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ErfWorld Forum Game


SpreadsheetRulesGame Threaddiscussion


Most Recent Empire Was:Tribble
ErfworldMap2roughD-1.jpg


Pretend it's the game map

Empires

Empire: Tribble

Colour: Yellow
Player: Gorf
Turn: 5

Schmuckers

Schmuckers: 204
Income: 130
Avaliable: 334
Upgrade: -200

  • Build new city in G1[Shwarm], Level 4.
  • Build new city in F3[Rush], Level 4)

Unit Upkeep: 66

  • 22 Infantry

Ending: 68

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)

Develop-A-Mancy

Completed

  • Alliance (targeting LTDave)

Developing

  • 3 points into Rush a-mancy: total to completion: 18/42
    • turns to completion: 5

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

Combat

NO COMBAT - END OF TURN

== Headline text ==

Empire: WoD

Color: White
Player: White Wulf
Turn: 2

Schmuckers

Starting: 144
Income: 210
Available: 354
Upgrade: None
Unit Upkeep: 81

  • 10 Cavalry
  • 10 Infantry

Ending: 273

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 2 Cavalry, 3 Infantry
  • I2 2 Cavalry, 3 Infantry
  • H2 3 Cavalry, 3 Infantry
  • H3 3 Cavalry, 1 Infantry

Movement:

  • No movement

After Movement

  • I1 2 Cavalry, 3 Infantry
  • I2 2 Cavalry, 3 Infantry
  • H2 3 Cavalry, 3 Infantry
  • H3 3 Cavalry, 1 Infantry

Develop-A-Mancy

Completed

  • Cover-A-Mancy
  • Provisions

Developing

  • Thick Blood:+5 points, total progress:5/9
    • average rating was 3, so it will take 9 A-mancy points to develop.

Empire: Tribble

Colour: Yellow
Player: Gorf
Turn: 5

Schmuckers

Schmuckers: 204
Income: 130
Avaliable: 334
Upgrade: -200

  • Build new city in G1[Shwarm], Level 4.
  • Build new city in F3[Rush], Level 4)

Unit Upkeep: 66

  • 22 Infantry

Ending: 68

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)

Develop-A-Mancy

Completed

  • Alliance (targeting LTDave)

Developing

  • 3 points into Rush a-mancy: total to completion: 18/42
    • turns to completion: 5

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

Combat

NO COMBAT - END OF TURN

== Headline text ==

Empire: WoD

Color: White
Player: White Wulf
Turn: 2

Schmuckers

Starting: 144
Income: 210
Available: 354
Upgrade: None
Unit Upkeep: 81

  • 10 Cavalry
  • 10 Infantry

Ending: 273

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 2 Cavalry, 3 Infantry
  • I2 2 Cavalry, 3 Infantry
  • H2 3 Cavalry, 3 Infantry
  • H3 3 Cavalry, 1 Infantry

Movement:

  • No movement

After Movement

  • I1 2 Cavalry, 3 Infantry
  • I2 2 Cavalry, 3 Infantry
  • H2 3 Cavalry, 3 Infantry
  • H3 3 Cavalry, 1 Infantry

Develop-A-Mancy

Completed

  • Cover-A-Mancy
  • Provisions

Developing

  • Thick Blood:+5 points, total progress:5/9
    • average rating was 3, so it will take 9 A-mancy points to develop.

Empire: Tribble

Colour: Yellow
Player: Gorf
Turn: 5

Schmuckers

Schmuckers: 204
Income: 130
Avaliable: 334
Upgrade: -200

  • Build new city in G1[Shwarm], Level 4.
  • Build new city in F3[Rush], Level 4)

Unit Upkeep: 66

  • 22 Infantry

Ending: 68

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)

Develop-A-Mancy

Completed

  • Alliance (targeting LTDave)

Developing

  • 3 points into Rush a-mancy: total to completion: 18/42
    • turns to completion: 5

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

Combat

NO COMBAT - END OF TURN

== Headline text ==

Empire: WoD

Color: White
Player: White Wulf
Turn: 2

Schmuckers

Starting: 144
Income: 210
Available: 354
Upgrade: None
Unit Upkeep: 81

  • 10 Cavalry
  • 10 Infantry

Ending: 273

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 2 Cavalry, 3 Infantry
  • I2 2 Cavalry, 3 Infantry
  • H2 3 Cavalry, 3 Infantry
  • H3 3 Cavalry, 1 Infantry

Movement:

  • No movement

After Movement

  • I1 2 Cavalry, 3 Infantry
  • I2 2 Cavalry, 3 Infantry
  • H2 3 Cavalry, 3 Infantry
  • H3 3 Cavalry, 1 Infantry

Develop-A-Mancy

Completed

  • Cover-A-Mancy
  • Provisions

Developing

  • Thick Blood:+5 points, total progress:5/9
    • average rating was 3, so it will take 9 A-mancy points to develop.

Empire: Tribble

Colour: Yellow
Player: Gorf
Turn: 5

Schmuckers

Schmuckers: 204
Income: 130
Avaliable: 334
Upgrade: -200

  • Build new city in G1[Shwarm], Level 4.
  • Build new city in F3[Rush], Level 4)

Unit Upkeep: 66

  • 22 Infantry

Ending: 68

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)

Develop-A-Mancy

Completed

  • Alliance (targeting LTDave)

Developing

  • 3 points into Rush a-mancy: total to completion: 18/42
    • turns to completion: 5

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

Combat

NO COMBAT - END OF TURN

== Headline text ==

Developed-A-Mancies

  • Cover-A-Mancy - X points
    • All Cities Lv 3 and higher count as forest, so fliers add no bonus to combat for either side.
  • Provisions - X points
    • Units that don't move cost only 90% of their upkeep
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