliers useless for attacking cities above Lv3, I have no reason to make any.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Wed Nov 18, 2009 6:54 pm

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


Turn: 5

Starting Schmuckers: 262
Total Income from Cities: 319 {includes +10% from Wizz-A-Mancy}
Upgrade Costs: -100 (Build new city in D3 [JasperCity], 10; upgrade to 2, 3, 4, 70)

Cities
A1 [28.35 Grams] Level 5
A2 [MunichLand] Level 4
A3 [AppleBurg] Level 4
B2 [Whichville] Level 4
B3 [Sleepy Meadows] Level 4
C3 [EastWhichVille] Level 4
D2 [Empire] Level 4
D3 [JasperCity] Level 4

Units
Pop Siege in B3, C3
Pop Infantry in A2, A3, B2, D2
Pop Cavalry in A1

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, 3 Infantry, 0 Siege.
B2 [Whichville] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 2 Infantry, 1 Siege.
C1 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 1 Siege.
D2 [Empire] 4 Flyers, 3 Cavalry, 7 Infantry, 2 Siege.
D3 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege.

Movement
From A1 to C3 (via b2) 1 Cavalry
From A2 to B3 1 Infantry
From A3 to B3 1 Infantry
From B2 to B3 1 Infantry
From C1 to D2 1 Infantry
From D2 to D3 7 Infantry 2 Siege
From D2 to B3 4 Flyers
From D2 to D4 (via d3) 3 Cavalry
From D3 to D4 4 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] 4 Flyers, 0 Cavalry, 5 Infantry, 1 Siege.
C1 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
C3 [EastWhichVille] 0 Flyers, 1 Cavalry, 2 Infantry, 1 Siege.
D2 [Empire] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
D3 [JasperCity] 0 Flyers, 0 Cavalry, 7 Infantry, 2 Siege.
D4 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege.
UPKEEP COSTS: -135

Ending Schmuckers: 346



Develop-A-Mancy

Invest 4 A-Mancy Points in Provisions 4 /4 Developed {Pay 90% of maintenance costs}
Already Developed
Wizz-A-Mancy 16 /16 Developed {+10% Gold per turn}
Hero 8 /8 Developed {Gain +1 to one attack per turn}

Proposal: Warlord
Effect: The Warlord is a new unit, with a move of 3, Combat Points of 1, Hit Points of 1, and upkeep of 20. There may only be one Warlord in a Hex. A Warlord may only be created in a Capital. The Warlord starts as level 1, and gains a level for each Victory that they are involved in, either Attack or Defence, up to a maximum of level 9. The Warlord has a multiplier effect, increasing the Combat Points of all units in the hex by 10% for each level, e.g. 10 Units led by a level 3 Warlord would have 13 Combat Points.
Fluff: The Wizard of 28.35 Grams has decided that command and control will be helpful in battle. A new kind of unit can make this a reality.

Rating Other Players:
Daemonwelsh: NA
telva: NA
turbler: NA
GeeFresh: NA
Crovius: NA

NO COMBAT - END OF TURN
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Wed Nov 18, 2009 6:59 pm

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D4

Postby GeeFresh » Wed Nov 18, 2009 11:11 pm

Gulp!
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Thu Nov 19, 2009 12:53 am

Empire: Tribble
Colour: Yellow
Player: Gorf

Turn: 5

Starting Schmuckers: 204
Total Income from Cities: 130
Upgrade Costs: -200 (Build new city in G1[Shwarm], Level 4. build new city in F3[Rush], Level 4)

Cities
E1 [Tribble level 5]
E2 [Mercenary level 4]
F1 [shlock Level 4]
G1 [Shwarm level 4]
F3 [Rush level 4]

Units
Pop Infantry in e1, f1, e2, g1, f3

Before Movement
Location :
E1: 1 Infantry
E2: 2 Infantry
F1: 4 Infantry
F2: 3 Infantry
F3: 7 Infantry
G1: 5 Infantry

Movement
e1->f1 (1 infantry)
e2->f1 (2 infantry)
f1->g1 (4 infantry)
g1->g2 (5 infantry)
f1->g2 (3 infantry)
f3->g2 (7 infantry)

Location After Movement:
e1: 0 units
e2: 0 units
f1: (3 infantry)
f3: 0 units
g1: (4 infantry)
g2: (15 infantry)
UPKEEP COSTS: -66

Ending Schmuckers: 68



Develop-A-Mancy

3 points into Rush a-mancy: total to completion: 18/42
turns to completion: 5
Alliance: completed (targeting LTDave)
1 point into Budget a-mancy: total to completion: 1/xx
Turns to completion: x

Proposal: Budget-a-mancy
Effect: Points put into an a-mancy are doubled. this must mean the difference of being able to purchase it that turn and not being able to. This must be researched once per a-mancy. To use this a-mancy, a cost equal to 1/2 the value of the targeted a-mancy must be paid in shmuckers.
Fluff: With the determination to become true tribbles, the tribble empire began throwing money at their researchers in hopes that they might be able to increase production.

Rating Other Players:
Daemonwelsh: Budget-a-mancy
telva: NA
turbler: NA
GeeFresh: NA
Crovius: NA
LTDave: Warlord 3

NO COMBAT - END OF TURN
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Turn 5

Postby GeeFresh » Fri Nov 20, 2009 12:16 am

Empire: GeeFreshLand
Colour: Blue
Player: GeeFresh

Turn: 5

Starting Gold: 251
Total Income from Cities: 170
Upgrade Costs: -100 Build City "Fifthium" at B6 (10), upgrade to level 4 (20+30+40=90)

Cities
Location Name Level
C5 Firstium 5
D5 Secondium 4
E6 Thirdium 4
A5 Fourthium 4
B6 Fifthium 4

Units: Pop 1 Calvalry each in C5, D5, E6, A5;

Units
Location Cavalry Infantry
C5 Firstium 1 5
D5 Secondium 1 4
E6 Thirdium 1 4
A5 Fourthium 1 3
B5 0 1
B6 Fifthium 1 0

UPKEEP COSTS: -81

Ending Gold: 240



Develop-A-Mancy:
Steal-A-Mancy-A-Mancy: COMPLETED
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.


Hero - using steal-a-mancy-a-mancy
researched: 7/8

research Alliance : 4/4 COMPLETED!
Alliance is picking: 28.35 Grams.
28.35 Grams and GeeFreshLand may no longer enter combat against one another, and may occupy hex's with units from the either side to be treated as the same side. Victory conditions count for both players, but a neither players allies capital does not contribute to victory conditions.

MOVEMENT:
1x infantry from B5 to B6 Fifthium.

no combat. None really possible with so many allies....

Final Unit locations:

Location Cavalry Infantry
C5 Firstium 1 5
D5 Secondium 1 4
E6 Thirdium 1 4
A5 Fourthium 1 3
B6 Fifthium 1 1
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Rating of Tech proposals

Postby GeeFresh » Fri Nov 20, 2009 12:17 am

Rating Other Players:
Daemonwelsh: Budget-a-mancy 6
telva: NA
turbler: NA
GeeFresh: NA
Crovius: NA
LTDave: Warlord 5
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Fri Nov 20, 2009 12:27 am

Hey glee... You gotta pick someone else...
for the ally-a-mancy...

Daemonwelsh wrote:
LTDave wrote:turbler -
the units are not colour coded, but units that appear in a hex that does not have a city in it get a coloured square.

The only problem with this plan is Daemonwelsh's Ally-A-Mancy, which means that two powers can share a hex.


No, you cannot be forced into alliance with someone else. And allied sides are treated as the same sides for combat purposes.

Yay for Ally-A-Mancy!
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Re: A PbP Strategy Game for Erfworld

Postby GeeFresh » Fri Nov 20, 2009 1:09 am

Why?
The description seems sufficiently vague to allow this move.
Although if we all join, then there's "peace in out times" - which might not be where we want our peace put.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Fri Nov 20, 2009 1:16 am

then fine...
I propose an edit. Would it be possible to make a vote that ally-a-mancy can only link two players before both of them can't participate in any more alliances.
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edit the Ally - a- mancy to limit participants

Postby GeeFresh » Fri Nov 20, 2009 1:45 am

do it.
I am the only trouble maker, and even I reckon it's silly to Ally every player Willy Nilly - (are you northern hemispherians familiar with that phrase I wonder?)

I shall put those research points elsewhere, at my leisure.
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Re: edit the Ally - a- mancy to limit participants

Postby Daemonwelsh » Fri Nov 20, 2009 1:56 am

GeeFresh wrote:do it.
I am the only trouble maker, and even I reckon it's silly to Ally every player Willy Nilly - (are you northern hemispherians familiar with that phrase I wonder?)

I shall put those research points elsewhere, at my leisure.


I am not targeting you for this...
it was a point previously addressed, but I guess in too informal a way.
It really needed limitations on it... I guess that's why we are in beta neh?

you could always ally with someone else...

and yes. Yes we are.
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Fri Nov 20, 2009 11:10 am

How abotu both sides need to have allies researched, and have to agree to the alliance?

I mean honestly, I don't see why alliances need to be researched. It's a diplomatic move, not a technological advancement.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Fri Nov 20, 2009 8:59 pm

This is a discussion for the other forum.
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Sun Nov 22, 2009 11:32 pm

1. 83+170= 253
2. no upgrades
3.
... I always do this late at night . . . sorry, I'll do the rest in a bit...
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Tue Nov 24, 2009 5:59 pm

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


Turn: 6

Starting Schmuckers: 346
Total Income from Cities: 363 {includes +10% from Wizz-A-Mancy}
Upgrade Costs: 0

Cities
A1 [28.35 Grams] Level 5
A2 [MunichLand] Level 4
A3 [AppleBurg] Level 4
B2 [Whichville] Level 4
B3 [Sleepy Meadows] Level 4
C3 [EastWhichVille] Level 4
D2 [Empire] Level 4
D3 [JasperCity] Level 4

Units
Pop Flyers in A1, A2, A3, B2, B3, C3, D2, D3.

Before Movement
Location : Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
A1 [28.35 Grams] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A2 [MunichLand] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A3 [AppleBurg] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
B2 [Whichville] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
B3 [Sleepy Meadows] 5 Flyers, 0 Cavalry, 5 Infantry, 1 Siege.
C3 [EastWhichVille] 1 Flyers, 1 Cavalry, 2 Infantry, 1 Siege.
D2 [Empire] 1 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
D3 [JasperCity] 1 Flyers, 0 Cavalry, 7 Infantry, 2 Siege.
D4 0 Flyers, 3 Cavalry, 4 Infantry, 0 Siege.

Movement
From A1 to C4 via b2, b2 1 Flyer
From A2 to D5 via b3, c4 1 Flyer
From A3 to D5 via b3, c4 1 Flyer
From B2 to D5 via b3, c4 1 Flyer
From B3 to D5 via c4 5 Flyers
From B3 to C4 3 Infantry, 1 Siege
From C3 to D5 1 Flyer, 1 Cavalry
From C3 to D4 1 Siege
From D2 to D5 1 Flyer
From D3 to D5 1 Flyer
From D3 to D4 5 Infantry, 2 Siege
From D4 to D5 3 Cavalry, 4 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, 2 Infantry, 0 Siege.
C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
C4 1 Flyers, 0 Cavalry, 3 Infantry, 1 Siege.
D2 [Empire] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
D3 [JasperCity] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
D4 0 Flyers, 0 Cavalry, 5 Infantry, 3 Siege.
D5 11 Flyers, 4 Cavalry, 4 Infantry, 0 Siege.

UPKEEP COSTS: -186.3 (90% of maintenance due to Provisions)

Ending Schmuckers: 522.7



Develop-A-Mancy

Invest 4 A-Mancy Points in Warlord 3 Daemonwelsh, GeeFresh 5, Average = 4, 16 Points to completion
Warlord 4 /16

Already Developed
Wizz-A-Mancy 16 /16 Developed {+10% Gold per turn}
Hero 8 /8 Developed {Gain +1 to one attack per turn}
Provisions 4 /4 Developed {Pay 90% of maintenance costs}

1 A-Mancy point to propose:
Proposal: Studied Insult
Effect: A Player may pay 200 Schmuckers to permanently end an Alliance. No further Alliance may be created between the two players.
Fluff: The Wizard has determined that it should be possible to so alienate an Ally as to make certain that a vendetta results.

Rating Other Players:
Daemonwelsh: Budget-A-Mancy - 4
telva: NA
turbler: NA
GeeFresh: NA
Crovius: NA

COMBAT IN D5 - 11 Flyers, 4 Cavalry, 4 Infantry versus Gee Fresh 1 Cavlry, 4 Infantry in a level 4 City.
ATTACK!
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Tue Nov 24, 2009 6:00 pm

COMBAT!
Battle is joined in hex: D5
TIME OF POST (minutes and seconds): 5910
Attacker: 11 Fliers
4 Cavalry
4 Infantry
0 Siege
Total Combat Factors: 19
Random Number: 3
Tactical Bonus Result: 5
Total Combat: 27
Combat Result: VICTOR
Hits Inflicted: 13

Defender: 0 Fliers
1 Cavalry
4 Infantry
0 Siege
4 Defence Factor (City Level less Siege - minimum of 1)
Total Combat Factors: 20
Random Number: 3
Tactical Bonus Result: 0
Total Combat: 23
Combat Result: LOSER
Hits Inflicted: 7
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Tue Nov 24, 2009 6:01 pm

Victory. D5 now belongs to the Wizard of 28.35 Grams.

We take 7 hits, and lose 7 Aeronautical Apes.

Location After Combat: 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, 2 Infantry, 0 Siege.
C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
C4 1 Flyers, 0 Cavalry, 3 Infantry, 1 Siege.
D2 [Empire] 0 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
D3 [JasperCity] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
D4 0 Flyers, 0 Cavalry, 5 Infantry, 3 Siege.
D5 4 Flyers, 4 Cavalry, 4 Infantry, 0 Siege.
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