
moose o death wrote:the decrypted force will fall quickly, once the intelligence of what's happening gets out and suitable counter will present itself.
moose o death wrote:the story will get boring very quickly if all we have is parson going on picnics and an unstoppable force steamrolling every city it stumbles on. rob mentioned the updates would speed up considerably, i foresee that meaning the cities will be recaptured and the decrypted force crushed prior to book2 start.


joosy wrote:"Just shoot them in the head. They seem to go down permanently when you shoot them in the head.."

moose o death wrote:the decrypted force will fall quickly, once the intelligence of what's happening gets out and suitable counter will present itself. the story will get boring very quickly if all we have is parson going on picnics and an unstoppable force steamrolling every city it stumbles on. rob mentioned the updates would speed up considerably, i foresee that meaning the cities will be recaptured and the decrypted force crushed prior to book2 start.


Raza wrote:If the other warlords' bat-stacks were weaker, that implies that one of the below must be true:
- The Chief Warlord's Stack and Hex bonuses stack, so ceasar's bats got both and ended up higher because Ceasar's raw leadership was higher than that of other warlords. This seems odd because this update's calculations don't sound like the hex and stack bonuses stack, and because warlord bonuses other than ceasar's were never mentioned for comparison.
- Only one leadership bonus (presumably the highest) is ever in effect on a unit. This is odd because Ceasar's hex bonus would likely be irrelevant under the other warlord's stack bonuses, yet was still braught up. In fact, it's outright said that Ceasar's hex bonus stacks on top of other bonuses.
- The Chief Warlord's hex bonus replaces other warlord's stack bonuses. This is odd because it would often be detrimental to have the chief warlord in the hex this way.
- Non-chief warlords apply half or less of their full leadership to their stacks. This sounds conceivable, but would make their leadership stats kinda trivial by comparison.
I wrote:Chief Warlord bonus
Capital: level
Global: level/3
Hex: level/5
Warlord bonus
Stack: level/2

gameboy1234 wrote:moose o death wrote:the decrypted force will fall quickly, once the intelligence of what's happening gets out and suitable counter will present itself. the story will get boring very quickly if all we have is parson going on picnics and an unstoppable force steamrolling every city it stumbles on. rob mentioned the updates would speed up considerably, i foresee that meaning the cities will be recaptured and the decrypted force crushed prior to book2 start.
No way. I'll bet you 10 schmuckers that nothing close happens. Book 2 will be about any of 3 things:
1. Big war with Transylvito, much like the big war with Royal Crown in book 1. GK will be on the offensive though with Wanda's big troops leading the way.
2. Parson gets captured and has to defeat Wanda's big scary force.
3. All top level casters and warlords on the GK side revolt against Stanley and have to negotiate new alliances while defeating, or avoiding defeat by, the Tool.
But no way will Wanda loose her big decrypted force. If anything it'll be bigger by the start of book 2. She and Parson will have an even bigger fight on their hands. This won't be an enclave defense like Book 1, it'll be war on a broad scale, like WW2. The only question is which side everyone ends up on.

moose o death wrote:new arkentools will be discovered by other sides making them powerful.. i've already predicted jillian gets one (the arkenboot, a monopoly boot that affects moneymancy and turnamancy...because it's a board game about money) allowing her to change turn orders to suit her needs and also to improve the build times on her army. if ALL of her troops are popped vuia an arkentool she'll have a very impressive bonus to their stats.

raphfrk wrote:moose o death wrote:new arkentools will be discovered by other sides making them powerful.. i've already predicted jillian gets one (the arkenboot, a monopoly boot that affects moneymancy and turnamancy...because it's a board game about money) allowing her to change turn orders to suit her needs and also to improve the build times on her army. if ALL of her troops are popped vuia an arkentool she'll have a very impressive bonus to their stats.
Moneymancy and turnamancy aren't even from the same axis or class. It seems unlikely that an Arkentool would cover both.
It does seem that Sizemore is destined to have an Arkentool (and likely a shovel) due to the fact that his name counts as a reference to Shovel patents. However, apparently, it may also have come from a members of a local band. Presumably, the Sizemore patent and Rockwell tools, are to specific to be a coincidence, so they band thing might just be a red herring.

raphfrk wrote:joosy wrote:"Just shoot them in the head. They seem to go down permanently when you shoot them in the head.."
When Ansom was decrypted, he was also healed back to full strength. Thus, a head shot mightn't be enough.
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joosy wrote:Cities count as a single hex for the defending/occupying forces. They consist of multiple hexes (or zones) for attacking forces. You are assuming that he cast his spell from anywhere in the kingdom. So far, the knowledge we have from the comic states that foolamancers can only cast spells in their own hex. We also have evidence that those spells do not last outside of the hex. Ergo, Jack would have had to be in the city hex to cast the spell. And he may not have cloaked the entire city but cast diversions/distractions to draw foreign units away as was alluded to in the comic.
Evidence that Foolamancers must be in the same stack they are veiling :
http://www.erfworld.com/wp-content/uplo ... k1/064.jpg - panel 3.
Evidence that Foolamancy only lasts within a single hex:
http://www.erfworld.com/wp-content/uplo ... k1/115.jpg - panel 11 (2nd to last)
joosy wrote:Yosarian wrote:My impression was that farms, like mines, give you money every turn (I think it was implied when we heard about how the kingdom FAQ used to work); and then that it costs money every turn to pay for a unit's upkeep, which then makes food pop for them. (I think that was implied when Tool said "your food better pop, considering the upkeep you're costing us" or something like that.) Even rebuilding an entire city just costs money. I think that the economic system in erfworld has only one resource, money; it's not like the kind of strategy games where you have to worry about money, food, and lumber, or whatever.
You are correct, in that most 'resources' like farms, mines, etc. are used to create things which are either used or converted to schmuckers (or whatever they call their money) thats just 'moneymancy'. However, things harvested/mined can also be used as is. Jillian, when taking on provisions, speared the fish called Wanda, Transylvito troops in the field took on additional provisions via the big 'horned' sheep. However, provisions like cheese, salami, feegs.. er. figs, etc. 'popped' in the larder in Gobwin Knob. Transylvito troops in the field had their rations 'pop' for them and I assume schmuckers were deducted from the Transylvito treasury as a result. Same for the rebuilding of Gobwin Knob. Moneymancy appears to be merely the art of converting stuff into 'money' and vice versa - its a quick way to get stuff that you would otherwise have to create by hand.
e.g. I'm sure there are stonemasons out there but they only do work for cities or factions that don't have the treasuries to pop their defensive walls or garrisons. Or there are factions with natural tendencies for certain abilities or 'stuff' (marbits/gobwins for mining/tunnelling)
DevilDan wrote:Somehow I doubt the effectiveness of veiling a city once its location is known. We know that enough high-level eyeballs will pierce a veil.
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