Battle for Upper Middle Lower Earthlike Place

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 7:40 pm

EXPLOSIOOOOOOOOONS!

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 23, 2014 7:45 pm

Last 2 rolls in insla from jimer are stricken.
Reese roll.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 23, 2014 7:47 pm

Mortaus
jimer hits 4
Dood hits 17

Junis
Jimer hits 3
Dood hits 6

Perst
Jimer hits 5
dood hits 8

Map updated
Junis 14 Dood navies vs Jimer 5 armies

Perst 3 jimer navies vs 9 dood navies

Mortaus was successfully defended.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 7:50 pm

Perst Defense Force Five
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 7:50 pm

Junis Expeditionary Force
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice]
[dice]13[/dice]
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 7:52 pm

So, unless my math is wrong, with that Jimeresque rolling right there I believe that's game.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 23, 2014 7:56 pm

Yep.

3 capitals have been captured. Dood is the ruler of Upper Middle Lower Earthlike Place.

Thank you all for playing a flawed game from a flawed man.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 8:01 pm

I'd just like to say that, if I had been in Reese's place, I would have moved a fleet into Junis and declared that I would not cede control to Dood. Then the circle would be complete. :emperor:
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 8:05 pm

Blackferne wrote:Thank you all for playing a flawed game from a flawed man.
I think it was interesting. There were some wild swings in the game due to some kinks in the mechanics. Kudos to everyone for finding new and interesting ways to make that game tilt my head sideways.

I'm still especially impressed by Jimer's retreating behind my lines. That caused some significant issues with planning.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Reese » Wed Jul 23, 2014 8:13 pm

Lord Jareth takes a knee in front of Dood

"It was better to have an alliance with the victor than die a fruitless death"


I guess my strike force wasnt really even needed. Ho hum.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Reese » Wed Jul 23, 2014 8:21 pm

My favorite part of this game - it lent itself to more fun banter than others, like Diplomacy.

Lots of rule tweaks could happen. Some nuances for "it doesnt say I CANT do that" would need to be cleaned up.

I have a special hatred for all the mechanics of Navies.


I think two big suggestions, much larger map and a 5th player. Alliances right now can easily swing against one person rapidly. I guess this is really the same thing as balance of power early.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 23, 2014 8:34 pm

Another modification unique to this format would be to play a blind game. You know the map, but troop levels, spending etc would not be available for zones you don't occupy or aren't immediately adjacent to. Though that would be more work on my part, so forget I ever mentioned it.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Jimer Lins » Wed Jul 23, 2014 9:15 pm

It was interesting- If we do it again sometime I'm definitely interested.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Staris » Wed Jul 23, 2014 9:30 pm

Blackferne wrote:If I were doing it over knowing what I know now I would:

Probably get rid of navies and water zones, redo the map to be more symmetrical. I'd make sure everyone was in early conflict with 2 neighbors.

Add cavalry as a unit capable of moving 2 spaces (allowing blitzing through territory) but not as good on defense.

Forts would have a build caps, but you could have multiple forts in a zone, and a fort only increases the "need to hit" of the opponent not the hit % of the defender(that aspect doesn't stack thought). Example Jimer attacks a zone with a fort with his army. Normally they need 5 or 6 to hit, now they need a 6. Reese defending would still need a 45or6.

Retreats could only be the way you came or to a friendly zone and only after the first round of combat occurred (so no move 1 unit in a zone to prevent a blitz and not have to pay the penalty of units).

Alliances would be capped at 1 per person so as to prevent a Battle that didn't happen in Borl scenario.

I'd probably add a 5th seat just to keep stuff interesting.
Let me start off by saying sorry for how long this post is going to be, as I've been mulling over ideas for changes for quite a while and I do agree with most but I wouldn't remove the navies as I feel they play a useful role, as a compromise maybe up the cost and remove the offence bonus against land units.

I would suggest changing heart sea into a lake, that way you get a king of the hill effect in the center as the ships in the lake could easily transport units and possibly with with a couple rivers that a ship could sail up so as to not require building a fort as the only means to create ships there.

On forts and I would add a unit cap per fort level, I was thinking 7, that way a large defending army has to also have a large fort to have the whole army benefit. I have to admit I'm a little up in the air on only having 6 to kill defenders in the fort, though the only I could suggestion to aleive that would be to roll 7 sided dice instead so that normal kills have with 5,6, and 7 defenders get 4,5,6, and 7 so that the defender bonus only knocks it down to 6 and 7.

Something to add brand new would be the suggestion of adding financial centers to regions, not including cities as I would consider them larger versions. Financial centers would't give any bonus defensive but increase the tax for the region. I was thinking the cost being 3 gold to the same as a fort and adds 3 gold. The one wrinkle being either you have to chose between or would reduce down to only 1 gold extra where a fort was also built. I'm completely ok with this being thrown out as it could over complicate the game.

Another idea that came as a result of the financial center and from the players would be that the starting cities could have different versions, one being the current which I would think is like the financial center that give the most gold possibly raising it to 6 instead of 5, a balanced version that is like a financial center and a level 1 fort that gives 4 gold, and a pure military that gets 2 gold and would not have a fort unit cap for defense.

A possible addition to the military version of city would be having a slight cost reduction on a single unit type that the player picks but only at the city not forts. That way the city can produce slightly more but have to account for moving those units into place. For regular units they could either be get 1 or 2 free unit(s) or cost .75 rounded up so that the benefit isn't too powerful. With the other units being half off and like wise rounded up. Again completely ok with this and city types being thrown out.

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Jimer Lins » Wed Jul 23, 2014 10:09 pm

I'd also like to say that the game was well-played by all. I think once Dood defeated Whitey his production capacity went up enough that it was pretty much a foregone conclusion at that point- that's something that we might want to adjust for future games.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 10:12 pm

The D7 idea is interesting.

If you're not actually doing this as a physical board game, there's no reason to slavishly stick to the D6. Playing through the forum we have the facility to use D[X], so we could provide more nuance if attacks were based on a D8 system or even D20 or D100.

If this were turned into a web-based-board-game like our diplomacy games, then you can get even more precise if you so chose.

If only we knew programmers.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 23, 2014 10:18 pm

Jimer Lins wrote:I'd also like to say that the game was well-played by all. I think once Dood defeated Whitey his production capacity went up enough that it was pretty much a foregone conclusion at that point- that's something that we might want to adjust for future games.
It did jump a lot. I'd like to point out that that it wasn't actually that far ahead of yours, which is what led to my complaint about the lack of East/West balance to the board. I had taken a capital and was barely ahead of someone who hadn't, and had you taken out Borl, you would have been ahead of me financially. Or if you and Reese had signed a pact to wipe me out, I wouldn't be able to stand against you.

All in all, I look forward to seeing what adjustments are made and then playtesting those.

Maybe I'll work on some sort of move submission and combat resolution thingy for Blackie.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Whiteness » Thu Jul 24, 2014 12:40 am

The first move I was really torn between defending my capital and immediately attacking Reese or Dood's. I could have taken out Reese's money making ability the first round if I had been more aggressive with my navy.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Furiel » Thu Jul 24, 2014 2:01 am

Whiteness wrote:The first move I was really torn between defending my capital and immediately attacking Reese or Dood's. I could have taken out Reese's money making ability the first round if I hadn't been such a massive pussy.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Whiteness » Thu Jul 24, 2014 2:08 am

Furiel wrote:
Whiteness wrote:The first move I was really torn between defending my capital and immediately attacking Reese or Dood's. I could have taken out Reese's money making ability the first round if I hadn't been such a massive pussy.
accuratanudoed
I just assumed I wasn't the only one thinking that so I kept my navy at home :woe:
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Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Jimer Lins » Thu Jul 24, 2014 2:12 am

I have to agree about one of the more fun aspects being the banter.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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