WaterMonkey314 wrote:On the issue of activity, I'm not nearly familiar enough with the combat system to do anything more than be a klutz, and Triage's healing-ness is pretty straightforward right now.

It does - the scouting report is just a representation of the city, not the full available layout. Also, since I seem to have missed your 2.0 revisions for Triage, can you point me to them or post them again?WaterMonkey314 wrote:PS: Also, Marbit, does the city not have a gate?
I think Triage has free wards for both turns 12 & 13, when the New Batch arrives. Triage and Junetta have fully warded all other units on turns 10 & 11, and Junetta is currently stockpiling healing potions.Nnelg wrote:(Oh, and can you officially Ward Nemo, Fort, and Rudy, please?)

MarbitChow wrote:It does - the scouting report is just a representation of the city, not the full available layout. Also, since I seem to have missed your 2.0 revisions for Triage, can you point me to them or post them again?WaterMonkey314 wrote:PS: Also, Marbit, does the city not have a gate?
I think Triage has free wards for both turns 12 & 13, when the New Batch arrives. Triage and Junetta have fully warded all other units on turns 10 & 11, and Junetta is currently stockpiling healing potions.Nnelg wrote:(Oh, and can you officially Ward Nemo, Fort, and Rudy, please?)
Got it. Yes, you can redistribute combat stats, so let me know what changes you want to make there, if any.WaterMonkey314 wrote:MarbitChow wrote:It does - the scouting report is just a representation of the city, not the full available layout. Also, since I seem to have missed your 2.0 revisions for Triage, can you point me to them or post them again?WaterMonkey314 wrote:PS: Also, Marbit, does the city not have a gate?
I believe this should be them:
viewtopic.php?f=23&t=6310&start=20#p90043



That's not an option. You must assign your full UP for each city each turn. Beast harvesting rules, if you wish to go that route, would probably be on the order of getting the beast's upkeep value as forage credit on the next turn, but note that you cannot reduce upkeep more than 50%.Swodaems wrote:I'm thinking we may actually want to not be popping at all.

Definitely in favor of hitting them ASAP. Is there a complete list of our side's units and their locations anywhere? It would be a great help in figuring out what is going on and maybe contributing to strategy in specifics instead of generalities.Swodaems wrote:I was arguing for the plan for leaving for Logan's Run on turn 13. I still think that is a good idea based on the information we now have. Bill can maintain his 9 skele archers until we reach the city on turn 17(They were all created on turn 9, correct? Extended Decay happens on turns 12, 15 and 18.) and raise more before the battle if we take 2 bone carts worth of corpses with us.
I'm the last person to say that we shouldn't mind our upkeep, but I have to disagree here. We desperately need units, because Breatheairia is popping something like 40 UP of units each turn (before natural allies or Logisticians); we'll need every last UP of units that we can get in order to compete. Avoiding popping natural allies is more reasonable because they directly drain shmuckers in order to pop, but normal units should be popped to the limit of our UP every turn- and if we have too much upkeep, then we should really be attacking people to trade some of those units for XP and territory. At this point in our side's life, I think we want to max natural allies, too, and ensure that we establish a new gobwin colony in every city we take. Strategic aggression is vital to our side's success.Swodaems wrote:I'm thinking we may actually want to not be popping at all. Our upkeep is getting rather high. When we're popping, our upkeep increases by 120 per turn(5*(16(Tenebris UP)+8(Dis City UP))). Choosing to pop natural allies could potentially double that to 240. We can't afford those increases long term. We can use the money to upgrade our cities. Logan's run could use upgrades after we take it to boost its income.

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Not if they get remotely disbanded each turn, or are used to pop long-pop-time units that are immediately moved to new locations. There are only a few hints in either direction: Parson's investigation of self-sufficiency hacks seems to suggest that there is a problem, and the idea of forced popping leads naturally to forced aggression in order to support the increased populations, which is why I'm assuming that it is a requirement, and have ruled as such. I'll update the rules with that note.0beron wrote:Also I'm not sure about this "you must produce" ruling since the comic seems to suggest otherwise. If you always had to be popping, then Haffaton would have more units in the cities Jillian has seen.

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Swodaems wrote:(Most of this post was written before looking at Nnelg's latest post, so it says alot of the same things.)
Swodaems wrote:On the subject of intel, we need to position a few imps so that we know the very turn that anything leaves Rainbow Springs.



Nnelg wrote:I've started by assuming that each route shown consists of a single path averaging no more than two hexes wide (as in, the average of the number of hexes that are equally close to the destination at each increment of distance from the city of embarkation is no more than two). In other words, I'm assuming there's pretty much only 1 path an army is likely to travel along.




Stats for the structures are in the Cities And Structures section of the rules, and also listed in the Unit Popping Quick Reference section.BLANDCorporatio wrote:Can we also have stats for the poppable structures?

If you can lay out a force distribution/pop plan that makes a solid assault group for each city without taking additional turns or entirely stripping our defenses, I would love to see it. I certainly don't have any objection to being this aggressive on principle.Nnelg wrote:I suggest that we use our faster units (the Naughty Kitties, the Heck Pups, the Bad Ass, and the Balrug) to perform a recon-by-fire of Scarlet Hills. If it turns out to be as poorly defended as Logan's Run, taking it shouldn't be a problem.

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