Erfworld Matrix Game II

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Re: Erfworld Matrix Game II - still recruiting but play star

Postby LTDave » Fri Aug 03, 2012 5:59 am

48 hours to post new orders.

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Re: Erfworld Matrix Game II - still recruiting but play star

Postby The Colonel » Fri Aug 03, 2012 8:36 am

Nobgrub hires SKILLED CASTERS to its cause.
- It has LARGE COFFERS which they can draw from to pay them.
- The MOUNTAINS TO THE EAST can be mined for gold that is also used to pay the CASTERS
- Its HARDWORKING WORKFORCE takes well to mining duty, allowing large amounts of GOLD to be gathered to pay the casters.

The ESTABLISHMENT of AURIA creates an UNHAPPY POPULACE for Acotise
- After being established, AURIA needs a lot of attention, at the expense of ACOTISE's populace. They are quite unhappy about it.
- Acotise's UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE are no longer in Acotise, leading to an nervous populace.
- Its UNDERSEA RICHES are being taxed to the max to supply the new city, the people are quite unhappy about the long term repercussions of it.
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby LTDave » Sat Aug 04, 2012 7:15 am

The Empire of the Rising Hedgepig will:
Occupy the Forest to the North of the Two Islands.
The Empire Has:
* A Grand Army to do the occupying
* A Heft War-Chest to pay for supplies and replace losses
* A Capable Navy to Transport the Troops


The Principality of Actotise has:
Very High Overhead Costs
* Undetectable Navies are expensive
* The Outstanding Marine Force requires lots of training and equipment
* The Undersea Cities need a lot of Casters to maintain, which cost an excessive amount
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby Exate » Sat Aug 04, 2012 11:53 am

Flimsywhimble has an EXCEPTIONAL AIRFORCE!
-Some of their MIGHTY BEASTS are flying and provide powerful air units!
-The help of their SAGE ADVISERS have arranged for careful popping of the air forces needed to achieve their VICTORIOUS DESTINY!
-Their PLUCKY WARLORDS provide just the sort of leadership needed by highly mobile units operating far from supporting troops!

Stoneheart has ISOLATIONIST POLICIES!
-Their SUPERB DEFENSES and UNERRING RANGED UNITS give them the sense that no one else could possibly hurt them!
-Their ABUNDANT MINES and MASSIVE FORTUNE leave them with no pressing need to go elsewhere!
-Their PLENTIFUL CASTERS and ADEPT CASTERS are more interested in scholarship than conquest, and dislike being constantly distracted by work!
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby The Colonel » Sat Aug 04, 2012 11:58 am

Nobgrub hires SKILLED CASTERS to its cause.
- It has LARGE COFFERS which they can draw from to pay them.
- The MOUNTAINS TO THE EAST can be mined for gold that is also used to pay the CASTERS
- Its HARDWORKING WORKFORCE takes well to mining duty, allowing large amounts of GOLD to be gathered to pay the casters.

The ESTABLISHMENT of AURIA creates an UNHAPPY POPULACE for Acotise
- After being established, AURIA needs a lot of attention, at the expense of ACOTISE's populace. They are quite unhappy about it.
- Acotise's UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE are no longer in Acotise, leading to an nervous populace.
- Its UNDERSEA RICHES are being taxed to the max to supply the new city, the people are quite nervous about the long term repercussions of it.
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby WaterMonkey314 » Sun Aug 05, 2012 2:09 am

Primary:
Acotise launches a surprise assault on the Two Islands while Hedgepig forces are occupied with their operations in the forest to the north! After sporadic fighting, the Two Islands fall to Acotisan forces.
1) The Acotisan invasion is led by its OUTSTANDING MARINE FORCE comprised of AMPHIBIOUS INFANTRY and supported by its MASTER-CLASS CASTERS.
2) Though the Hedgepigs have Fantastic Spies, the invasion force is transported by the UNDETECTABLE NAVY, surprising even the Hedgepigs.
2) Attacks from the twin bases of the UNDERWATER CAPITAL of Argenta and the new UNDERSEA COLONY OF AURIA allow Acotisan forces to trap the Hedgepigs in a deadly pincer attack.

Another point of clarification: Since my primary argument clearly relates to both my own and LtDave's power, what rules apply for the Secondary? My Secondary applies solely to LtDave's power (with no Acotisan involvement). I also have another alternate Secondary relating to Nobgrub and Flimsywhimble if the first Secondary isn't appropriate.
Secondary:
The Hefty War-Chest of the Hedgepigs is depleted to a pittance:
1) The Empire has FINANCIAL DIFFICULTIES, which by definition consume vast amounts of capital.
2) The Empire has significant expenses in the form of its GRAND ARMY, SIZEABLE EMPIRE, and FANTASTIC SPIES, all of which further strain the War-Chest.
3) Despite these factors, the Empire has recently launched a new expansionary campaign, stretching its meager resources to the breaking point.

Alt Secondary:
Spoiler: show
The REBELLIOUS UPSTART of Flimsywhimble sparks a DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub by rapidly marching his forces all the way to Nobgrubian territory in the mountains to the northwest.
1) The UPSTART by definition is PLUCKY, and has determined that the correct route of expansion is northwest, towards Nobgrub. (As opposed to northeast)
2) The UPSTART is emboldened by Flimsywhimble's GREAT LUCK and VICTORIOUS DESTINY and POWERFUL ARTIFACTS, believing this will assure his ultimate victory.
3) The UPSTART quickly conquers the intervening territory with the aid of MIGHTY BEASTS and POWERFUL ARTIFACTS.
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby ETheBoyce » Sun Aug 05, 2012 3:03 am

Stoneheart Builds Impenetrable Walls

1. Stoneheart Superb Defenses which they will use as a base to build upon to construct their walls

2. Stoneheart has a Massive Fortune with which to pay for the best materials and workforce

3. Stoneheart has Plentiful Casters and Adept Cadsters with which to add numerous and mighty magical protections to the walls they build as well as to aid in their construction.

Secondary Argument:

The Empire of the Rising Hedgepig has Internal Strife

1. Rising Hedgepig has a Sizeable Empire which causes dissension as to which region is the best

2. Rising Hedgepig has a Grand Army, Fantastic Spies,and a Capable Navy all of whom wish to considered the most important part of the Empire and who squabble over funding and prestige.

3. Rising Hedgepig has Financial Difficulties which causes worries over just how everything is going to get paid for
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby LTDave » Sun Aug 05, 2012 5:21 am

Post Time: 350 -
The Colonel Argument: Nobgrub hires SKILLED CASTERS to its cause. Rating: Very Strong Goal: 5 Roll: 6 Outcome: FAIL

The Colonel Secondary Argument: The ESTABLISHMENT of AURIA creates an UNHAPPY POPULACE for Acotise Rating: Normal Goal: 3 Roll: 1 Outcome: SUCCESS

LTDave Argument: The Empire will Occupy the Forest to the North of the Two Islands. Rating: Strong Goal: 4 Roll: 4 Outcome: SUCCESS

LTDave Secondary Argument: The Principality of Actotise has Very High Overhead Costs Rating: Weak Goal: 2 Roll: 3 Outcome: FAIL

Exate Argument: Flimsywhimble has an EXCEPTIONAL AIRFORCE Rating: Very Strong Goal: 5 Roll: 3 Outcome: SUCCESS

Exate Secondary Argument: Stoneheart has ISOLATIONIST POLICIES! Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL

Watermonkey314 Argument: Acotise launches a surprise assault on the Two Islands while Hedgepig forces are occupied with their operations in the forest to the north! After sporadic fighting, the Two Islands fall to Acotisan forces. Rating: Very Strong Goal: 5 Roll: 3 Outcome: SUCCESS

Watermonkey314 Secondary Argument: The Hefty War-Chest of the Hedgepigs is depleted to a pittance Rating: Weak Goal: 2 Roll: 6 Outcome: FAIL

ETheBoyce Argument: Stoneheart Builds Impenetrable Walls Rating: Very Strong Goal: 5 Roll: 4 Outcome: SUCCESS

ETheBoyce Secondary Argument: The Empire of the Rising Hedgepig has Internal Strife Rating: Normal Goal: 3 Roll: 4 Outcome: FAIL

Empire Information
Spoiler: show
The Empire of the Rising Hedgepig has:

An Impressive Ruler
A Sizeable Empire
Excellent Infantry
Capable Navy
Fantastic Spies
Grand Army
Hefty War-Chest
Financial Difficulties
Occupied Forests

Ye Olde Righteous and Formidable Kingdom of Stoneheart has:

Abundant Mines
Adept Casters
Superb Defenses
Unerring Ranged Units
Honorable Reputation
Massive Fortune
Plentiful Casters
Impenetrable Walls

The Principality of Acotise is blessed with:

An Undetectable Navy
An UNDERWATER CAPITAL
MASTER-CLASS CASTERS
AMPHIBIOUS INFANTRY
UNDERSEA RICHES
OUTSTANDING MARINE FORCE
THE CITY OF AURIA UNDER THE BAY
UNHAPPY POPULACE
The Two Islands

The Kingdom of Flimsywhimble has:

GREAT LUCK
VICTORIOUS DESTINY
PLUCKY WARLORDS
SAGE ADVISERS
MIGHTY BEASTS
CONQUERED FORESTS TO THE NORTH-EAST
POWERFUL ARTIFACTS
A REBELLIOUS UPSTART
EXCEPTIONAL AIRFORE

Waagh of Nobgrub has:

STRONG MILITARY
LARGE COFFERS
HARDWORKING WORKFORCE
ABLE ADMINISTRATION
CLEVER WARLORDS
AN EPIC WAAGH
MOUNTAINS TO THE EAST
INTERNAL STRIFE
Last edited by LTDave on Sun Aug 05, 2012 5:45 am, edited 1 time in total.
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby ETheBoyce » Sun Aug 05, 2012 5:36 am

Hey now, Isolationist policies failed!
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Re: Erfworld Matrix Game II - still recruiting but play star

Postby LTDave » Sun Aug 05, 2012 5:44 am

48 hours to post orders...

A slight explanation on the above:
I've rated the Acotisian secondary argument as weak because it makes reference to the Hedgepig invasion to the north. I chose to ignore this as a valid reason, since it had not happened yet. I'm trying to be fair, and not rig things one way or the other.
If anyone is interested in checking the random numbers, you can download the spreadsheet from the link in my signature.
The Acotisian secondary argument is valid, because the primary argument relates to what the Acotisians are doing, and influences their list of features.

[Isolationist Policies removed. Woops.]

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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Mon Aug 06, 2012 4:53 am

"A Day that will live in infamy."

Ten Thousand Warriors stood in perfect silence as Mrs Nobblytwink glared at them.

"Without warning. Without declaration. With malice aforethought, the vile creatures of the deep assault our sacred soil, and defile our homes and hollows."

"This will be a day long remembered, but it will be shortly avenged."

"Forewarned by astute intelligence, our Grand Army escaped the destruction, and even now stands poised to exact our... retribution. Let the word go out from this day and from this place - if you mess with a hedgepig, you get the spines!"


PRIMARY ARGUMENT:
The Navy of Acostia will be UTTERLY DESTROYED in Battle.
* The Empire has a Capable Navy. The Acostians have only an Undetectable Navy, which is neither strong, capable, competent, or violent in any way. In battle, the Capable Navy of the Hedgpigs will destroy the Acostians quite easily.
* The Acostian Undetectable Navy is currently unloading troops and supplies on the two Islands, and thus entrirely Detectable and Vulnerable.
* The Empire has FANTASTIC SPIES which are able to communicate the locations of the navy as it lands troops and supplies


SECONDARY ARGUMENT:
The Empire no longer has FINANCIAL PROBLEMS
* The Occupation of the Northern Woods finds Plunder Aplenty
* Mrs Nobblytwink is an impressive ruler, able to cut costs by streamlining administration
* The Empire is sizeable, able to deal with momentary fiscal issues
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Re: Erfworld Matrix Game II - Turn 4

Postby ETheBoyce » Mon Aug 06, 2012 5:44 pm

The Kingdom of Stoneheart creates a Vast Golem Army

1.Stoneheart has Plentiful Casters with which to make a large number of Golems

2. Stoneheart has Adept Casters to make sure the Golems are well constructed and capable

3. Stoneheart has Abundant Mines and a Massive Fortune with which to provide or purchase construction materials

Secondary Argument: Nobgrub's Large Coffers become Depleted

1. Nobgrub is experiencing Internal Strife which allows its Clever Warlords to embezzle funds without being caught

2. The Mountains to the East require large amounts of money to maintain

3. The Epic Waagh requires a huge number of units which have even larger upkeep costs
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Re: Erfworld Matrix Game II - Turn 4

Postby Exate » Mon Aug 06, 2012 10:28 pm

Okay, third time's the charm with these secondaries. That said, I really don't like the way that things are structured at the moment- the inability to use secondary arguments to affect primary arguments, combined with the fact that primary arguments are virtually always power-builders for one's own nation, means that no one is ever going to use the "Yes, And...", "Yes, But...." or "No, Actually..." functions of this game unless it's a last-ditch effort to weaken a vastly superior side. If anything, secondaries should only be allowed to use the modifier functions instead of standing as independent arguments, although that would likely result in our empires rapidly becoming comically incompetent over time.

Flimsywhimble's REBELLIOUS UPSTART has become a CHARISMATIC PARTISAN!
-The nation's SAGE ADVISERS are wise and compelling, well equipped to persuade dissidents back into line without bloodshed!
-The other PLUCKY WARLORDS of the nation are determined to convert their wayward brother with the power of friendship!
-It's said that no one is as fanatical as a convert, and a past as a REBELLIOUS UPSTART makes him that much more eager to repent!

The Empire of the Rising Hedgepig has REBELLIOUS HOLDINGS!
-With the loss of THE TWO ISLANDS to another nation, they have lost their solid lines to supply to the northern forests, throwing internal economics into chaos!
-The FINANCIAL DIFFICULTIES of the nation have encouraged them to squeeze their SIZABLE EMPIRE for cash to break even, lowering morale across the board and encouraging dissent!
-The OCCUPIED FORESTS are still not fully pacified, and eager to throw off the iron fist of their oppressors!
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Re: Erfworld Matrix Game II - Turn 4

Postby WaterMonkey314 » Mon Aug 06, 2012 11:59 pm

Exate wrote:Okay, third time's the charm with these secondaries. That said, I really don't like the way that things are structured at the moment- the inability to use secondary arguments to affect primary arguments, combined with the fact that primary arguments are virtually always power-builders for one's own nation, means that no one is ever going to use the "Yes, And...", "Yes, But...." or "No, Actually..." functions of this game unless it's a last-ditch effort to weaken a vastly superior side. If anything, secondaries should only be allowed to use the modifier functions instead of standing as independent arguments, although that would likely result in our empires rapidly becoming comically incompetent over time.
-The OCCUPIED FORESTS are still not fully pacified, and eager to throw off the iron fist of their oppressors!


I don't agree on the cause of why people aren't using modifiers, but I do agree with the result - primarys all too often are just power-builders, and we've yet to see any of the Machivellian meddling that made last game so hilarious.

I will now attempt to modify this.

Primary (relating to Acotise, but also in opposition to LtDave's argument):
Yes, the Hedgehogs attempt to engage the Acotisan Navy in battle, but it evades the Hedgehogian counter-attack rather than being UTTERLY DESTROYED:
1) Though the Hedgehogs have FANTASTIC SPIES, an UNDETECTABLE NAVY is still undetectable.
2) The Master-Class Acotisan Casters see the Grand Army coming, and warn the Acotisan forces.
3) The Amphibious Infantry of the Outstanding Marine Force provide covering fire as the Navy falls back to safer waters.

Secondary (not relating to Acotise):
The REBELLIOUS UPSTART of Flimsywhimble sparks a DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub by rapidly marching his forces all the way to Nobgrubian territory in the mountains to the northwest.
1) The UPSTART by definition is PLUCKY, and has determined that the correct route of expansion is northwest, towards Nobgrub. (As opposed to northeast)
2) The UPSTART is emboldened by Flimsywhimble's GREAT LUCK and VICTORIOUS DESTINY and POWERFUL ARTIFACTS, believing this will assure his ultimate victory.
3) The UPSTART quickly conquers the intervening territory with the aid of MIGHTY BEASTS and POWERFUL ARTIFACTS.
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Tue Aug 07, 2012 7:30 am

Time has expired:

Post Time: 5946 -
LTDave Argument: The Navy of Acostia will be UTTERLY DESTROYED in Battle. Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS

LTDave Secondary Argument: The Empire no longer has FINANCIAL PROBLEMS Rating: Weak Goal: 2 Roll: 3 Outcome: FAIL

ETheBoyce Argument: The Kingdom of Stoneheart creates a Vast Golem Army
Rating: Very Strong Goal: 5 Roll: 1 Outcome: SUCCESS

ETheBoyce Secondary Argument: Nobgrub's Large Coffers become Depleted Rating: Normal Goal: 3 Roll: 3 Outcome: SUCCESS

Exate Argument: Flimsywhimble's REBELLIOUS UPSTART has become a CHARISMATIC PARTISAN! Rating: Very Strong Goal: 5 Roll: 2 Outcome: SUCCESS

Exate Secondary Argument: The Empire of the Rising Hedgepig has REBELLIOUS HOLDINGS! Rating: Normal Goal: 3 Roll: 6 Outcome: FAIL

Watermonkey314 Argument: Yes, the Hedgehogs attempt to engage the Acotisan Navy in battle, but it evades the Hedgehogian counter-attack rather than being UTTERLY DESTROYED: Rating: Very Strong Goal: 5 Roll: 4 Outcome: SUCCESS

Watermonkey314 Secondary Argument: The REBELLIOUS UPSTART of Flimsywhimble sparks a DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub by rapidly marching his forces all the way to Nobgrubian territory in the mountains to the northwest. Rating: Normal Goal: 3 Roll: 3 Outcome: SUCCESS

Competing Arguments:
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Tue Aug 07, 2012 7:32 am

Post Time: 3055 -
LTDave Argument: The Navy of Acostia will be UTTERLY DESTROYED in Battle. Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS
Watermonkey314 Argument: Yes, the Hedgehogs attempt to engage the Acotisan Navy in battle, but it evades the Hedgehogian counter-attack rather than being UTTERLY DESTROYED: Rating: Very Strong Goal: 5 Roll: 5 Outcome: SUCCESS

LTDave Argument: The Navy of Acostia will be UTTERLY DESTROYED in Battle. Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL
Watermonkey314 Argument: Yes, the Hedgehogs attempt to engage the Acotisan Navy in battle, but it evades the Hedgehogian counter-attack rather than being UTTERLY DESTROYED: Rating: Very Strong Goal: 5 Roll: 6 Outcome: FAIL

LTDave Argument: The Navy of Acostia will be UTTERLY DESTROYED in Battle. Rating: Normal Goal: 3 Roll: 3 Outcome: SUCCESS
Watermonkey314 Argument: Yes, the Hedgehogs attempt to engage the Acotisan Navy in battle, but it evades the Hedgehogian counter-attack rather than being UTTERLY DESTROYED: Rating: Very Strong Goal: 5 Roll: 4 Outcome: SUCCESS

LTDave Argument: The Navy of Acostia will be UTTERLY DESTROYED in Battle. Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL
Watermonkey314 Argument: Yes, the Hedgehogs attempt to engage the Acotisan Navy in battle, but it evades the Hedgehogian counter-attack rather than being UTTERLY DESTROYED: Rating: Very Strong Goal: 5 Roll: 2 Outcome: SUCCESS

It took several goes, but the Acostian Navy escapes and is not UTTERLY DESTROYED.
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Tue Aug 07, 2012 7:43 am

Empire Information
Spoiler: show
The Empire of the Rising Hedgepig has:

An Impressive Ruler
A Sizeable Empire
Excellent Infantry
Capable Navy
Fantastic Spies
Grand Army
Hefty War-Chest
Financial Difficulties
Occupied Forests

Ye Olde Righteous and Formidable Kingdom of Stoneheart has:

Abundant Mines
Adept Casters
Superb Defenses
Unerring Ranged Units
Honorable Reputation
Massive Fortune
Plentiful Casters
Impenetrable Walls
Vast Golem Army

The Principality of Acotise is blessed with:

An Undetectable Navy
An UNDERWATER CAPITAL
MASTER-CLASS CASTERS
AMPHIBIOUS INFANTRY
UNDERSEA RICHES
OUTSTANDING MARINE FORCE
THE CITY OF AURIA UNDER THE BAY
UNHAPPY POPULACE
The Two Islands

The Kingdom of Flimsywhimble has:

GREAT LUCK
VICTORIOUS DESTINY
PLUCKY WARLORDS
SAGE ADVISERS
MIGHTY BEASTS
CONQUERED FORESTS TO THE NORTH-EAST
POWERFUL ARTIFACTS
A CHARISMATIC PARTISAN
EXCEPTIONAL AIRFORE
DIPLOMATIC CRISIS!
Waagh of Nobgrub has:

STRONG MILITARY
DEPLETED COFFERS
HARDWORKING WORKFORCE
ABLE ADMINISTRATION
CLEVER WARLORDS
AN EPIC WAAGH
MOUNTAINS TO THE EAST
INTERNAL STRIFE
DIPLOMATIC CRISIS!


Spoiler: show
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Re: Erfworld Matrix Game II - Turn 4

Postby Exate » Thu Aug 09, 2012 3:06 am

Flimsywhimble uses the DIPLOMATIC CRISIS to pressure Nobgrub into giving it control of its MOUNTAINS TO THE EAST!
-Flimsywhimble's PLUCKY WARLORDS, led by the CHARISMATIC PARTISAN, are just the sort to turn a crisis into an opportunity to fulfill their VICTORIOUS DESTINY and persuasive enough to do it!
-The EXCEPTIONAL AIRFORCE of Flimsywhimble allows it to move many MIGHTY BEASTS and POWERFUL ARTIFACTS into position to threaten Nobgrub relatively easily, providing an intimidatingly potent force!
-Nobgrub's INTERNAL STRIFE prevents a unified, effective response, as their DEPLETED COFFERS cast doubt on their ability to sustain a war!

Acotise experiences a sudden outbreak of RAMPANT DISEASE!
-Their UNDERWATER CAPITAL and CITY OF AURIA UNDER THE BAY have had little exposure to above-ground illnesses on prior occasions, setting the stage for a major plague with the conquest of THE TWO ISLANDS!
-While the nation has UNDERSEA RICHES and MASTER-CLASS CASTERS, it is clearly not using those to the benefit of its UNHAPPY POPULACE given their state- including for medical purposes!
-Indeed, the UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE that Acotise possesses together imply a narrow-minded focus on military pursuits at the expense of socially supportive endeavors!
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Re: Erfworld Matrix Game II - Turn 4

Postby ETheBoyce » Thu Aug 09, 2012 4:31 am

Stoneheart creates an Unparalleled Magical Armory

1. Stoneheart has a Massive Fortune with which to purchase the best equipment

2. Stoneheart has Abundant Mines from which they can obtain the best materials

3. Stoneheart has Adept Casters who are also Abundant Casters that can enchant their weapons an armor

Secondary Argument: Nobgrub's Hardworking Workforce becomes a Disheartened Workforce

1. Despite their hard work Nobgrub's coffers have become Depleted, making it their work seem meaningless

2. There is Internal Strife which has caused divisions among the workforce turning brother against brother and saddening all

3. There is a Diplomatic Crisis which has drawn attention away from the lives of the workers, making it seem that the leaders just don't care about them
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Re: Erfworld Matrix Game II - Turn 4

Postby The Colonel » Thu Aug 09, 2012 6:17 am

leave you guys alone for one turn, just one turn!

Nobgrub launches raids on Flimsywhimble
-Epic Waagh is epic. Large army to launch raids.
-Mountains to the east can be used as a staging point for the raids.
-Clever warlords come up with tactics for raiding NEVER SEEN BEFORE!

Nobgrub replenishes it's depleted coffers.
- A hardworking workforce provides loads of stuff to fill it with
- The mountains to the east has gold which they can use to replenish it.
- Clever warlords go a-raiding to fill up the coffers.
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