Aeris' KR Civ-type game thing

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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Thu Oct 12, 2017 9:41 pm

Move an avenger south west
Move the other avenger south west
(I mean the two avengers near to Nexus btw, not the one on a fort)
Move evoker south east bc hey she’s different
Move colonist south west n found a city called... Unseelie
Move engineer along the road south west (he should move two spaces right?)

*breath*
So I think I have 3 more population now (+1 for colonist, +2 for city on grassland)
Ergo, build another engineer in Duredhel
Start building a builder (ha) in Unseelie
Start building a Brute in Nexus bc hey why not

Now is where I’d research a Tech but the tech goblins appear to have stifled my income once more.
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Re: Aeris' KR Civ-type game thing

by Ninja » Fri Oct 13, 2017 12:16 am

@Kingmaker: What do you think of my proposition?

My proposition wrote:@Kingmaker: Do you want to crush PitNata in between us? You can even have two of his cities and I'll help you once I take down Ma'qwa. I just want Ma'qwa and a solid claim to his side of the island. The line of demarcation would start at say the tile due SW of Ma'qwa and then go up in zigzag fashion to the very end of that outjutting piece of land in the north. We could also have a nonaggression pact if you'd like (and if the campaign is successful, of course).


@PitNata: We're not technically at war yet, but it is obviously unfriendly. I guess you could coax me out of attacking you for the time being by cutting me a good slice of land on the main island. Not if Kingmaker agrees, though.
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Fri Oct 13, 2017 5:56 am

@ninja: I’m nodding but I don’t formally agree yet as I think PinNata deserves a chance to response with non-violent means (and/or get his troops the hell out of there)
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Re: Aeris' KR Civ-type game thing

by Ninja » Sat Oct 14, 2017 4:04 pm

All right. We can't give him too long, though, or he'll bulk up his defenses. Perhaps we should issue an ultimatum?
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Sat Oct 14, 2017 4:58 pm

...I just realized I didn't update the numbers Friday or posted today. Whoops.
@KM: You have ~4 TP.
@Ninja: Magic left, so I refunded you one Trader.

1. Send a Trade Route to Maqwa
2. Send a Trade Route to Duo.
3. Move Builder NE and expend.
4. Move Colonist NW.
5. Build a Builder in Sava.
6. Build a Trader in Makom.
7. Build a Trader in Devasat.

I call this strat "flagrant-abuse-of-trade-routes"
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Re: Aeris' KR Civ-type game thing

by Ninja » Sat Oct 14, 2017 6:12 pm

I should be listed as having seven cities, not 6. Also, you didn't update the city map.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Sat Oct 14, 2017 7:03 pm

Yea I know.
And I'm extending this since I'm fairly certain the fact that I delayed my own turn delayed everyone else as well.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Sun Oct 15, 2017 1:26 am

1. Move colonist southeast, southeast.
2. Move builder northwest and build a road.
3. Move both crossbows northeast, northeast.
4. Move engineer southwest, southwest, west, and build a fort.
5. Move assasin northeast.
6. Research stealth tech.
7. Begin producing trader in quattuor.
8. Name city six şaselea.
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Sun Oct 15, 2017 9:21 pm

1, 2, 3: Move both avengers and the evoker who are around Nexus to the south east
4: Move engineer south east too
5? If i've got another population point in there somewhere then start making another engineer in Duredhel
6 - ish: Research Silencing Curse
7: Research Dark Blades
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Re: Aeris' KR Civ-type game thing

by Ninja » Mon Oct 16, 2017 4:04 am

1. Declare war on PitNata.
2. Move Shadow Archer W, NW, NW and then attack Ma'qwa.
3. Move Magma Elemental W two tiles.
4. Move Dark Knight W and then NW.
5. Move Necromancer W and then NW.
6. Move Colonist SW.
7. Move Mandrakian Trader (I can move the refunded traders, right?) #1 SW.
8. Move Mandrakian Trader #2 W.
9. Move Builder NW and expend it to create a road in between Despair and Cankerhold.
10. And since my supply is technically 12 rather than 11, begin producing a Builder in Despair.
11. Begin producing a Trader in Mandrake.

@Sir Toddalot: Do you want to have a nonaggression pact with further terms of neither of us being able to colonize the other's home island? (Also, if you do want to, then make sure that you state any terms that you want as well.)
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Mon Oct 16, 2017 10:36 am

Just a btw, you won't be able to attack yet. Disembarking takes a move.
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Re: Aeris' KR Civ-type game thing

by Ninja » Mon Oct 16, 2017 4:15 pm

AerisDraco wrote:Just a btw, you won't be able to attack yet. Disembarking takes a move.


Does it? It only says that embarking takes a move in the OP, not disembarking.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Mon Oct 16, 2017 4:58 pm

Ninja wrote:@Sir Toddalot: Do you want to have a nonaggression pact with further terms of neither of us being able to colonize the other's home island? (Also, if you do want to, then make sure that you state any terms that you want as well.)


What im going for is that tiny island under your big one. Let me have that, and sure.
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Re: Aeris' KR Civ-type game thing

by Ninja » Mon Oct 16, 2017 5:51 pm

Sir Toddalot wrote:
Ninja wrote:@Sir Toddalot: Do you want to have a nonaggression pact with further terms of neither of us being able to colonize the other's home island? (Also, if you do want to, then make sure that you state any terms that you want as well.)


What im going for is that tiny island under your big one. Let me have that, and sure.


Deal.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Mon Oct 16, 2017 9:09 pm

Hmm... whoops.
Also, Ninja, traders do not move typically. They instead have an insta-teleport to another city, though they can't be sent on a trade route in the same turn. (As of now though, you can, since I posted the next turn in this post)
And while I'm at it, trade routes can be plundered by an enemy (i.e. at war) unit moving over them.


Also, sorry about the lack of updates, I was busy this weekend.

Turn end 10/18.
1. Send Virtuos trader to Omen.
2. Send Argos trader to Omen.
3. Move N Tesla NW.
4. Move SE Tesla NE.
5. Move Colonist NW.
6. Buy Overcharge.
7. Make a Tesla in Argos and Virtuos.

Btw, PitNata, remember that cities can attack.
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Re: Aeris' KR Civ-type game thing

by Ninja » Tue Oct 17, 2017 1:22 am

1. Move Shadow Archer NW one tile and attack Ma'qwa.
2. Move Magma Elemental W and then NW to where the Shadow Archer was.
3. Move Dark Knight W two tiles.
4. Move Necromancer NW two tiles.
5. Move Cankerholdian Builder SW and expend it to create a road in between Cankerhold and Rotwood.
6. Move Colonist W and settle to found Gloomport.
7. Move both Mandrakian Colonists to Gloomport.
8. Make a trade route to Qunique from Scourgemaul.
9. Make a trade route to Quinque from Gloomport.
10. Make a trade route to Quattuor from Gloomport.
11. Begin producing a Builder in Cankerhold.
12. Begin producing a Colonist in Gloomport.
13. Begin producing a Shadow Archer in Scourgemaul.

I can colonize Magic's island where his cities used to be since he left, right?
Also, the name is R'lyeh, not R'yleh.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Tue Oct 17, 2017 8:40 pm

Attack actions will be processed at the end of a turn. (Since I don't want to give an advantage to quick posters)
For now, I'll tell you that your damage dealt vs. received is about 3 to ...7. Hmmm.
In the future, I won't calc these things for you before an attack.

Also, for that question, yes.
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Re: Aeris' KR Civ-type game thing

by Ninja » Wed Oct 18, 2017 12:54 am

Wait, I took 7 damage from attacking his city? How much retribution damage do things deal in this??? :lol:
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Wed Oct 18, 2017 12:13 pm

I can;t see any of my units so I guess move all of them South East

And my tech production rate has dropped considerably :(
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Re: Aeris' KR Civ-type game thing

by The Kingmaker » Wed Oct 18, 2017 12:15 pm

@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
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