Aeris' KR Civ-type game thing

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Re: Aeris' KR Civ-type game thing

by AerisDraco » Sun Sep 03, 2017 8:33 pm

-Added Pit and Nova
-Added custom unit icons
-Added more notes

I guess this means we start soon.
Perhaps tomorrow, at, let's say 10:00 (am) EST.
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Re: Aeris' KR Civ-type game thing

by Ninja » Sun Sep 03, 2017 8:49 pm

I think Toddalot has an optimal defensive position. He looks like he's going to far outlast at least the main island players. Mountains, desert, and water environments protecting him on all sides. That's a really powerful position.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Mon Sep 04, 2017 12:46 am

Ninja wrote:I think Toddalot has an optimal defensive position. He looks like he's going to far outlast at least the main island players. Mountains, desert, and water environments protecting him on all sides. That's a really powerful position.


Well, that is why I chose it. ;)
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Re: Aeris' KR Civ-type game thing

by PitNata » Mon Sep 04, 2017 4:01 am

Ninja wrote:I think Toddalot has an optimal defensive position. He looks like he's going to far outlast at least the main island players. Mountains, desert, and water environments protecting him on all sides. That's a really powerful position.


Don't forget the upper-right corner of the map. If Nova were to settle there, his city would be hard to attack because of those mountains + forts built in chokepoints. It's a sad thing he didn't choose that site.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Mon Sep 04, 2017 2:00 pm

So, let's begin!

Actions will be random. Number your actions in order of which you want to happen first if you get chosen for an action.

For my actions:
1. Move Colonist west.
2. Begin to produce a Colonist.
3. Move Defender west.

If everyone submits before 10 am EST tomorrow, actions will (hopefully) be processed immediately, and you can submit the next turn's actions.
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Re: Aeris' KR Civ-type game thing

by PitNata » Mon Sep 04, 2017 9:14 pm

1.Move Colonist to West
2. Move Savage Warrior to West
3. Produce Axethrower :twisted:
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Re: Aeris' KR Civ-type game thing

by Ninja » Mon Sep 04, 2017 10:03 pm

Why are both Engineers and Dwarf Melee units represented by a hammer? That will get very confusing quickly.

As for my turn:

1. Move Colonist northwest.
2. Start creating a Shadow Archer.
3. Start creating a Necromancer.
Last edited by Ninja on Mon Sep 04, 2017 10:19 pm, edited 1 time in total.
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Re: Aeris' KR Civ-type game thing

by magicmetal03 » Mon Sep 04, 2017 10:03 pm

It might be late, but can I be the forest creatures and join the game?

Edit: I want to be in a shade of green, and in that island where no one is on, on the grassland on the edge of the map.
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Re: Aeris' KR Civ-type game thing

by nova_n » Mon Sep 04, 2017 10:28 pm

1.Move colonist southwest
2.Move Viking south east
3.Produce colonist
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Mon Sep 04, 2017 11:49 pm

Sure, Magic!
Just don't forget to make your move.

I've also edited the combat simulator to include more names, of which are listed in the full post.

And Ninja, the distinction should be clear due to the lack of health on the engineer and the sideways hammer for the Defender.

Also, note that Ninja put two units to produce. Only one unit can be made in a single city at a time, but you can queue units for a city if you'd like.
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Re: Aeris' KR Civ-type game thing

by magicmetal03 » Tue Sep 05, 2017 2:07 am

What does the spear represent?

I'll:
1) Move Colonist South-East
2) The spear thing where the colonist was at
3) Create an Awok
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Re: Aeris' KR Civ-type game thing

by Ninja » Tue Sep 05, 2017 5:03 am

Hypothetically speaking, how would it be represented if one built a unit from a city on an island in which there was no space for its (the unit built) icon? Would the icon just be in the ocean next to the island? Or would one be unable to build such a unit because the island has reached maximum capacity?

Also, just to clarify: Colonists are a city (basically) rather than they create cities, right?
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Re: Aeris' KR Civ-type game thing

by nova_n » Tue Sep 05, 2017 9:02 am

Magic metal, the spear just represents your melee units.

1.move colonist south east.
2.move vikings southwest
3.Produce musketeer north west of my city
Last edited by nova_n on Tue Sep 05, 2017 3:54 pm, edited 1 time in total.
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Tue Sep 05, 2017 10:18 am

@Ninja:
-The unit icon would just overlap the city. Perhaps I could note that below the map if it occurs.
-Colonists transform into cities, gaining health and CS but losing movement. So, yes? Kind of?

Also Nova, I know the turn hasn't happened yet but you can't make a fort without an engineer.
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Re: Aeris' KR Civ-type game thing

by Ninja » Tue Sep 05, 2017 1:51 pm

Do the Colonists automatically lose movement? Or do we get to choose when they lose movement?

Melee engagements are begun by moving a Melee unit on top of another Melee unit, right? Ergo, Melee units cannot move upon one another (and for that matter, can't move upon ranged units either) in the ocean, correct?
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Re: Aeris' KR Civ-type game thing

by nova_n » Tue Sep 05, 2017 1:59 pm

aeris but i built on 2 hills, so I should have 2 engineers
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Re: Aeris' KR Civ-type game thing

by AerisDraco » Tue Sep 05, 2017 2:48 pm

@Ninja: They automatically lose movement if they turn into a city, which is by essentially declaring "I found a city with x colonist".
No units are allowed to attack while embarked.
@Nova: They are built immediately yes, but you haven't produced one. Side note, if you choose to change your colonist production to an engineer, the production on the colonist will only be paused, not reset.
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Re: Aeris' KR Civ-type game thing

by Sir Toddalot » Tue Sep 05, 2017 3:43 pm

1) Move colonist south-west.
2) Begin producing builder.
3) Move troops north.
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Re: Aeris' KR Civ-type game thing

by Ninja » Tue Sep 05, 2017 4:08 pm

@Aeris: I know that no units may attack while embarked; I was just inquiring as to the nature of engagement upon land and then applying it to oceanic navigation. What I mean is: if Melee units engage on land by entering another unit's tile, then one may not cross another player's unit when in the ocean, as it would be attacking, which is disabled. Have I now explained the question sufficiently?
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Re: Aeris' KR Civ-type game thing

by PitNata » Tue Sep 05, 2017 5:29 pm

1. Move Colonist West
2. Settle at the Jungle
3. Produce Engineer; Queue Savage Warrior at the Town #2
2. Move Savage Warrior North-West
3. Queue Colonist #1

Can we actually move Colonist and Settle at the same time? If it doesn't, I remove 2, 3 steps.
Can we place cities as close as possible to each other's of opponents? Like, City #3 is next to City #4 player? Or it blocks ability to settle in?
Can we capture enemy's cities?
Isn't Linirea is very disbalancing, due to Paladin being built ASAP at the same turn? If you add Cities on Grassland + their +1 supply on Grassland, like for example, 3 Cities; 10 Supply = 10 Paladins built and moving at the same turn, they could Zerg Rush pretty much anyone with that army.
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