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Re: Aeris' KR Civ-type game thing

PostPosted: Fri Oct 06, 2017 11:01 pm
by Ninja
Can you edit my turn to move the Mandrakian Colonist NW instead of NE?

Re: Aeris' KR Civ-type game thing

PostPosted: Sat Oct 07, 2017 6:52 am
by The Kingmaker
Right I’m assuming that Green with the spear icon (PinNata) is hostile to me, if that isn’t the case I’ll edit this turn

1: move colonist due west, away from that spear
2: move the Avenger in Nexus onto the spot the colonist has just vacated
3: move the other avenger in that area south west
4: move builder in Duredhel south west
5: build road between Duredhel and Nexus
6: start building an evoker in Nexus
7: I refuse to believe I have 0.6 tech points having gained >2 last turn, so I’ll research Offensive stance please

Re: Aeris' KR Civ-type game thing

PostPosted: Sun Oct 08, 2017 6:43 pm
by PitNata
@Kingmaker, 'course i'm not hostile. Believe me, it's a joke.

Alright, my turn

1.Still Colonist goes North-East.....

Okay, done

Re: Aeris' KR Civ-type game thing

PostPosted: Sun Oct 08, 2017 6:57 pm
by AerisDraco
Turn end on 10/10.

1. Move Eidolo builder E and expend.
2. Move E engineers NE.
3. Move N engineer W and expend.
4. Move S colonist W.
5. Move N colonist NE x2.
6. Move Builder NE.
7. Build Traders in Virtuos and Argos.
8. Research Smart Targeting.

Re: Aeris' KR Civ-type game thing

PostPosted: Sun Oct 08, 2017 7:48 pm
by Ninja
1. Move Magma Elemental NW two tiles.
2. Move Shadow Archer NW two tiles.
3. Move Dark Knight NW two tiles.
4. Move Necromancer NW two tiles.
5. Move N Colonist NW and then NE.
6. Move S Colonist SW.
7. Move Scourgemaulian Engineer SW.
8. Move Despairian Engineer W and expend it to create a Fort.
9. Begin producing a Builder in Despair.
10. Begin producing a Trader in Scourgemaul.
11. Research Shadow Sneak.

Re: Aeris' KR Civ-type game thing

PostPosted: Mon Oct 09, 2017 5:00 pm
by Sir Toddalot
1. Move colonist in Quattuor north west, then west.
2. Move colonist in Tribus north east, then north west, then north west.
3. Move engineer in umum east, then build a fort.
4. Move engineer in quinque north east and build a fort.
5. Make a trade route from duo to Eidolo.
6. Begin producing a builder in quattuor.
7. Begin producing a colonist in quinque.
8. Begin producing a builder in Tribus.
9. Begin producing a engineer in Unum.
10. Begin producing a engineer in duo.

Re: Aeris' KR Civ-type game thing

PostPosted: Mon Oct 09, 2017 7:21 pm
by The Kingmaker
Move builder to the south east
Build a road between Norwaste and Nexus
Start building an Engineer in Duredhel
Stare pensively at the spear guy with my avenger
Stare pensively with the evoker too because hey why not
Move the colonist to the south west

Re: Aeris' KR Civ-type game thing

PostPosted: Mon Oct 09, 2017 8:58 pm
by AerisDraco
@KM: Are you sure about attacking? War is an all-or-nothing thing unless either party sues for peace.

Also, PitNata hasn't attacked you, just tried to block your colonist from moving.

PS the Evoker isn't in range


@Toddalot: Non-aggression pact?

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 3:43 am
by Ninja
@Aeris: Oh, whoops. Can you move the Scourgemaulian Engineer SE instead of SW? My bad.

How much range do the ranged units have? And if it's different for all of them, then could you put it in the OP?

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 7:06 am
by The Kingmaker
Edited.

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 11:03 am
by AerisDraco
Range for all units, including ones that are upgraded to get range, have 1 range, i.e. around themselves. This is mostly because archer spam is too strong in Civ.
Exceptions are range upgraded units, such as the Musketeer or Crossbow.

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 2:32 pm
by Ninja
So ... Dark Knights have the same range as Shadow Archers? :|

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 4:51 pm
by Sir Toddalot
AerisDraco wrote: @Toddalot: Non-aggression pact?


Sure. Sounds like a good idea.

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 6:59 pm
by PitNata
1. Move Colonist North-East
2. Settle
3. Name First city, Ma'qwa
4. Name Second city K'urk
5. Name Third city Nojj'kar
6. Move Axethrower East
7. Remove Colonist from the Ma'qwa list.
8. Produce in K'urk, Colonist (high priority)*
9. Produce in Nojj'kar, Colonist(high priority)
10. Produce Builder in Ma'qwa (low priority)

*It means, order when units go out. 2 Colonists going up the list order, while builder is the last one the city is going to build.

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 7:41 pm
by RaZoR LeAf
Can I just say, I wanted to play this but held back because I didn't understand it. Now after watching you play, I understand it even less!

Re: Aeris' KR Civ-type game thing

PostPosted: Tue Oct 10, 2017 8:27 pm
by AerisDraco
@Ninja
Yes, but with less recoil. And in defense of my point, Archers are strong in Civ, a game where unit movement is 2 by default. Hence, 1 move, 2 range units are even stronger.

@RaZoR
well hmm
What parts bring you trouble?

Anyway, turn end. (In the future I'm setting non-aggression pacts to 15 turns by default)

My turn:
1. Sail Colonist NE x2, settle, and found Omen.
2. Move E Engineer E and expend.
3. Move W Engineer NE and expend.
4. Move Colonist NW.
5. Move Builder NE x2.
6. Build Teslas in Mirotehn and Devasat.
7. Build Colonist in Omen.
8. Build Trader in Eidolo.

Re: Aeris' KR Civ-type game thing

PostPosted: Wed Oct 11, 2017 2:16 am
by Ninja
1. Move Mandrakian Colonist NW and settle to found R'lyeh.
2. Move the southern Colonist SE and settle to found Rotwood.
3. Move Engineer SW and expend it to create a fort.
4. Move Builder W and expend it to create a road between Cankerhold and Blighthammer.
5. Move Blighthammerian Colonist SW.
6. Move Magma Elemental W two tiles.
7. Move Shadow Archer W three tiles (due to Shadow Sneak).
8. Move Dark Knight W two tiles.
9. Move Necromancer W two tiles.
10. Can I expend the automatically produced Engineer in R'lyeh while it's still there to fortify the city? If so, then do it. If not, then dismiss the Engineer so that it doesn't take up supply space.
11. Begin producing a Builder in Cankerhold.
12. Begin producing a Colonist in Blighthammer.
13. Begin producing a Colonist in R'lyeh.
14. Begin producing a Colonist in Rotwood.
15. Do I have enough TP's to research Granite Armor? If so, then research it.

@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).

Re: Aeris' KR Civ-type game thing

PostPosted: Thu Oct 12, 2017 6:57 pm
by PitNata
1. Axe Thrower goes East
2. Savage Warrior #2 Moves South-East
3. Savage Warrior #1 Moves South-East

@Ninja That sounds quite un-friendly. Are you war with me now?

Re: Aeris' KR Civ-type game thing

PostPosted: Thu Oct 12, 2017 8:43 pm
by Sir Toddalot
1. Move western colonist west, and build a city.
2. Move eadtern colonist northeast, then east.
3. Move asassins east, then north east.
4. Move both crossbows north east, then north east.
5. Stop producing builder in Tribus, instead produce a colonist.
6. Produce a engineer in city 6, and move it north east, and build a fort.
7. Begin producing a trader in city 6. (I’ll get back later with a name.)

Re: Aeris' KR Civ-type game thing

PostPosted: Thu Oct 12, 2017 8:53 pm
by AerisDraco
Turn extend to 10/13