Aeris' KR Civ-type game thing

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Re: Aeris' KR Civ-type game thing

by AerisDraco » Wed Oct 18, 2017 2:06 pm

@Ninja: City strength is 15. There's a reason why you need siege to attack them.

@KM: dang it I uploaded the wrong map, and I can't get the link in mobile.

And I guess that means an extension.
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Re: Aeris' KR Civ-type game thing

by Ninja » Wed Oct 18, 2017 4:55 pm

The Kingmaker wrote:@Ninja I propose a non-aggression pact between our factions.

And if I'm able to see my units again anypoint soon I might turn violent against pinnata if he doesn't move that spear ass out of my lands


I accept, but only if you help me fight PitNata if/when things get dicey down there.

@Aeris: Oh, wow. I knew they had more strength, but 15 is massive. Is that in the OP anywhere?

Also, there's a problem with the Unit Map and you put the City Map where the UM goes.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Wed Oct 18, 2017 8:07 pm

Yeah, I didn't put that anywhere, though using the calculator (or snooping at its code) does show how strong they are.
Side note I forgot to include the "ranged units get halved retribution damage" thing, so the actual figure would be 4 damage taken.

And I realized where I messed up with maps.
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Re: Aeris' KR Civ-type game thing

by Ninja » Wed Oct 18, 2017 9:31 pm

You left the Colonist that founded Gloomport on the map, Aeris.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Thu Oct 19, 2017 4:51 pm

1. Move colonist south-east, south-east.
2. move both crossbows north-east, north-east.
3. Move builder east, north-east, north-east.
4. Begin producing engineer in Unum.

Also i should be up to 4 tech points a turn, thanks to ninja's trade routes.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Fri Oct 20, 2017 8:29 pm

Combat results: 3 damage dealt to Ma'qwa, 3 damage dealt to Shadow Archer.
---------------
@Toddalot: It's 3.6. 6 cities (1.2); 1 jungle (0.2); 3 outgoing routes (1.2); and 5 incoming routes (1) = 3.6.

My turn: (ends 10/22)
1. Send trade to Unseelie; and one to Nexus.
2. Move N Colonist E.
3. Move S Colonist W and settle, founding Seraph.
4. Send Eidolo Trader to Duo.
5. Move Builder NE and expend.
6. Move all Teslas bar the Mirotehn one NE x2.
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Re: Aeris' KR Civ-type game thing

by Ninja » Fri Oct 20, 2017 9:46 pm

1. Research Fire Breath.
2. Attack Ma'qwa with Necromancer.
3. Move Dark Knight E and then NE.
4. Move Large Island (LI henceforth) Shadow Archer NW.
5. Embark Home Island (HI henceforth) Shadow Archer W.
6. Embark R'lyehian Colonist W.
7. Move Blighthammerian Colonist NW.
8. Move Rotwoodian Colonist SE.
9. Move Despairian Builder W.
11. Attack Ma'qwa with Magma Elemental.
12. Begin producing a Dark Knight in Scourgemaul.
13. Begin producing an Engineer in Blighthammer.
14. Begin producing a Colonist R'lyeh.
15. Wait a second, Rotwood is on a forest (duh :P ), so I got a Builder free there. Move that NW and build a road between Rotwood and Blighthammer. (Yes, I'm treating it like it didn't exist before and therefore didn't block my supply since you didn't add it to the map at the proper time.)

@Aeris: ??? I thought you said that my Shadow Archer would take 4 damage from that encounter. Why is it only 3 damage now? And while on the subject of attacking, Colonists are instantly destroyed if attacked, right?

Also, my TP status next turn is 5.8, not 5.2, since Traders grant the sender 0.2 more TP's than the receiver. (EDIT: Come to think of it, it would be 6 if Blighthammer is on a Jungle, which I think it is.)
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Fri Oct 20, 2017 11:42 pm

@Ninja: I did say 4, but there's a slight randomization and it seems you rolled well. (.75x to 1.25x)
Civilians die when they are killed touched by an enemy.
Your tech points are still 3 per turn. Cities (1.6), jungle (.2), outgoing routes (1.2) = 3.
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Re: Aeris' KR Civ-type game thing

by Ninja » Fri Oct 20, 2017 11:56 pm

AerisDraco wrote:Your tech points are still 3 per turn. Cities (1.6), jungle (.2), outgoing routes (1.2) = 3.


Image

I thought that the number in parentheses was the amount of TP's that I would have next turn, while the unparenthasized number represented my current TP's. I completely misunderstood the system wherewith you've been moderating our TP supplies. Good thing that got cleared up! :oops:
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Sun Oct 22, 2017 11:34 am

Don't worry Ninja I made that mistake too.

1: Move Builder North east and build a road to Nexus

2,3,4,5: Move Both Southern Avengers, Brute and Southern Engineer South-East
6: Move Northern Avenger down the road
7: Start building a Trader in Unseelie
8: Have Evoker stare at PinNata's Spearguy
9: Toasty edit since I now realise I've researched the wrong power: research Cleaving Hooks.

@PinNata in like 4/5 turns I'm probably going to colonise the spot that your spearguy is on. He won't be on that spot of course by then because he'll have departed, but its your choice if he literally departs or if it is a more metaphorical and permanent departure.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Mon Oct 23, 2017 5:07 pm

1. Move eastern most colonist south-west, south-east.
2. Move engineer south-west and build a fort.
3. Move northern most colonist north-west, north-east, north-east.
4. Move last colonist north-east, north-west, north-west.
5. Move assassin north-west, north-east.
6. Move both crossbows north-east, north-east, north-east.
7. Research falconer tech, and stored bolts tech.
8. Send trade route from Saselea to Makom.
9. Begin producing a engineer in Quinque.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Thu Oct 26, 2017 10:43 pm

Sorry for the delay, but I was busy with school.
------
Necro - 2 damage
Elemental - 3 damage
City - 6 damage
------
1. Move 3 water Teslas E-NE.
2. Move 4th water Tesla NE-NE.
3. Build Defenders in Makom and Omen.
4. Send Trade Makom -> Unseelie and move Trader Devasat -> Makom.
5. Move Colonist E.
6. Move 2 E Teslas NE.
7. Research Mithril Armor and Waste Disposal.
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Re: Aeris' KR Civ-type game thing

by Ninja » Fri Oct 27, 2017 4:21 am

1. Move embarked Dark Knight E and then NE.
2. Move R’lyehian Colonist W two tiles.
3. Move embarked Shadow Archer NW 3 tiles.
4. Move Blighthammerian Colonist NW.
5. Move Rotwoodian Colonist SE to the jungle tile that is 1 tile away from Rotwood. (Since I never said to embark it in the first place)
6. Move Cankerholdian Builder W and expend it to create a road in between Cankerhold and Scourgemaul.
7. Move Despairian Builder W.
8. Attack Ma’qwa with Magma Elemental.
9. Attack Ma’qwa with Necromancer.
10. Move the Mandrakian Trader to Rotwood and expend it to create a trade route between Rotwood and Tribus.
11. Research Strafe.
EDIT: 12. Begin producing a Colonist in Mandrake.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Sat Oct 28, 2017 4:37 pm

1. Move southern most colonist south-east, then south-west, then build a city.
2. Move northern most colonist north-east, north-east.
3. Move last colonist north-west, then north-east.
4. Move northern most crossbow north-west.
5. Move other crossbow north-east, north-east.
6. Begin producing colonist in city 7. This has priority over other producing.
7. Create a trade route from quattor to makom.
8. Research techs overpower and magical fists.

Can I build a bridge over 2 tiles of water?
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Tue Oct 31, 2017 10:05 pm

1: move easternmost avenger east into the desert
2,3: move both engineers south east

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Re: Aeris' KR Civ-type game thing

by AerisDraco » Thu Nov 02, 2017 10:07 pm

Turn end, finally.
@Toddalot: No.
------
3 damage to Ninja's units, 6 to Ma'qwa.
------
1. Send Makom Trader to Saselea.
2. Move Makom Defender NE and Omen Defender E.
3. Move Colonist E.
4. Move N Water Teslas E x2.
5. Move S-most S Water Tesla NE x2
6. Move other S Water Tesla E NE.
7. Move Devasat Teslas on the Road to Makom.
8. Produce Battle-Mech in Omen.
9. Research Mithril Hammers.
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Fri Nov 03, 2017 10:19 pm

I'm happy with where everything is so maybe like just abstain from this turn?
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Re: Aeris' KR Civ-type game thing

by Ninja » Sat Nov 04, 2017 4:27 am

1. Attack Ma’qwa with Magma Elemental to conquer it.
2. Move Necromancer W and attack the Tribal Axethrower above it.
3. Move the embarked Dark Knight NE and then NW.
4. Move the embarked Shadow Archer W 3 tiles.
5. Move the R’lyehian Colonist W 2 tiles.
6. Embark the Gloomportian Colonist NW.
7. Embark the Scourgemaulian Dark Knight NW.
8. Move the Scourgemaulian (or at least I think that’s where it came from :lol: ) Colonist W.
9. Move the Blighthammerian Engineer SW and expend it to create a fort.
10. Move Builder SW (onto Rotwood).
11. Move Rotwoodian Colonist E and settle to found Necropolis.
12. Establish a trade route with Quinque from Rotwood.
13. Begin producing a Magma Elemental in Scourgemaul.
14. Begin producing a Colonist in Cankerhold.
15. Move the unembarked Shadow Archer NW 1 tile.

@Aeris: Do you want to have a peace pact?

Also (now with complete understanding of the TP system), did you update my TP’s since last turn? I ask because I’m supposed to have 6.2 TP’s right now, not 3 (since I’m pretty sure I had 3 last turn).
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Mon Nov 06, 2017 5:43 am

1. Move both colonists, and assasin north-east, north-east.
2. Move southern most crossbow south-west, south-west, West.
3. Move other crossbow north-east, north-east.
4. Move western most engineer east, south-east and build a fort.
5. Move other engineer south-east and build a fort.
6. Begin producing engineer in Quattor.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Tue Nov 07, 2017 9:41 pm

@Ninja: Pretty sure that Strafe is the reason you aren't at six.

Attacks Results:
3 to Ma'qwa, 3 to M. Elemental
Ma'qwa captured
3 to Axethrower, 2 to Necromancer


1. Move Colonist E and settle, founding Wasp.
2. Omen Defender SE.
3. N Water Teslas E x2.
4. E Land Tesla NE.
5. Land Tesla E.
6. S Water Teslas NE x2.
7. Water Def. E NE.
8. Move Wasp Mech E.
9. Research Dwarfweiser.
10. Make Defender in WASP.
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