A simple CIV clone with concurrent chess like combat and procedurally generated map. No dicerolling besides the map generation which doesn't involve the players. A turn is done once all players have finished their actions or if the turn has been on for two days. The pace can be discussed further. Pick a color and a corner. For now only 4 players as this is experimental and the map is quite small. Turns>Gather resources from your tiles each turn >Gold is stored >Food is not stored >Settlements consume food and units consume gold >Remaining resources can be spent on buildings or other actions >Food deficit caps the production of gold from settlements by the available food production >Gold deficit disables all actions that require gold >You can expand to any adjacent tile at the cost appropriate to the terrain as long as there is either a settlement or fort within 3 tiles >Expanding or moving units reveals adjacent tiles which are then rolled for next turn >Diagonal tiles are not adjacent More rules in the subsequent posts
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 01 Jul 2024 22:46:28 No. 6049789 Report Quoted By:
Buildings>Buildings cannot be constructed adjacent to hostile units Fields:>Produces 1 food each turn. >Can be built on controlled plains tile. >Costs 1 gold. Fishing Boat:>Produces 1 food each turn. >Can be built in a sea tile next to a controlled coastal tile. >Costs 1 gold. Settlement:>Produces 1 gold per level each turn. >Consumes 1 food per level each turn. >Can be built on any controlled tile or any uncontrolled tile with a unit. >Costs 1 gold and 3 food. >Cost includes tile annexation costs if uncontrolled. >Each additional level costs 2 gold but costs no food and can be upgraded up to level 9. >Can be demoted at the cost of 1 gold per level. Mines:>Produces 2 gold. >Can be built in any controlled mountain tile. >Costs 1 gold. Fort:>Can be used to build units on it's tile. >Enemy attacks lower level. >Can be built on any controlled tile or any uncontrolled tile with a unit. >Costs 2 gold. >Cost includes tile annexation costs if uncontrolled. >Each additional level costs 1 gold more and can be upgraded up to level 9.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 01 Jul 2024 22:47:46 No. 6049790 Report Quoted By:
Terrains Plains:>Uncontrolled tile costs 1 gold. Mountains:>Uncontrolled tile costs 3 gold. >Buildings cost extra 2 gold to construct. Desert:>Uncontrolled tile costs 2 gold. >Settlements consume 1 additional food each turn. Forest:>Uncontrolled tile costs 2 gold. >Forts cost 1 gold less to build and upgrade. >Can be turned into a plains which gives 1 gold if controlled. Sea:>Cannot be annexed. >Units cost 1 additional gold each turn while at sea. >Units can move an additional 3 tiles while at sea.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 01 Jul 2024 22:49:51 No. 6049793 Report Units>Can either move or attack each turn but not both >Units move adjacently >Two units cannot be moved to the same tile by the same player Swordsman:>Can attack any adjacent or diagonal tile. >Cannot attack other units while on a sea tile. >Can move 1 tile >Destroys any unit that moves onto the same tile. Pikeman:>Can attack any diagonal tile within 2 tiles. >Cannot attack other units while on a sea tile. >Can move 1 tile >Destroys any unit that moves onto the same tile. Bowman:>Can attack any tile 2 tiles away. >Can attack other units while on a sea tile. >Can move 2 tiles >Is destroyed if moved onto a tile with another unit. Exploration>QM rolls a d5 and a d20 for each revealed tile First die:>1: copy tile to the right >2: copy tile on the bottom >3: copy tile to the left >4: copy tile on the top >5: use a unique terrain If first die was 5 or the rolled tile was also empty, roll for terrain>Second die: >1-5: plains >6-8: mountains >9-10: desert >11: forest >12-20: sea
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 01 Jul 2024 22:50:54 No. 6049794 Report Here's the map
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 01 Jul 2024 22:53:32 No. 6049796 Report >>6049794 Looking at it right now it may be a bit too big actually.
Anonymous
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 00:05:45 No. 6049825 Report Quoted By:
A few other things Conquest>An enemy unit automatically captures territory owned by another state >Forts must be destroyed in order to be taken down >Tiles or groups of tiles completely encircled by enemy units is annexed as long as there are no hostile forts or units and not unconquered settlements >This also applies to tiles or groups of tiles separated by more than two sea tiles from controlled territory if they're somehow connected to enemy controlled territory >Islands separated by more than two sea tiles are hence immune from auto-annexation unless an enemy force lands there Diplomacy>Nothing official, but players can negotiate supply of food in a given turn in exchange of gold >Other things can be promised and negotiated but isn't guaranteed >Alliances and non-aggression pacts are also unofficial but can be applied by the players themselves Game Over state>Once a player no longer has any settlements, forts or units on the map, they automatically lose >The game is played as long as it goes or if there is only one player left
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 00:06:51 No. 6049826 Report >>6049820 I recommend getting a trip code as well.
Also a color would be nice. You can even name your state or settlements if you feel like it for ease of use.
John Smith !O5ndVe5XNE
Quoted By:
>>6049826 >Green >Ioannus Regnum CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 00:20:57 No. 6049835 Report Current map All players will start out with their corner and a balance of 10 gold. Once the game starts I will roll your surrounding tiles.
John Smith !O5ndVe5XNE
Quoted By:
>>6049835 I hope the others don't take too long to join.
Anonymous
>>6049796 >Looking at it right now it may be a bit too big actually Kek. It will take several threads to finish. It's not too late to make it smaller. (Lurker here.)
Anonymous
>>6050008 why not join us ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 12:00:24 No. 6050105 Report Quoted By:
>>6050008 Fine. How about a 16x16 map instead?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 12:11:42 No. 6050110 Report Since we're doing last minute balance changes anyways, I'll add a couple clauses here. Miscalleneous>Regular attacks are prioritized over movement >Units can attack tiles where there are enemy units in the current turn >The sea tile movement bonus applies within the sea tiles, so if a unit embarks it gets the bonus but if it disembarks without having used all the moves they cannot move. >In short movement checks if the unit has any moves left that is allowed by it's type and the terrain it is currently on >Going "through" another unit's tile is allowed for simplicity's sake and will not result in either unit being destroyed >Forts absorb the damage instead of the unit within it, if there is one >Enemy forts cannot be moved onto >If a player has no units left on the board, and either doesn't have a settlement or their territory produces no food, they will get 1 gold per turn to avoid soft-locking >A negative gold balance is not stored, a deficit is only stored for the turn in question >Units can be disbanded at any time and give 1 gold if disbanded within own territory >Settlement demotion doesn't extend into destroying a settlement >Hostile units in addition of preventing building in adjacent tiles also prevents upgrades, demotions and building of units
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 12:15:50 No. 6050112 Report Quoted By:
>>6050110 Actually
>If a player has no units left on the board, and either doesn't have a settlement or their territory produces no food, they will get a minimum of 1 gold per turn to avoid soft-locking Anonymous
Quoted By:
>>6050098 I cry when people talk to me. You talked to me so it made me cry. I can't handle interactions. I took a shot to post my advise because this is going to be the best quest ever.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 02 Jul 2024 12:44:54 No. 6050126 Report >>6050110 Lastly
>Buildings can be upgraded by multiple levels for the equivalent cost >Units created this turn cannot be moved or used to attack Anonymous
Anonymous
>>6050987 It's a tranny spammer quest and will be abandoned
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Wed 03 Jul 2024 17:03:55 No. 6051004 Report Quoted By:
>>6050994 That's bold of you to assume
Anonymous
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Wed 03 Jul 2024 17:25:19 No. 6051014 Report Quoted By:
Well for what it's worth the pace can be adjusted depending on how frequently people are able to do their turns.
Septentriwest
Top right. Interresting concept.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Thu 04 Jul 2024 11:10:53 No. 6051471 Report >>6051420 Yeah we'll see how it goes.
Pick a color as well so I can put your state on the map
>>6049793 Now I've been thinking about it a bit and I think that the pikemen could be allowed to move diagonally as well to make the game a bit less tedious and make the bowman a little less powerful. Still can move only 1 tile in total at base.
Septentriwest !2gxW5JDLSc
Septentriwest !2gxW5JDLSc ID:Dqhi4HxU Thu 04 Jul 2024 12:44:39 No. 6051500 Report Quoted By:
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Thu 04 Jul 2024 13:13:02 No. 6051506 Report
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Thu 04 Jul 2024 13:25:24 No. 6051510 Report Quoted By:
Wait I'm retarded; my name should be SeptentriEast
John Smith !O5ndVe5XNE
Quoted By:
>>6051506 nice, just 2 more anons now.
Anonymous
QM, I'd advise to advertise in the /qtg/ thread. It's a great player catcher.
John Smith !O5ndVe5XNE
Quoted By:
>>6051543 this, advertise your quest man
John Smith !O5ndVe5XNE
Quoted By:
damn, no one yet to join
Anonymous
This seems cool but too difficult for me. I hope you get more players.
John Smith !O5ndVe5XNE
Quoted By:
>>6053420 difficult how man ? at least give it a try
Anonymous
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 08 Jul 2024 18:49:11 No. 6054444 Report Quoted By:
>>6054439 Yeah we'll see if anybody turns up
Anonymous
Quoted By:
bumperino so perhaps other anons will see it on the board and give it a try
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Thu 11 Jul 2024 22:08:28 No. 6056618 Report If there's not going to be any new players we can try a 1v1 if you are up for that.
John Smith !O5ndVe5XNE
>>6056618 sure, but you'll need to reduce the size of the map
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Fri 12 Jul 2024 19:35:38 No. 6057135 Report Why not.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 20:29:42 No. 6057154 Report Rolled 4, 2, 3, 4, 3, 1 = 17 (6d5) The map is now a 10x10. I'll first roll 6 d5 and then d20 for the neighboring tiles in the order of>A3 >B2 >C1 >H1 >I2 >J3
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 20:33:44 No. 6057157 Report Quoted By:
Rolled 14, 9, 7, 1 = 31 (4d20) >>6057154 The following tiles will now be rolled for a new terrain
>B2 >H1 >I2 >J3 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 20:42:22 No. 6057159 Report >Turn: 1 >A3: Plains >B2: Sea >C1: Plains >H1: Desert >I2: Mountains >J3: Plains >>6056642 >Ioannus Regnum >Gold: 10 >Gold per turn: +1 >Food: 2 - 1 = +1 >Settlements: >A1: Level 1 >>6057135 >SeptentriEast >Gold: 10 >Gold per turn: +1 >Food: 2 - 1 = +1 >Settlements: >J1: Level 1 John Smith !O5ndVe5XNE
>>6057159 Build: fields in the 2 plain tiles in the border, fishing boat in the ocean, upgrade settlement. (4+1+2=7)
btwunits are only produced on forts ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 21:09:22 No. 6057170 Report Quoted By:
>>6057167 Yeah only forts, creates some strategy I hope.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Fri 12 Jul 2024 22:34:22 No. 6057205 Report >>6057167 I think you have to take control before building?
I'd like to take control of Mountain and plain (4 Gold) build mine on mountain (3 gold) build field (1gold) upgrade settlement (3 golds)
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Fri 12 Jul 2024 22:35:23 No. 6057206 Report >>6057205 The upgrade cost is 2 and not 3, thus bringing a total of 10 gold
John Smith !O5ndVe5XNE
Quoted By:
>>6057205 >I think you have to take control before building? I included the price of capturing the plains into account
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 23:36:11 No. 6057233 Report Rolled 2, 5, 3, 5, 1, 2, 4 = 22 (7d5) End of Turn 1 I'll roll these 7 tiles before the start of turn 2.>A4 >B3 >C2 >D1 >H2 >I3 >J4
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 23:41:43 No. 6057237 Report Quoted By:
Rolled 1, 4, 16, 20 = 41 (4d20) >>6057233 The following tiles will now be rolled for a new terrain
>A4 >B3 >D1 >I3 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 23:49:20 No. 6057240 Report >Turn: 2 >A4: Plains >B3: Plains >C2: Sea >D1: Sea >H2: Mountains >I3: Sea >J4: Plains >>6057167 >Ioannus Regnum >Gold: 10 - 7 + 1 = 4 >Gold per turn: +2 >Food: 5 - 2 = +3 >Settlements: >A1: Level 2 >>6057206 >SeptentriEast >Gold: 10 - 10 + 1 = 1 >Gold per turn: +4 >Food: 3 - 1 = +2 >Settlements: >J1: Level 2 Anonymous
>>6057240 shouldn't his food be '3-2=1' since we both have lvl 2 settlements ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Fri 12 Jul 2024 23:57:07 No. 6057245 Report Quoted By:
>>6057242 Good catch.
Yeah it should be
>SeptentriEast >Food: 3 - 2 = +1 John Smith !O5ndVe5XNE
>>6057240 >Build: settlement on a4, upgrade a1 settlement (2=2=4)g and 3 food Anonymous
btw, what inspired you for this game OP ?
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 06:33:19 No. 6057396 Report >>6057240 Take control of plain.
And that's it. Gold is expensive.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 08:31:21 No. 6057414 Report Quoted By:
>>6057336 Mostly Civ but also NRPs and Risk on this website. I wanted something with more stuff to do but not just pure RP with very lenient gameplay.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 08:39:51 No. 6057419 Report >>6057396 You'll get some more next turn.
>>6057249 Here's the map at the end of Turn 2.
I'll roll the following tiles
>A5 >B4 >I4 >J5 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 08:40:56 No. 6057420 Report Rolled 1, 2, 2, 5 = 10 (4d5) >>6057419 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 08:41:57 No. 6057421 Report Quoted By:
Rolled 15, 4, 1, 15 = 35 (4d20) >>6057420 Looks like I'll be rolling a new terrain for each of them.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 08:51:53 No. 6057422 Report >Turn: 3 >A5: Sea >B4: Plains >I4: Plains >J5: Sea >>6057249 >Ioannus Regnum >Gold: 4 - 4 + 2 = 2 >Gold per turn: +4 >Food: 5 - 4 = +1 >Settlements: >A1: Level 3 >A4: Level 1 >>6057396 >SeptentriEast >Gold: 1 - 1 + 4 = 4 >Gold per turn: +4 >Food: 3 - 2 = +1 >Settlements: >J1: Level 2 Anonymous
>>6057422 I'll use my 4 golds to take control of plains + mountain
John Smith !O5ndVe5XNE
>>6057422 Upgrade a1 settlement
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 13:48:29 No. 6057529 Report Rolled 1, 4, 4, 1 = 10 (4d5) >>6057428 >>6057527 End of turn 3.
I'll roll the following tiles
>G2 >H3 >H4 >I5 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 13:49:58 No. 6057532 Report Quoted By:
Rolled 17 (1d20) >>6057529 I'll roll for H4
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 14:10:46 No. 6057539 Report >Turn: 4 >G2: Mountains >H3: Mountains >H4: Sea >I5: Sea >>6057428 >SeptentriEast >Gold: 4 - 4 + 4 = 4 >Gold per turn: +4 >Food: 3 - 2 = +1 >Settlements: >J1: Level 2 >>6057527 >Ioannus Regnum >Gold: 2 - 2 + 4 = 4 >Gold per turn: +5 >Food: 5 - 5 = 0 >Settlements: >A1: Level 4 >A4: Level 1 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 14:11:47 No. 6057541 Report John Smith !O5ndVe5XNE
>>6057541 Upgrade a1 settlement, build boats at c2 and d1
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 14:39:57 No. 6057551 Report >>6057541 Acquire G2 Mountain
Build Boat in H4
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 15:24:22 No. 6057571 Report Rolled 4, 5, 3, 3, 3, 1, 5, 5 = 29 (8d5) >>6057546 >>6057551 End of turn 4.
I'll roll the following tiles
>C3 >D2 >E1 >F2 >G1 >G3 >G4 >H5 Anonymous
>>6057571 does sea troup transport work diagonally?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 15:29:44 No. 6057575 Report Quoted By:
Rolled 11, 11, 15, 17, 16 = 70 (5d20) >>6057571 I'll roll the terrain for the following tiles
>D2 >F2 >G1 >G4 >H5 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 15:30:46 No. 6057577 Report Quoted By:
>>6057574 For pikemen yes.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 15:36:59 No. 6057586 Report >Turn: 5 >C3: Sea >D2: Forest >E1: Sea >F2: Forest >G1: Sea >G3: Mountains >G4: Sea >H5: Sea >>6057546 >Ioannus Regnum >Gold: 4 - 4 + 5 = 5 >Gold per turn: +6 >Food: 7 - 6 = +1 >Settlements: >A1: Level 5 >A4: Level 1 >>6057551 >SeptentriEast >Gold: 4 - 4 + 4 = 4 >Gold per turn: +4 >Food: 4 - 2 = +2 >Settlements: >J1: Level 2 Anonymous
Are there warship units that can block transport and attack normal boats? Can we deplace fishing ships like normal troups?
Anonymous
>>6057586 >Create mine on G2 >Fishing Ship on G1 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 15:42:38 No. 6057591 Report Quoted By:
>>6057587 There are no warships or transport boats this time around and units do not displace boats.
Technically I allowed troops going "through" one another for simplicity but I suppose I could prevent them from going through units that don't move on that turn.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 15:44:49 No. 6057593 Report Quoted By:
In the case of conflicting build orders (Mostly boats) I think it will go by first come first served.
Anonymous
Quoted By:
Wait I'm not sure the G2 mine is legal
John Smith !O5ndVe5XNE
>>6049786 Actually according to the rule OP put you can only expand to a tile within 3 tiles from a settlement so I think that the other guy wouldn’t be able to get the g2 mountain.
John Smith !O5ndVe5XNE
Quoted By:
>>6057602 Now that I see it, neither the boat kek
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:22:56 No. 6057616 Report CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:23:59 No. 6057617 Report >>6057616 IDK settlements are quite expensive and hard to come by. We'll just pretend the rule was never there...
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:26:03 No. 6057619 Report Quoted By:
>>6057617 Also it would take an eternity to expand with the rule. I think it could work if the range and map was bigger but for this map it doesn't really seem necessary.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:27:30 No. 6057622 Report You still must be adjacent to the tiles you take over so boats don't count for that.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:28:32 No. 6057623 Report Quoted By:
But from now on I'll make sure to stick to the rules I laid out.
John Smith !O5ndVe5XNE
>>6057617 You could reduce their food price to 2, that should make them affordable.
>>6057622 Alright then
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:34:49 No. 6057625 Report Quoted By:
>>6057624 That could work for a future run but I think this time around the costs will stay as is.
John Smith !O5ndVe5XNE
>>6057586 Since boats won’t expand work towards expansion anymore
>Get b4 plains and d2 forest, upgrade a1 settlement. Anonymous
>>6057627 D2 isn't considered adjacent.
John Smith !O5ndVe5XNE
>>6057636 So you’re gonna reset that forest tile then ? Well, change the forest vote for building fields on b4 and grabbing b3
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:50:57 No. 6057642 Report Quoted By:
>>6057640 You can still see tiles next to units or boats but you can only take over tiles adjacently or by building forts or settlements.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:54:23 No. 6057646 Report Rolled 1, 5, 5 = 11 (3d5) >>6057589 >>6057636 End of turn 5.
I'll roll the terrain for these following tiles
>B5 >C4 >F1 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 16:55:50 No. 6057647 Report Quoted By:
Rolled 6, 20, 15 = 41 (3d20) >>6057646 Looks like I'll reroll for all of them.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 17:03:40 No. 6057653 Report I just realized there's a potential softlock in case either one of you ends up on an island with no units...
So I'll allow building on top of a Fields or Mines just in case.
>Turn: 6 >B5: Mountains >C4: Sea >F1: Sea >>6057589 >SeptentriEast >Gold: 4 - 4 + 4 = 4 >Gold per turn: +5 >Food: 5 - 2 = +3 >Settlements: >J1: Level 2 >>6057640 >Ioannus Regnum >Gold: 5 - 5 + 6 = 6 >Gold per turn: +7 >Food: 8 - 7 = +1 >Settlements: >A1: Level 6 >A4: Level 1 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 17:05:59 No. 6057656 Report Quoted By:
>>6057653 Wait it should be
>SeptentriEast >Gold per turn: +6 John Smith !O5ndVe5XNE
>>6057653 Get b5 and build a mine there
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 17:44:52 No. 6057673 Report >>6057653 Build a fort on F2
Build a mine on H2
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 17:54:11 No. 6057683 Report >>6057673 You haven't taken over F2 yet so that costs 3 gold.
Anonymous
Quoted By:
>>6057673 you don't have enough gold for both
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 18:00:24 No. 6057688 Report >>6057683 Wait, I thought
Forest:
>Uncontrolled tile costs 2 gold. >Forts cost 1 gold less to build and upgrade. And
Fort:
>Can be used to build units on it's tile. >Enemy attacks lower level. >Can be built on any controlled tile or any uncontrolled tile with a unit. >Costs 2 gold. >Cost includes tile annexation costs if uncontrolled. So my Forest Fort cost only 1
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 18:03:32 No. 6057690 Report >>6057688 Forget it I'm retarded.
>Can be built on any controlled tile or any uncontrolled tile with a unit. So I'll forget the F2 Fort
I'll take only the mine
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:05:34 No. 6057691 Report >>6057688 >Cost includes tile annexation costs if uncontrolled. I think the original intent of the wording here was that if you try to build one on uncontrolled terrain with an unit you'd also have to pay the terrain cost as well. The same applies to settlements which also has the same line, and can be built on tiles with a unit on them.
>>6057249 On turn 2 John took over A4 and built a settlement there, and the cost of the settlement and taking over the tile was included.
I suppose a caveat can be made for units, in which they bypass the tile cost if they build a settlement or fort on the tile. Sound good?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:10:58 No. 6057694 Report Rolled 1, 1, 1, 5 = 8 (4d5) >>6057657 >>6057690 End of turn 6.
I'll roll these tiles
>B6 >C5 >E2 >F3 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:12:49 No. 6057695 Report Quoted By:
Rolled 17, 13, 7 = 37 (3d20) >>6057694 I'll reroll the following
>B6 >C5 >F3 Anonymous
Quoted By:
>>6057691 >Cost includes tile annexation costs if uncontrolled. >I think the original intent of the wording here was that if you try to build one on uncontrolled terrain with an unit you'd also have to pay the terrain cost as well. The same applies to settlements which also has the same line, and can be built on tiles with a unit on them. I took that to mean that in cases where you don't have any border with a territory, you can use a unit to get there and cap instead.
Anonymous
>>6057694 also OP forest+mine is 5 gold and sep only has 4. he can't build and get the forest tile as well.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:18:56 No. 6057706 Report Anonymous
>>6057690 he also said he was only taking the mine, so dunno why you still included the forest, kek
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:20:32 No. 6057711 Report Quoted By:
>>6057706 Okay hold that E2 tile for now.
>>6057690 So are you going to do anything with the remaining 1 gold?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:21:37 No. 6057714 Report Quoted By:
>>6057709 I miscalculated in my head and I though he'd be using all his gold. But if that's what he's doing I'll have to take out E2.
Anonymous
>>6057706 you should probably reset e2 and f3 then.
on another note, the dice surely likes giving him mountains, kek and I got stuck, neat.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:25:03 No. 6057721 Report Quoted By:
>>6057715 Yes I'll do that.
I think giving out a capital settlement which doubles as a unit construction building would be appropriate in a future run.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:28:45 No. 6057726 Report Let's move on from that.
>Turn: 7 >B6: Sea >C5: Sea >>6057657 >Ioannus Regnum >Gold: 6 - 6 + 7 = 7 >Gold per turn: +9 >Food: 8 - 7 = +1 >Settlements: >A1: Level 6 >A4: Level 1 >>6057690 >SeptentriEast >Gold: 4 - 3 + 6 = 7 >Gold per turn: +8 >Food: 5 - 2 = +3 >Settlements: >J1: Level 2 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 18:29:46 No. 6057727 Report SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 18:40:06 No. 6057733 Report >>6057709 Complex vote are complex. No blame on QM. Nice catch though
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 18:43:33 No. 6057736 Report >>6057726 Annex F2 (2) + Fort (1)
Annex G3 (3)
Field on J4
John Smith !O5ndVe5XNE
>>6057727 >build fort on b3, boat on c3, upgrade a1 and a4 settlements time to sail the seas
John Smith !O5ndVe5XNE
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:08:22 No. 6057760 Report Rolled 3, 1, 2 = 6 (3d5) >>6057736 >>6057742 End of turn 7.
New tiles here
>D3 >E2 >F3 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:09:27 No. 6057763 Report Quoted By:
Rolled 16 (1d20) >>6057760 Rerolling F3
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:14:49 No. 6057766 Report >Turn: 8 >D3: Sea >E2: Forest >F3: Sea >>6057736 >SeptentriEast >Gold: 7 - 7 + 8 = 8 >Gold per turn: +8 >Food: 6 - 2 = +4 >Settlements: >J1: Level 2 >Forts: >F2: Level 1 >>6057742 >Ioannus Regnum >Gold: 7 - 7 + 9 = 9 >Gold per turn: +11 >Food: 9 - 9 = 0 >Settlements: >A1: Level 7 >A4: Level 2 >Forts: >B3: Level 1 SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 19:33:16 No. 6057780 Report >>6057766 Make swordman in fort.
Build mine in G3. Get H3
John Smith !O5ndVe5XNE
>>6057766 is the price of every unit 1 gold ?
>build boats on b6 and c4, upgrade both settlements, train swordsman on fort CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:39:11 No. 6057785 Report Quoted By:
>>6057784 Yeah these ones all cost the same.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:48:19 No. 6057788 Report Rolled 1, 3, 1, 1 = 6 (4d5) >>6057780 >>6057784 End of turn 8.
Rolling these ones
>A6 >B7 >C6 >D4 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:49:51 No. 6057791 Report Quoted By:
Rolled 4, 19, 2 = 25 (3d20) >>6057788 I'll reroll these
>B7 >C6 >D4 Anonymous
Quoted By:
>>6057788 I'm gonna become caligula
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 19:57:10 No. 6057797 Report >Turn: 9 >A6: Sea >B7: Plains >C6: Sea >D4: Plains >>6057780 >SeptentriEast >Gold: 8 - 7 + 8 = 9 >Gold per turn: +10 >Food: 6 - 2 = +4 >Settlements: >J1: Level 2 >Forts: >F2: Level 1 >Units: >F2: Swordsman >>6057784 >Ioannus Regnum >Gold: 9 - 7 + 11 = 13 >Gold per turn: +13 >Food: 11 - 11 = 0 >Settlements: >A1: Level 8 >A4: Level 3 >Forts: >B3: Level 1 >Units: >B3: Swordsman John Smith !O5ndVe5XNE
>>6057797 >train swordman on fort ,move swordsmen to d2, build fort on d2, boats on c5 and c6, upgrade both settlements CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:03:59 No. 6057800 Report >>6057798 C6 is not next to a controlled tile of yours.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 20:04:59 No. 6057803 Report >>6057798 I'm not sure we can do so much actions.
But if it's allowed,
>.Train swordmanin F2, move swordman to E2, attack the invader when he sets foot on my island, build fort on E2 and mine on H3 John Smith !O5ndVe5XNE
>>6057800 welp, change it to d3 then.
>>6057803 can't move and attack on the same turn, so my guy is safe for now.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 20:07:52 No. 6057809 Report >>6057803 Wait I already have a swordman
>Move swordman on E2 and build fort >Train Bowman on F2 >Build mine on H3 >Poor all remaining gold into settlement upgrade CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:09:06 No. 6057812 Report >>6057798 >>6057803 >Buildings cannot be constructed adjacent to hostile units Thus preventing the construction of a fort on both D2 and E2.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:10:47 No. 6057815 Report >>6057812 Unless one reads next to as meaning next to a unit on this turn. In which case both of you'd be able to build the fort.
John Smith !O5ndVe5XNE
>>6057809 >Wait I already have a swordman kinda funny you forgot the unit you were moving
>>6057812 right, so I guess no forts for both then
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:12:01 No. 6057818 Report At the very least you will not be able to build on the same turn even if the hostile unit moves away in the same turn. So in that vain I think I shall allow it for consistency.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:13:02 No. 6057819 Report >>6057818 And also to prevent turns spiraling into retracting moves all the time LOL
>>6057816 I'll let you build the fort as
John Smith !O5ndVe5XNE
Quoted By:
>>6057815 Fine for me, if sep accepts it as well
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:14:04 No. 6057821 Report Quoted By:
>>6057819 as it'd get pretty confusing in the long run otherwise.
John Smith !O5ndVe5XNE
John Smith !O5ndVe5XNE
Quoted By:
>>6057798 just change the unit being trained in b3 to a pikemen instead
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 20:16:03 No. 6057826 Report All right. That all?
John Smith !O5ndVe5XNE
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sat 13 Jul 2024 20:17:29 No. 6057829 Report Quoted By:
Let's go.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 21:19:19 No. 6057867 Report >>6057807 >>6057809 End of turn: 9
Movement:
>Ioannus Regnum >Swordman B3 -> D2 >SeptentriEast >Swordman F2 -> E2 Rolling these tiles:
>D5 >E3 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 21:20:20 No. 6057868 Report Rolled 2, 1 = 3 (2d5) >>6057867 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 21:21:21 No. 6057869 Report Quoted By:
Rolled 15 (1d20) >>6057868 Rerolling D5.
John Smith !O5ndVe5XNE
>>6057867 you forgot to upgrade my settlements
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 21:32:20 No. 6057874 Report >Turn: 10 >D5: Sea >E3: Sea >>6057798 >Ioannus Regnum >Gold: 13 - 10 + 13 = 16 >Gold per turn: 15 - 1 = +14 >Food: 13 - 13 = 0 >Settlements: >A1: Level 9 >A4: Level 4 >Forts: >B3: Level 1 >Units: >B3: Pikeman >D2: Swordsman >>6057809 >SeptentriEast >Gold: 9 - 9 + 10 = 10 >Gold per turn: 13 - 1 = +12 >Food: 6 - 3 = +3 >Settlements: >J1: Level 3 >Forts: >F2: Level 1 >Units: >E2: Swordsman >F2: Bowman CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sat 13 Jul 2024 21:33:20 No. 6057875 Report Quoted By:
John Smith !O5ndVe5XNE
>>6057874 train swordsman on b3,move pikeman to d4, build fort on d4, boats on a5 and d5, upgrade both settlements
swordsman on d2 attacks e2
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Sun 14 Jul 2024 05:39:01 No. 6058237 Report >>6057874 Swordman on E2 attack D2
Bowman on F2 attack D2
Build 4 boat (I3, J5, I5, G4)
Rest of gold to upgrade settlement
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Sun 14 Jul 2024 05:40:39 No. 6058239 Report >>6058237 Instead of upgrading settlement, i wish to put 1 level back in my to-be-destroyed fort;
John Smith !O5ndVe5XNE
Quoted By:
>>6058239 neither of us can upgrade our forts since both are in range of hostile npcs. also nice seeing a qm here.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 14:36:12 No. 6058392 Report >>6057876 A1 is at max level
>>6058239 Do you want to use the rest of your gold for something else?
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Sun 14 Jul 2024 15:18:34 No. 6058408 Report >>6058392 Boats. And another Swordman if they stack.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 15:27:18 No. 6058414 Report >>6058408 Since the bowman and swordsman attack this turn they can't move out of the way so yeah they don't stack on top of each other.
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Sun 14 Jul 2024 15:39:01 No. 6058423 Report >>6058414 Waitwaitwait.
Annex and build fort on d4 instead of boats
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 16:03:33 No. 6058442 Report >>6058423 If you're still attacking with both units you can't annex the tile as it is out of reach
>>6057876 And John took it over with a pikeman on his turn.
Anonymous
>>6058423 >>6058442 I'm blind and understand nothing;
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 17:52:15 No. 6058507 Report Quoted By:
>>6058457 Don't worry mate. This will need a bunch of figuring out on my part too.
But with that I could use your finalized turn.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 18:19:00 No. 6058527 Report Quoted By:
The fort on D4 prevents movement onto that tile so there's that as well.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 18:40:37 No. 6058542 Report Now that I think about it a lot of confusion could have been prevented if units which have moved could not be used to found forts or settlements on that same turn.
John Smith !O5ndVe5XNE
>>6058392 alright
>>6058542 indeed. considering we both didn't do much since it was 1 turn anyway and we cockblocked each other, are you going to memory hole the forts at d2 & e2 to make the results or let's roll with it for just this turn ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 19:26:42 No. 6058568 Report Quoted By:
>>6058562 I suppose that could be fair if SeptentriEast is fine with it. It will also mean that your boat on D3 would not be available so I'd refund that.
Otherwise we could just roll with it and you would have to wait for next turn to build the fort on D4.
I can post a revised map so it will be easier to make the turn for the both of you.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 19:29:04 No. 6058570 Report Quoted By:
So in short we can redo this turn with the new rules and you can take your turns again. Not much changes besides the lack of forts on D2 and E2.
Anonymous
Quoted By:
Alright for me
John Smith !O5ndVe5XNE
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 20:35:51 No. 6058609 Report Quoted By:
All right then
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 20:53:37 No. 6058617 Report All right not much changes. I refunded the tiles, forts and boat.>Ioannus Regnum >Gold: 13 - 6 + 13 = 20 >Gold per turn: 15 - 2 = +13 >Food: 12 - 13 = -1 >Settlements: >A1: Level 9 >A4: Level 4 >Forts: >B3: Level 1 >Units: >B3: Pikeman >D2: Swordsman >SeptentriEast >Gold: 9 - 6 + 10 = 13 >Gold per turn: 13 - 1 = +12 >Food: 6 - 3 = +3 >Settlements: >J1: Level 3 >Forts: >F2: Level 1 >Units: >E2: Swordsman >F2: Bowman
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 20:54:55 No. 6058619 Report Quoted By:
>>6049786 >Units which have moved cannot be used to construct a settlement or building on the same turn John Smith !O5ndVe5XNE
>>6058617 you forgot to move my spearmen to the island or is that a redo of the last turn without the forts ?
John Smith !O5ndVe5XNE
Quoted By:
>>6058617 if it's a repeat
>train swordsman on b3,move pikeman to d4 and get the plains, boats on a5, d3 and d5, upgrade a4 settlement >swordsman on d2 attacks e2 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 14 Jul 2024 21:35:58 No. 6058649 Report Quoted By:
>>6058639 Yes so it was a rerun of Turn 9 essentially.
Anonymous
I have a question regarding priority : I have a bowman and a swordman. John have a swordman. Do I have a way to make the swordman survive? Attacking the swordman with both my unit or only the bowman lead to his death, right? And movement is less prioritary than attack, still right?
Anonymous
Quoted By:
>>6058867 I don’t think so, man. Considering the rule that a place would be blocked as hostile if next to a unit even if it left, your swordsman can’t escape.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 11:34:46 No. 6058957 Report >>6058867 I tried to implement this mechanic of Mutually Assured Destruction in the game. Units of the same type are pretty much guaranteed to destroy one another if they both can attack one another. Different types it's a bit different. For example the bowman is untouchable by the swordsman right now but can attack it.
On top of this it doesn't make any sense or difference to attack the same unit twice unless it's on a fort. So in effect your swordsman is essentially done for. There may be a situation where attacking some other unit with a unit that's going to be destroyed makes more sense than returning the fire but that's how it goes with these rules.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 11:40:21 No. 6058962 Report Quoted By:
>>6058957 So I guess the optimal move here would be to return fire and do something else with the bowman.
Anonymous
Like moving Bowman in C1 (3 tiles of movement on sea, one tile on ground to capitalize on their strong range) Training Pikeman in F2 Rest of gold for J1 settlement leftover for boats
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 12:36:12 No. 6058994 Report >>6058976 Are you going to deal with the swordsman or?
Anonymous
>>6058994 Seems like he wants to raid me with the bowmen instead
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 13:02:26 No. 6059014 Report To clarify SeptentriEasts swordsman can still attack John's swordsman even if it gets attacked this turn. I could automate this if the unit can do nothing else.
>>6059011 Also I noticed that you can't annex D4 because it isn't adjacent to your territory and you can't build a fort or settlement there this turn.
John Smith !O5ndVe5XNE
>>6059014 I thought I just couldn't build there, so annexing is also outta reach this turn ? welp you can cancel the settlement upgrade then
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 13:16:09 No. 6059021 Report >>6058994 the plan is for swordman to kill each other if bowman's attack is wasted
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 13:19:38 No. 6059024 Report >>6059021 Oh and as my fort is no longer menaced, upgrade it too instead of boats.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 13:20:28 No. 6059025 Report >>6059019 Well if the territory isn't adjacent the only way to annex is with building a fort or settlement with a unit. Noted.
>>6059021 Noted too.
John Smith !O5ndVe5XNE
>>6059025 upgrade my fort as well then
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 13:52:54 No. 6059038 Report Rolled 5 (1d5) >>6059024 >>6059031 End of Turn 10
Attacks:
>Swordsman (Ioannus Regnum) D2 -> Swordsman (SeptentriEast) E2 >Swordsman (SeptentriEast) E2 -> Swordsman (Ioannus Regnum) D2 Movement:
>Ioannus Regnum >Pikeman B3 -> D4 >SeptentriEast >Bowman F2 -> C1 (Takes C1 and D1 boat) I will roll E4
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 13:53:59 No. 6059040 Report Quoted By:
Rolled 16 (1d20) >>6059038 Rerolling
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 13:57:29 No. 6059042 Report Quoted By:
>>6059038 C1 also takes over C2 boat due to adjacency
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 14:02:50 No. 6059044 Report >Turn: 11 >E4: Sea >>6059019 >Ioannus Regnum >Gold: 20 - 4 + 13 = 29 >Gold per turn: 15 - 4 = +11 >Food: 10 - 13 = -3 >Settlements: >A1: Level 9 >A4: Level 4 >Forts: >B3: Level 2 >Units: >B3: Swordsman >D4: Pikeman >>6059024 >SeptentriEast >Gold: 13 - 13 + 12 = 12 >Gold per turn: 18 - 1 = +17 >Food: 8 - 8 = 0 >Settlements: >J1: Level 8 >Forts: >F2: Level 2 >Units: >C1: Bowman >F2: Pikeman CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 14:04:24 No. 6059045 Report Quoted By:
>>6059044 >SeptentriEast >Food: 9 - 8 = +1 John Smith !O5ndVe5XNE
>>6059044 send swordsman to c1, killing the archer like
>>6049793 says. spearman goes to d2.
build fort in d4, boats in d5, d3 and e4, upgrade a4 settlement and fort. train swordsman in b3.
btw why did sep gold per turn bumped to 18 ?
build fort in d4.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 14:35:23 No. 6059063 Report >>6059057 He spent the rest of his gold to upgrade his settlement
Anonymous
>>6059063 I thought each individual upgrade could only happen once per turn. If that’s the case you can bump my a4 upgrade to match my surplus food with the regained land and boats
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 14:45:50 No. 6059069 Report Quoted By:
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:28:04 No. 6059088 Report >>6059057 Move archer to A1
Attack Pikeman in D4 with F2
Annex E2 and build a fort
Build a boat army (I3, G4, H5,I5, J5)
John Smith !O5ndVe5XNE
>>6059088 So does my fort takes the blow or the pikeman gets caboosed ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:41:56 No. 6059093 Report >>6059091 Fort takes priority
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:42:18 No. 6059094 Report >>6059093 Isn't attack priority over building?
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:43:57 No. 6059097 Report Also, can I build fort on D2 and E2?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:46:14 No. 6059098 Report >>6059094 No because then movement could retroactively prevent building.
It goes
>building >attacks >movement CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:47:37 No. 6059099 Report Quoted By:
>>6059097 E2 is adjacent to your current territory so it can be annexed and built upon. D2 is not adjacent on this turn so it cannot be annexed by either of you since you don't have a unit on it.
John Smith !O5ndVe5XNE
>>6059098 since that’s the case, I’ll expand some extra coin to give that for an upgrade
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:51:22 No. 6059103 Report >>6059101 How much?
Each fort level costs the amount of gold corresponding to it's new level so level 2 is 2 gold, 3 is gold and so on.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:52:19 No. 6059104 Report What about building a fort on a spot that is threatened by an ennemi? No rule for that?
John Smith !O5ndVe5XNE
Quoted By:
>>6059103 Only 1 upgrade, lvl2
John Smith !O5ndVe5XNE
>>6059104 OP talked about a neighbor enemy blocking buildings, like we did with our swordsmen before. Your pikeman isn’t close to my plains so I guess it passes.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:55:03 No. 6059110 Report >>6059108 Clear for me. Also, I feel that playing the turn first is a disadvantage at this point of the game. So as a gentleman's agreement sort of thing, please let me play next turn first to compensate for this one
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:55:24 No. 6059111 Report >>6059104 That could be a befitting interpretation of the original intent of the adjacent hostility rule.
It would mean that pikemen and bowmen would no longer be considered hostile in this sense with normal adjacency.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:56:26 No. 6059113 Report >>6059110 Yeah that's kind of an issue with the simultaneous turn thing, which will require some balancing and mechanic changes for the future.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:56:26 No. 6059114 Report >>6059111 I think it makes more sense this way to be honest.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:57:31 No. 6059116 Report Quoted By:
>>6059113 There's the possibility to send turns "blindly" but this website is ill adapted for that.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:58:43 No. 6059117 Report >>6059114 If that is ruled then it would prevent the construction of a fort on D4 while also preventing upgrades on F2. John's pikeman can also see and attack SeptentriEast's pikeman on F2.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 16:00:59 No. 6059118 Report Quoted By:
>>6059117 I'm okay with that.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 16:02:00 No. 6059120 Report Quoted By:
>>6059117 Pump the gold into E2 fort instead please.
John Smith !O5ndVe5XNE
>>6059110 sure. although considering that there's no retroactive stuff the advantage isn't as big as when we did that double fort thing, kek.
>>6059117 yup, so another double knockout if that's the case
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 16:05:35 No. 6059123 Report >>6059121 Isn't the fort taking the hit for my dude instead?
John Smith !O5ndVe5XNE
>>6059123 Sorry, got a little confused. Pikeman attack ensues.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 22:56:30 No. 6059416 Report Rolled 3, 2, 5, 2 = 12 (4d5) >>6059123 >>6059131 End of Turn 11
H5 wasn't considered adjacent so I put the boat on F1 instead.
Attacks:
>Pikeman (Ioannus Regnum) D4 <-> Pikeman (SeptentriEast) F2 Movement
>Ioannus Regnum >Swordsman B3 -> C1 (Takes C1 and C2 D2 boats) >SeptentriEast >Bowman C1 -> A1 (Takes A1 and B1) Rolling these tiles
>F4 >G5 >I6 >J6 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 22:58:33 No. 6059417 Report Quoted By:
Rolled 17, 13, 6 = 36 (3d20) >>6059416 Reroll
>G5 >I6 >J6 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 23:08:59 No. 6059419 Report >Turn: 12 >F4: Sea >G5: Sea >I6: Sea >J6: Mountains >>6059057 >Ioannus Regnum >Gold: 29 - 11 + 11 = 29 >Gold per turn: 11 - 1 = +10 >Food: 12 - 9 = +3 >Settlements: >A4: Level 9 >Forts: >B3: Level 2 >Units: >B2: Swordsman >C1: Swordsman >>6059088 >SeptentriEast >Gold: 12 - 8 + 17 = 21 >Gold per turn: 27 - 7 = +20 >Food: 12 - 17 = -5 >Settlements: >A1: Level 9 >J1: Level 8 >Forts: >E2: Level 1 >F2: Level 1 >Units: >A1: Bowman >F2: Pikeman John Smith !O5ndVe5XNE
>>6059419 why didn't his bowman get destroyed ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:19:51 No. 6059453 Report Quoted By:
>>6059440 It moved out of the way.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:21:48 No. 6059456 Report >>6059440 The swordsman would have destroyed it had the bowman not moved. But there's no movement order as it happens all simultaneously.
John Smith !O5ndVe5XNE
>>6059456 you should've told me that when I pointed to that rule in
>>6049793 John Smith !O5ndVe5XNE
Since that the case, I'm forfeiting. this will be a cat and mouse game where he'll fuck my base when I only have 1 unit and just 1 fort, meanwhile rng gave him 3 good locations for forts while I had to do mad plans to try to conquer stuff and that rule change with the spearman fucked my chance with that island. GG.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:32:28 No. 6059461 Report >>6059458 Yeah that's true. At the moment the bowman hadn't moved but it was the logical response if you knew of the rule.
John Smith !O5ndVe5XNE
>>6059461 the only way that rule would apply would be if you were the last to make a move or if you somehow willingly moved into enemy unit. considering that the archer has 2 movement, the only way he can stop fucking ym base would be with at least a swordsman and a pikeman.
on the topic of rng, either you reduce the chance of getting sea or have some way where you can manage to build/get stuff across it because if you get unlucky like I did it's basically over.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:36:55 No. 6059465 Report >>6059459 Well I appreciate you for participating nonetheless. The situation at this point might not be totally lost EG by blocking out the bowman with the other swordsman but it's your call to forfeit if you want to.
Clearly this needs a lot of honing before it can be a fair and easy to grasp thing.
It sort of devolved into rule discussion ever since turn 10 and even before that there was a lot of confusion.
Thanks for playing to the both of you and perhaps at another time this can be a more coherent game here.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:38:44 No. 6059466 Report Quoted By:
>>6059464 Yes there's way too many sea tiles, and the unit movement is a bit wonky right now. Expansion also needs an overhaul to make it less tedious over said sea tiles. Perhaps a reintroduction of the settlement distance rule but it extends over sea tiles too.
John Smith !O5ndVe5XNE
>>6059465 nigga how would I block the bowmen if he can just use the sea to evade any blockades with only 1 unit ? also I'm on the production disavantage, both unit making and gold, while having to deal with the archers fucking at least 2 tiles of mine per turn.
regardless, it was a fun starter. hope you make an improved version soon.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:39:55 No. 6059468 Report Quoted By:
>>6059464 Also combat probably needs to be checked into as well.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:41:35 No. 6059469 Report Quoted By:
>>6059467 Thanks. I think the top priority is to hone the simultaneous unit movement and attacks.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:43:20 No. 6059470 Report Quoted By:
One thing that could benefit the flow of gameplay is to perhaps scrap forts altogether in their current state and make settlements function as unit building centers. Perhaps some kind of walls can be upgraded as a standin for the fort's defensive aspect.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:45:03 No. 6059471 Report Quoted By:
The other thing to do is clarify what actions can be taken on the current turn and how many actions can be stacked on top of one another (like taking over a tile and then building something on top of it)
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:47:34 No. 6059473 Report Quoted By:
Lastly all I want to say is that I am appreciative to have gotten the chance to try this out in action. I'll try to see what use I can make out of it, either through evolving the current game or taking aspects of it to some other style of gameplay. Thank you all and see you around!
John Smith !O5ndVe5XNE
>>6049793 >Exploration >QM rolls a d5 and a d20 for each revealed tile >First die: >1: copy tile to the right >2: copy tile on the bottom >3: copy tile to the left >4: copy tile on the top >5: use a unique terrain >If first die was 5 or the rolled tile was also empty, roll for terrain >Second die: >1-5: plains >6-8: mountains >9-10: desert >11: forest >12-20: sea went to look back the the tile chance and no wonder I became a fucking island and the other guy was on the same path, 9/20 chance of getting a sea tile, plus the copy tile mechanic when a lot of tiles ended up the same made a snowball effect. the dice amount for the other tiles look ok so my suggestion is to either reduce the time to a d13 for example or increase the range for the others while removing from the sea.
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Tue 16 Jul 2024 05:28:20 No. 6059609 Report Thanks for playing. Agreeing with John on the movement that can be a bit silly. Also, I invested heavily in mines to be at a deficit in early game regarding plain/Settlement; I believe this point is not really balanced. I'd say that sea movement can be balanced with more water units : troop transport boat and man'o'war, attacking and conquering boats comes to mind.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 06:50:17 No. 6059645 Report Quoted By:
>>6059495 Noted
>>6059609 Perhaps some kind of port building could be used to build ships.
Anonymous
Quoted By:
btw if you managed to make it while this thread is up, we could test any possible changes.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Wed 17 Jul 2024 01:59:42 No. 6060283 Report I'll see what I can do. Do you feel a fresh start is appropriate? Cause I would do one.
Anonymous
Quoted By:
>>6060283 sure. we only played a little after all. just going with the changes we did along the game and a possible reduction in sea tiles appearing will change things greatly. a shame we didn't manage to get 4 anons like you planned.
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Wed 17 Jul 2024 05:14:35 No. 6060450 Report Quoted By:
Yeah. Feel free to advertise again in /qtg/ saying you starting a second round.
Anonymous
Anonymous
Anonymous
Quoted By:
Any new happenings ?
Anonymous
Quoted By:
any second now
Anonymous
Quoted By:
Any second soon enough
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Thu 01 Aug 2024 17:21:54 No. 6071200 Report Was traveling for a week. Will look into it soon.
Anonymous
Anonymous
Quoted By:
Millions must doot
DeepDungeonQM !!3iWegEqYTx/
DeepDungeonQM !!3iWegEqYTx/ ID:10DgL/4B Sun 18 Aug 2024 22:05:42 No. 6083661 Report Quoted By:
Yeah I'll be busy for the month so uhhh probably in September at the earliest
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 18 Aug 2024 22:07:35 No. 6083664 Report I'll be pretty busy with other stuff for this month so at earliest I will be able to do a new run of this next month.
Anonymous
Quoted By:
>>6083664 you should archive this, then