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Hey guys, so sorry. Was super busy. I must tend to matters, as the game is stagnating.

I will be posting by Friday (tomorrow) morning.


Scratch that: By -tonight- when I come back from work.


Hey guys, sorry for being distracted this weekend.

Let's be sure to post things soon.

I am going to make my turn by tomorrow night. Let's keep this goin'!


Uta: Oh, then great. Make sure everything is set, then.

And Warlord: It's going a bit rough, but not bad. We're apparently finishing the game - which is nicer than I had expected.


Uta, are you for real leaving, or can we expect you to continue?


I think everything is correct now. Tell me if anything is lacking!

Turn 15 begins!

As we have five players left:

1. +20.
2. +10.
3. -10.
4. -20.
5. -30.

If Uta drops, the game will likely end, sooo...yes.

More NPC-y action!


Okay. Finishing map now.


I'll be back this evening to finish the map.


Iazamaz, he who walks among us wrote:
Unfortunately, I don't plan on continuing.I really don't see much fun in the game anymore.it was an awesome experience though, I'm just not too great on being forced to murder.

I understand. Not all of us are hardened war criminals like the rest of us.

We're all filthy RPG Nazis here! (I am kidding, of course.)

Or am I?

Ein Gott, ein (gras)Volk, ein Fraemaour!


Turn half-updated. I will do the rest later on, as I have to go to sleep for work in the afternoon.

I will be querying whether some of our players might be dropping, too.


Clarification:

I meant Grotar kills on 6, not on 2. Sorry!

17 armies in M4, too.

Updates to the map coming slowly but surely.


Grotar has armour 10 and weapons 2, Utatnaphor has weapons 7 and armour 9. Grotar kills on 2, dies on 6; Uta kills on 6, dies on 6.

K1:

Grotar:8d6 ⇒ (2, 2, 3, 6, 4, 5, 6, 2) = 30
Uta:6d6 ⇒ (2, 1, 3, 1, 3, 6) = 16

Grotar kills 2, Uta kills 1.

Grotar:6d6 ⇒ (5, 1, 3, 4, 3, 5) = 21
Uta:4d6 ⇒ (3, 4, 6, 3) = 16

Uta kills 1.

Grotar:4d6 ⇒ (6, 5, 6, 4) = 21
Uta:4d6 ⇒ (5, 2, 1, 4) = 12

Grotar kills 2.

Grotar:4d6 ⇒ (3, 1, 2, 3) = 9
Uta:2d6 ⇒ (6, 6) = 12

Uta kills the remaining 2.

Points: Grotar: 12. Uta: 12.

Uta retains K1 with 2 armies.

J1:

Grotar:14d6 ⇒ (3, 6, 3, 6, 5, 1, 6, 4, 2, 2, 2, 6, 2, 3) = 51
Uta:20d6 ⇒ (1, 4, 5, 3, 5, 3, 2, 1, 1, 4, 3, 4, 3, 5, 5, 3, 3, 1, 2, 6) = 64

Grotar kills 3, Uta kills 5.

Grotar:4d6 ⇒ (5, 4, 4, 4) = 17
Uta:17d6 ⇒ (2, 6, 2, 6, 4, 6, 6, 2, 5, 4, 6, 2, 1, 4, 5, 3, 4) = 68

Uta kills the remaining 2.

Points: Grotar: 9. Uta: 39.

Uta retains J1 with 17 armies.

J4:

Grotar:20d6 ⇒ (5, 2, 5, 6, 3, 6, 5, 3, 4, 6, 5, 2, 1, 2, 2, 6, 4, 4, 4, 5) = 80
Uta:13d6 ⇒ (5, 6, 2, 6, 6, 6, 5, 4, 1, 1, 4, 1, 3) = 50

CORRECTION: Grotar kills 5, Uta kills 2.

Grotar:16d6 ⇒ (1, 2, 4, 6, 4, 2, 5, 6, 6, 3, 1, 2, 6, 3, 2, 6) = 59
Uta:12d6 ⇒ (2, 3, 1, 3, 4, 4, 2, 1, 5, 6, 1, 2) = 34 - Taking away last 4 rolls to compensate for error.

Grotar kills 4, Uta kills 3.

Grotar:10d6 ⇒ (3, 4, 1, 3, 1, 4, 3, 4, 3, 6) = 32
Uta:4d6 ⇒ (5, 6, 5, 4) = 20

Grotar kills 1.

Grotar:10d6 ⇒ (1, 5, 4, 3, 6, 6, 5, 1, 2, 5) = 38
Uta:3d6 ⇒ (1, 4, 3) = 8

Grotar kills 2.

Grotar:10d6 ⇒ (1, 6, 6, 3, 3, 1, 4, 1, 4, 2) = 31
Uta:1d6 ⇒ 5

Grotar kills the last 1.

Grotar conquers J4, a tile with 4 population + 4 new armies due to his domain.

Points: Grotar: 39. Uta: 9.

Point totals: Grotar: 60. Uta: 60.

Grotar also conquers M4 uncontested with 13 armies.


Turn 14 concludes

The Progress of War

Mermaids +1 +1
Kraken +4 +3
Sirens +2 +1

Celios has armour 18 and weapons 17.

F4:

Celios:4d6 ⇒ (6, 2, 4, 1) = 13
Mermaid:1d6 ⇒ 2

Celios kills the Mermaid. +7 points.

E4:

Celios:4d6 ⇒ (3, 1, 2, 6) = 12
Mermaid:1d6 ⇒ 4

Celios kills the Mermaid. +7 points.

E3 pulled to F3:

Celios:4d6 ⇒ (6, 3, 3, 2) = 14
Sirens:2d6 ⇒ (4, 5) = 9

Celios kills the Sirens: 10 points.

D15:

Celios:9d6 ⇒ (2, 5, 1, 1, 4, 6, 3, 6, 2) = 30
Mermaids:5d6 ⇒ (5, 5, 6, 6, 4) = 26

Celios loses 2. +7 points.

E17 pulled to F18:

Celios:10d6 ⇒ (5, 4, 1, 5, 4, 6, 2, 5, 4, 6) = 42
Mermaids:5d6 ⇒ (6, 1, 2, 4, 4) = 17

Celios loses 1. +7 points.

Together: Celios: 38 points.

--------------------------

Grotar has armour 10 and weapons 2, Kraken +4 and +3. Both kill/die on minimum.

C17:

Grotar:12d6 ⇒ (2, 6, 5, 6, 4, 4, 2, 5, 4, 2, 6, 2) = 48
Kraken:6d6 ⇒ (4, 4, 1, 6, 5, 6) = 26

Grotar kills the kraken, losing 1 army. Grotar: 25 points.

-------------------------

Fraemaour

L15:

Fraemaour:2d6 ⇒ (1, 1) = 2
Mermaids:5d6 ⇒ (2, 4, 2, 4, 3) = 15

The Mermaids kill Fraemaour's army, suffering 2 deaths.

M15:

Fraemaour:2d6 ⇒ (5, 1) = 6
Mermaids:5d6 ⇒ (2, 4, 2, 1, 3) = 12

Fraemaour kills 1.

Fraemaour:2d6 ⇒ (1, 2) = 3
Mermaids:4d6 ⇒ (5, 1, 1, 1) = 8

Fraemaour kills 1.

Fraemaour:2d6 ⇒ (5, 3) = 8
Mermaids:3d6 ⇒ (2, 6, 4) = 12

Fraemaour kills 1.

Fraemaour:2d6 ⇒ (4, 3) = 7
Mermaids:2d6 ⇒ (6, 1) = 7

Fraemaour kills.

Fraemaour:2d6 ⇒ (1, 2) = 3
Mermaids:1d6 ⇒ 1

Fraemaour kills the Mermaid at M15. Fraemaour: 7 points.

--------------------------

Fraemaour weapons 19 and armour 14, Utatnaphor has weapons 7 and armour 9. Fraemaour kills on 2, dies on 6. Uta kills on 6 and dies on 2.

H4:

Fraemaour:10d6 ⇒ (4, 2, 6, 5, 2, 3, 5, 1, 5, 2) = 35
Uta:4d6 ⇒ (2, 2, 2, 2) = 8

Fraemaour conquers without loss, gaining H4 (3 pop) with 10 armies.

Fraemaour: 12 points.

Fraemaour also conquers G1, H1, H2, I5, and I5.


Vote: Given the departure of Darjuu, Iazamaz, and potentially Uta, who would be interested in continuing the game?

I myself vote "nay". I'd prefer to start a fresh game if Uta leaves, though if we did continue, I think we need someone to come in to play.

This is only if Uta leaves. If he doesn't, play on says I.


Uta, I am going out now, but I hope to see that tonight you've decided to stay in game.


Iazamaz, he who walks among us wrote:
Hi guys, i'd like to inform you that i am bowing out of the game. I do not like where it has brought me and what it has come to. I do not enjoy what the game has become and am no longer having fun. I would like to say that it is not the fault of anyone here for making me lose interest, or that there is any one reason that i wish to bow out. I've simply come to find the system too tedious to keep up on a day to day basis, and struggle to find fun in such a system. I hope that you will respect my wishes, and i'm very sorry if i held up the game at any point.

Man, that really sucks. Are you for real about this? I would love to keep you in the game.

I really hate to lose you.


Utatnaphor, The Wandering One wrote:

Whooo... Okay, I guess I should have seen that coming. I didn't, so that's on me, but yeah, I didn't see Celios as another GMPC until now.

Hindsight, that should have been obvious. Sorry, Iaz, you were right.

And Warlord, dude, you were right too.

Still, with three of the remaining civs being GMPCs or near enough to them, this is going to be a slog to finish. Good luck to you, Darjuu, and Iaz and Warlord, if you're still in this.

Hey hey hey, Uta - I am sorry to give you any sort of impression whatsoever that Celios and I are conspiring. The only conspiracy I have with him right now is to bet on the outcome of an attack because I thought that'd be kinda fun to do.

He is not my sock puppet or anything of the sort. The only PC played by me is Fraemaour, which is clearly shown on the player page and which I spoke about during pre-launch discussion.

If you think I'm cheating, twinking, or doing anything shady, I sincerely, sincerely apologize, and hope you will tell me how I am doing that.

As it stands, though, I do not see anything that I've done as wrong. Grotar and I decided it would make sense to take you out from the perspective of the competitive game. This game is a game of war. The winner is he who accumulates the most points, primarily by attacking other players and building up huge armies and empires. That you fell under my attack is a consequence of this game strategy.

I thought I've been as fair as possible. I've distributed power for mistakes, I've built massive new areas on the board, punished myself for mistakes, and other such things. If I've given you a reason to think I'm power gaming in an inappropriate manner, I am sincerely sorry, but I don't see it.


Okay Uta, that sounds fine.

I am going to give Iazamaz some time to post, becaues I really don't want him to miss out. If he doesn't get back to me, though, I will go ahead without him.


That's fine. I know how that is.

Also, you messed up your power total: I took Warlord out of turn order. So you don't have to take him into consideration for who moved first.


Uta, do me a favour and tell me how many times you smite each? Telling me the power used doesn't help me resolve combat and the turn.

Also, you caught me mid-turn! Now to rewrite things!


I'll be back tonight to make my post and hopefully update the game around midnight or a little after.


Utatnaphor, The Wandering One wrote:

Nitpicks, going over last turn:

I4 has a pop of 2 (3 after the Bounty). And... Huh. I thought there was something else, but ten minutes of review can't find it. Oh well.

Got it. Changed. Thanks!


Let's aim for TOMORROW night for updates to the game. Please be sure to post by then.


Obnoxious Correction

Well kiss my butt in Macy's window, I forgot one more thing with Grotar v. Utatnaphor:

Grotar was on Wetlands.

This means he has +1/+1. Sadly, this was also the square in wihch Paizo ate my post, destroying my capacity to keep a record of the roll.

Ugh.

I have to redo the combat. My apologies to both combatants, but this nullifies the previous roll. Depending on the results, I will consider how to make amends for this. My apologies again.

Utanaphor has weapons and armour +7, Grotar has weapons +2 and armour +4.

Grotar has +2 armies from the retreat and +1/+1 from Wetlands. This means he has weapons +3 and armour +5 for this round of combat. 2 + 5 = = 7 9 - 5 = 4. 5 and above kill.

Uta:7d6 ⇒ (3, 4, 2, 3, 4, 2, 2) = 20
Gro:18d6 ⇒ (4, 4, 6, 4, 1, 3, 4, 2, 3, 5, 1, 6, 6, 5, 3, 2, 2, 2) = 63

Uta kills 7, Grotar kills 3.

Round 2:

Uta:4d6 ⇒ (3, 2, 6, 4) = 15
Gro4d6 ⇒ (2, 4, 6, 3) = 15

Uta kills 4, Grotar kills 1.

Total: Grotar kills 4 of 7 +12 points (+9 points updated).

Uta kills 9 of 9 +27 points (+6 points updated).

Uta conquers that tile with 3 armies now.

+5 power to Uta to accomodate the inconvenience of this as he got the short-stick on this. Not like he needs it! (Mr. nearly 300 power in reserve.)


Scratch that: I think I want to wait till at least Sunday around noonish to call for things to be done. It might be later.

I'll see how things pan out tonight. I don't want to cut off so many players.

I need to get my own turn worked out!


Okay everyone. We still have plenty of players left who haven't moved, but let's try to resolve the turn by Saturday at Midnight (Sunday morning)? I'd like to start progressing to the next turn by then.

So, Iazamaz, Utatnaphor, Grotar, myself, and Darjuu if he is still with us will post.


For Warlord. This turn will be considered processed last for the sake of last turn advantage modifier, absent any sort of bonus/disadvantage.

4d6 ⇒ (5, 1, 1, 2) = 9 - remember, Warlord, I changed it so gods kept their max dice roll + 61 power = 70 power + 33 from religion = 103.

Okay. Good amount of stuff!

Currently, I have 24 advancements. That means with discovery, my advancement costs are /2 and begin at 12.

Thus with my 36 + 6 from volcanoes science, I shall invest...

BUY: Survival +3 (12), Agriculture +4, (13), Survival +4 (13) 4 science left.

CREATE Settler at Q19. Cost: 11. New pop: 2

92 power left.

Move that P19 and settle.

GROW SETTLEMENT at Q19. Cost: (2 pop -4 ag 1 dif-4 surv) 1. New pop: 3.
GROW SETTLEMENT at P19. Cost: (1 pop -4 ag 3 dif-4 surv) 1. New pop: 2.

90 power left.

CREATE SETTLER at Q19. Cost: 12/2 = 6. New pop: 1.

84 power left.

Move settler to O19. Inspire Settler (cost 11) and move that settler to N19 to settle.

73 power left.

GROW SETTLEMENT at N19. Cost: (1 pop -4 ag 3dif-4 surv) 1. New pop: 2.

72 power left.

CREATE SETTLER at N19. Cost: 13. New pop: 1. Move that settler to M19 and settle.

59 power left.

GROW SETTLEMENT at M19. Cost: (1 pop -4ag 3 dif-4 surv) 1. New pop: 2.

58 power left.

GROW SETTLEMENT at S16. Cost: (4 pop -4ag 2 dif-4 surv) 1. New pop: 5
GROW SETTLEMENT at S17. Cost: (3 pop -4ag 1 dif-4 surv) 1. New pop: 4
GROW SETTLEMENT at S18. Cost: (3 pop -4ag 2 dif-4 surv) 1. New pop: 4
GROW SETTLEMENT at S19. Cost: (3 pop -4ag 4 dif-4 surv) 1. New pop: 4
GROW SETTLEMENT at R16. Cost: (5 pop -4ag 5 dif-4 surv) 1. New pop: 6
GROW SETTLEMENT at R17. Cost: (3 pop -4ag 0 dif-4 surv) 1. New pop: 4
GROW SETTLEMENT at R18. Cost: (3 pop -4ag 3 dif-4 surv) 1. New pop: 4.
GROW SETTLEMENT at R19. Cost: (4 pop -4ag 1 dif-4 surv) 1. New pop: 5.
GROW SETTLEMENT at Q16. Cost: (4 pop -4ag 1 dif-4 surv) 1. New pop: 5.
GROW SETTLEMENT at Q18. Cost: (3 pop -4ag 0 dif-4 surv) 1. New pop: 4.

Cost together: 10.

48 power left.

ADVANCE: S16 (5), S17 (4), S18 (4), S19 (4), R16 (6), R17 (4), R18 (4), R19 (5), Q16 (5), and Q18 (4) = 45.
BUY: Religion +4 (14), Religion +5 (14) = 28. 17 left.

CREATE SETTLER at M19. Cost: 14/2 = 7. New pop: 1. Move that settler to N18.
41 power left.

GROW SETTLEMENT at N18. Cost: (1 pop -4 ag 4 dif-4 surv) 1. New pop: 2.

40 power left.

CREATE SETTLER at N18. Cost: 15. New pop: 1. Move that settler to M17 and settle.

25 power left.

GROW SETTLEMENT at M17. Cost: (1 pop -4 ag 4 dif-4 surv) 1. New pop: 2.

Cast miracle: Alter terrain at L18 to Crater. Cost: 7.

16 power left and held in reserve.

Turn summary:

Settlements: 16. S16 (5), S17 (4), S18 (4), S19 (4), R16 (6), R17 (4), R18 (4), R19 (5), Q16 (5), Q18 (4), Q19 (3), P19 (1), N19 (1), N18 (1), M19 (1), and M17 (2).
Worshippers: 54.
Power: 16. Science: 17.
Armies: None.

Advancements
Agriculture +4
Armor +9
Religion +5
Seafaring +1
Survival +4
Weapons +6

Terrain: L18 to Crater.


I'm going to post for Warlord tonight, but I won't be giving him a turn bonus/disadvantage to avoid messing things up for everyone.


Iazamaz, he who walks among us wrote:

Questions and Responses

1.I thought armies could move diagonally, so i didn't have to move it twice in a turn.
2.I have a turn summary. It's right under the nitty grits. I'll bold it from now onwards so it's easier to see

Iazamaz, turn summaries should include information like this that makes it a lot easier to update the map:

Settlements (with pop):
Worshippers
Power: Science:
Advancements:

Armies:

Terrain alterations:

This way I can double check the reference easily to get it up there.

As for the army thing:

You went from Q10 to R8. That's two spaces, not one. You can go on the diagonal, but you went like a knight's move.

It's fine to go from Q10 to R9, for instance. It's just R8 that is -two- spaces away.


The votes:

Iazamaz, Warlord, and Celios: Yea
Fraemaour, Grotar: Abstain/non-eligible
Darjuu: out of game?
Uta: ?

Regardless, Grotar wins the "yea".


Post at your leisure and pleasure, et cetera.


Forgotten Combat

Grotar had war N3. One more roll for him:

Grotar:1d6 ⇒ 2

Doesn't change the results.


The Warlord wrote:

U.S. ARMY

Awesome, man. Very cool.

The army is bad ass.

Anyway - turn updated.

I need to never cast Bounty Again, if only because it was a monstrous pain in the ass to do so.


Celios

B5 is 5, not 6, as it was 3 beforehand + growth + bounty.

Ditto with several others. Double check for me to be sure, but I think you misread your pop totals on a few tiles.

Turn 14 Begins

Heaven is silent. An evil omen?

Last Turn Advantage Modifier:

1. +35 power.
2. +30 power.
3. +25 power.
4. +20 power.
5. +0 power.
6. -20 power.
7. -25 power.

40 pop is the new disadvantage limit as the power totals are now becoming significant.

En guarde


Iazamaz

You have religion +6, not religion +5

Also, you can't jump two tiles to attack Darjuu. You have to use inspire army. I am casting it for you so I don't have to mess with the map again. Next time, don't do it.

I am taking all your remaining power for that as a penalty.

Also, please write a turn summary as I said last turn. It makes it extremely difficult to change the map to accomodate your turn if you do not give me something easy to go by.

Thanks.

More updates to the map to come. I've Utat and Celios to finish up and then the new turn will start.


Grotar

L3 is 2, not 3, pop. Well, before +1 to everything. Nevermind!


Turn 13 Concludes

The Progress of War

Mermaids +1 +1
Kraken +4 +3
Sirens +2 +1

Combat at F16.

Fraemaour:4d6 ⇒ (1, 1, 6, 4) = 12
Mermaids:7d6 ⇒ (3, 3, 6, 4, 5, 4, 5) = 30

Inconclusive. Fraemaour loses 1, kills 2.

Fraemaour:3d6 ⇒ (2, 2, 5) = 9
Mermaids:5d6 ⇒ (5, 4, 3, 2, 4) = 18

Inconclusive. Fraemaour kills 3 more.

Fraemaour:4d6 ⇒ (3, 5, 2, 3) = 13
Mermaids:2d6 ⇒ (1, 5) = 6

Fraemaour kills the Mermaids with 4 armies surviving at F16. +7 points.

Combat at L15

Fraemaour:4d6 ⇒ (6, 2, 4, 5) = 17
Kraken:6d6 ⇒ (1, 2, 5, 6, 5, 4) = 23

Fraemaour kills the Kraken without loss. +25 points. 4 armies at L15.

Combat at M6:

Fraemaour:9d6 ⇒ (5, 5, 1, 4, 6, 1, 3, 5, 1) = 31
Sirens:3d6 ⇒ (3, 1, 1) = 5

9 armies survive at M6 after killing without loss. +10 points.

Total: Fraemaour: +42 points.

-------------------------------

Grotar:

Combat A14:

Grotar:6d6 ⇒ (1, 4, 4, 6, 3, 5) = 23
Mermaids:5d6 ⇒ (3, 5, 2, 5, 4) = 19

Grotar kills without loss. 6 armies at A14. +10 points.

-----------------------------

Combat at M4:

Utanaphor has weapons and armour +7, Grotar has weapons +2 and armour +4.

Utatnaphor:7d6 ⇒ (4, 4, 2, 1, 4, 6, 3) = 24
Grotar:7d6 ⇒ (2, 1, 1, 3, 3, 5, 2) = 17

Utatnaphor kills without loss at M4. +21 points for Utatnaphor and a tile of 1 population.

Edit: Paizo screwed up for me. Isaw my mistake here and put the other armies from this. However, paizo erased my post and I can't back the totals. The results of the edits were Grotar killed 1 of Uta's guys.

Combat at N3 v. the 1 force left behind from the retreat.

Utatnaphor:5d6 ⇒ (5, 6, 5, 5, 4) = 25
Grotar:1d6 ⇒ 5

Utatnaphor kills without loss at N3. +3 points for Uta.

Points: Utatnaphor: 27. Grotar: 13 points.

Note: Grotar, only two escape with retreat, not all 3.

Otherwise, Grotar conquers:

J2: 3 pop + 4 armies + the 1 that attacked it.
J3: 4 pop + 4 armies + the 1 that attacked it.
K2: 3 pop + 4 armies + the 1 that attacked it.
L2: 2 pop + 3 armies + the 1 tha attacked it.
L4: 1 pop + 2 armies + the 1 that attacked it.

O6: 1 pop + 2 armies + the 1 that attacked it.
O7: 2 pop + 2 armies + the 1 that attacked it.

--------------------

Combat at R8:

Darjuu has armour +2 and weapons +4. Iazamaz has armour +8 and weapons +5

Iazamaz:10d6 ⇒ (3, 1, 1, 6, 5, 3, 6, 1, 6, 2) = 34
Darjuu:2d6 ⇒ (2, 6) = 8

Darjuu kills 1. Iazamaz conquers R8 with 9 armies, gaining a settlement of 2 population.

Darjuu: +3 points. Iazamaz: +6 points.

The map will now be updated.

Fraemaour

I6 was never terrain altered.


So Darjuu is likely bowing out. I am going to update the turn now.


The Warlord wrote:
I apparently am scheduled for a training exercise starting Wednesday for 1 week so I will be afk most of the time, hopefully be able to post by phone, so if you could take over so I do not stall and just grow, make settlers and take Advancements for me it would be awesome.

No problemo man! I'll post a good turn for you if you need it.

Are you in the military? What branch and country?


I'd like to update by midnight Sunday (Monday morning). Please be sure to post by then.


Got stuff to do. See you guys tonight. Hopefully I can update then!


Okay everyone. I need your input (preferably SOONER rather than LATER):

Because Grotar took over Mogar's position on the board, and wanted to change domains from what Mogar had picked, I gave him that option on the condition that he calculated discovery from the last advancement cost that Mogar got.

However, given that discovery is right now a bit too powerful for its own good (a fact which will be remedied next turn by a variety of approaches) it seems like this is making it pretty impossible for Grotar to take advantage of his domain at all.

Accordingly, I would like to put this up to a vote.

Yea or nay: Should Grotar be allowed to calculate discovery normally (advancements/2 = cost of new advancement)?

I shall abstain.


Just to clarify:

Bounty, because it is like Inspire City/Forces and such, takes place immediately.

So everyone has +1 pop right now.

Also, if you could be so kind, those who went before I went, could you please give an updated settlement summary for me with the new pops? I don't want to mess up on the map.


Utatnaphor, The Wandering One wrote:

Okay, it was just, 10 armies out of nowhere??

And yes, I do have plans.

Yes, quite sorry. If you need to edit, edit at your leisure. I haven't looked over your turn yet.

As for me, I have sleep and work to tend with. I'll be back in the evening.


Ooops! SORRY. I kept that on the map?

I used that to update things. Silly me.

I often copy/paste things when terrain alterations are in play. It's easier then manually changing the tile to include the new colour.

If you needed that tile, Utat, I hope you just ignored it. If not, edit your turn at your leisure.

And jeez. You do not spend power, man! Still with the huge amounts of power!


Iazamaz

You have armour +5, not 6. You have weapons +5, that's probably where you got confused.

Do me a favour and give me the turn summary in this form:

Settlements (with pops):
Worshippers total:
Power:
Science:
Armies:

It makes it a lot easier to transfer.

Turn 13 Begins

A distaste for miscegenation and cohabitation compels the Lord on High to act to curb the diversity of peoples below:

"How bothersome is it for the peoples of this world to be subject to control of a foreign god! Let it be so: That no god may ever again command another's kind, and upon conquest, the population shall be replaced rather than assimilated."

RULE CHANGE: You no longer gain armies of another race when conquering a tile. The population shifts and becomes populations of your type. The map has been updated to reflect this.

Alosvalophos: God of the Far-Right, clearly!

"The time of the Gateway has arrived. Shortcuts to Eastern Lands are now available. Make use of them, ye gods. I favour the bold and look kindly upon the daring!"

Clarification: You may elect, or may elect not to, warp to the locations if you land forces/settlers in the warp areas.

Last Turn Advantage Modifier:

1. +30 power.
2. +25 power.
3. +20 power.
4. +15 power.
5. +0 power.
6. -20 power.
7. -25 power.

40 pop is the new disadvantage limit as the power totals are now becoming significant.

En Guarde!


Turn 12 Concludes

The Progress of War

Reference: Mermaids +1 and +1. 7 points.
Sirens: +2 +1. 10 points.
Smoke monster: +3 +3 and war. 15 points.

Combat at S8: Grotar attacks Darjuu's 2 armies with 1 army (3 killed by Fraemaour's smites).

Darjuu has armour 2 + weapons 4, Grotar has weapons 1 + armour 3 and war.

Grotar:2d6 ⇒ (4, 1) = 5
Darjuu:2d6 ⇒ (6, 3) = 9

Grotar and Darjuu's armies annihilate eachother. The tile is unconquered. Grotar: +3 points. Darjuu: +3 points.

------------------

Grotar with 3 armies takes on the Mermaids with 2 armies at N3.

Grotar:6d6 ⇒ (4, 2, 3, 5, 1, 3) = 18
Mermaids:2d6 ⇒ (2, 3) = 5

Grotar kills without loss. Grotar: +7 points. 3 armies at N3.

Grotar takes on the Smoke Monster with 5 armies at P8.

Grotar:10d6 ⇒ (2, 4, 3, 2, 6, 1, 3, 2, 1, 1) = 25
Smoke Monster:2d6 ⇒ (5, 1) = 6

Grotar kills the Smoke Monster, losing 1 army. Grotar: +15 points. 4 armies at P8.

Grotar 6 armies v. 4 sirens at S3.

Grotar:12d6 ⇒ (1, 5, 6, 2, 4, 4, 2, 4, 5, 5, 3, 1) = 42
Siren:4d6 ⇒ (5, 1, 5, 6) = 17

The Sirens kill 3 of the 6 Goblin armies. Grotar: +10 points.

3 Grotar v. 3 Mermaids.

Grotar:6d6 ⇒ (6, 3, 4, 5, 3, 2) = 23
Mermaid:3d6 ⇒ (2, 2, 3) = 7

Grotar kills without loss. 3 armies at R4. +7 points.

Grotar conquers undefended L3 gaining 1 army + a tile with 1 pop.

Grotar: +45 points all together (including v. Darjuu).

----------------------

Fraemaour attacks Grotar at 07 with 6 armies with weapons +13 and armour +7 v. Grotar's 4 armies with weapons +1, armour +3, and war.

Fraemaour:6d6 ⇒ (4, 5, 6, 1, 5, 5) = 26
Grotar:8d6 ⇒ (4, 5, 1, 4, 3, 1, 4, 1) = 23

Fraemaour conquers without loss, gaining a tile of 1 population. Fraemaour: +12 points.

Fraemaour conquers the undefended O6 gaining a tile of 2 pop.

----------------------

Uta's 4 Syphinx armies weapons 5 and armour 6 v. the Mermaids at K3.

Uta:4d6 ⇒ (1, 1, 1, 4) = 7
Mermaids:2d6 ⇒ (2, 3) = 5

Indecisive. 1 mermaid killed.

Uta4d6 ⇒ (6, 4, 4, 5) = 19
Mermaids:1d6 ⇒ 4

Uta kills without loss. +7 points.

7 Armies Moves to to L4 Attack 3x Sirens.

Uta:7d6 ⇒ (1, 1, 5, 4, 3, 4, 5) = 23
Sirens:3d6 ⇒ (3, 5, 6) = 14

Uta kills the Sirens without loss and conquers L4 gaining a settlement with 1 pop. 7 armies present. +10 points.

Uta: +17 points all together.

More updates to come in the map and what have you!


Okay, I shall update the game later tonight.


Iazamaz, he who walks among us wrote:
Wait is Fraemaour behind by 30 science? if so, shouldn't Iazamaz get 30 science back?

That was the previous turn.

And no. The -30 science was a penalty to Fraemaour. Your penalty was losing it.

The whole thing came from my mistaken belief that I had fixed that error. So to be fair, as I did not, I penalized us for that.


Okay guys. 24 hours till turn update. I'd like to update by midnight tomorrow.


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