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 SUPER ALPHA

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Limes

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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 11:33 am

Jascertes, your flag has four penises on it.
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Jasband
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 11:35 am

Limes wrote:
Jascertes, your flag has four penises on it.

Your flag is not without balls of its own. There's a big huge one in the middle.

Edit: Also, William, I'm fine with Crown Infantry replacing Swordsmen. Either have all Unique Units replace a standard unit or none Razz.

Does that mean I get 100 Crown Infantry, 100 Archers, 100 Mages, and 100 Lancers?


Last edited by Jasband on Tue Jul 16, 2013 11:38 am; edited 1 time in total
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Limes

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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 11:37 am

Is our starting region advanced or settled?
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Lord William

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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 11:39 am

Very well, and yes, Ascertes.

Settled, Lime.
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 11:46 am

My Bookkeeping is not exactly designed to withstand lots of gameplay, Of course, I'll find something more durable later.
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 11:48 am

Limes wrote:
My Bookkeeping is not exactly designed to withstand lots of gameplay, Of course, I'll find something more durable later.

We're aiming for 10 turns, things shouldn't get too muddled in that time. Just trying to complete some research, play some battles, and get a feel for the economy/army sizes/construction numbers. If things are going well, it can be extended.

Oh, Lime, by the way... if you found that single coin in the "ruins" of Uzer...

Jasband wrote:
The House of Timur, located in the restored town of Uzer

Jasband wrote:
located in the restored town of Uzer

Jasband wrote:
restored town

Wat ruins?


Last edited by Jasband on Tue Jul 16, 2013 12:05 pm; edited 1 time in total
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Lord William

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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 12:05 pm

Umm... A little thing: Settled regions only produce 15,000 gold. I think you both forgot that.
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 12:05 pm

Lord William wrote:
Umm... A little thing: Settled regions only produce 15,000 gold. I think you both forgot that.

I'm a ninja.

Alright, we'll try it with 15k for a while. But I still don't think it's enough ;_;


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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 12:30 pm

Fuck.

K, I fixed it.
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 12:33 pm

Limes wrote:
Fuck.

K, I fixed it.

The restoration was pretty thorough. You'd have to go down all the way to Floor 61 to reach unexplored territory. Did you discover anything else down there?
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 2:00 pm

Ok, William says we start with 1 of each Agent (except for the Commander, since your Warlord acts as one). Add 2,750 to your upkeep. Great, we're both bankrupt already.
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PostSubject: Re: SUPER ALPHA   Tue Jul 16, 2013 2:08 pm

Fuck.

Okay, if the above is the case, then we should start out with at least some gold, I feel like 5,000-10,000 would work, because nobody likes starting a game and being able to do shit-all for the first bit.

Retracting Statement: Couldn't build the boat anyways.
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PostSubject: Re: SUPER ALPHA   Wed Jul 17, 2013 1:43 pm

Edited my turn to reflect recent changes. I think we're ready for a SR, Mr. Gamewilliam.

Edit-edit: Nevermind, William and Siroki will be playing as well. I think we can trust 'em to be unbiased for testing Razz.
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PostSubject: Re: SUPER ALPHA   Wed Jul 17, 2013 3:59 pm

Warlord: Levi and Behemoth
Animal Symbol: The Hound
Combat Type: Cavalry (Offensive)
Ideology:
I want to spread the glory of chaos to the world; for only then can the world be at its greatest. The Kingdom of Gielinor was too... Orderly - Far too stagnant, and destined to die.

Backstory:
Spoiler:
 

Faction Name: The Artists
Domain Name: The Kingdom of Cao
Capital: Caoheim (Canifis)
Faction Motto: We’ve Been to the Crossroads


Governmental Structure:
Spoiler:
 

Religious Interpretation:
Spoiler:
 

Unique Unit:Faustians - Replaces the Hobelar
I have been to the crossroads, and I have sealed my fate with a kiss. The Greater Demon Mephisto has granted me access to his elite units. The Faustians are the greatest of the hellhounds - as they were built to hunt and capture a poor soul at the end of his bargain. Faustians have been trained in the pits of hell, as such they can suppress the power of magic units within a 100 square siroki radius, bringing their power down by half.
Cost: 1 Hellhound (4 horses), 20 Metal, 20 Hide
Effective against Archers and Mages, Weak against Melee and Cavalry

Faction Trait: Chaos Breeds Creativity. Passive
Through chaos, creativity can blossom, and what greater chaos is there then destruction? On the days of glorious battle, I will have an increased chance of moving my research to the next step. It is in times of war that we are the most creative.


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PostSubject: Re: SUPER ALPHA   Wed Jul 17, 2013 4:01 pm

*nods sagely*
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PostSubject: Re: SUPER ALPHA   Wed Jul 17, 2013 4:17 pm

Sirok wrote:
Wait, so we're playing now?

(Reserving this spot for character sheet, then)

Aye! The more opinions and playstyles, the better. Also, as William smartly pointed out, "there's no point in not letting me play a game I'll be judging." That goes partly for you too, Siroki!
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PostSubject: Re: SUPER ALPHA   Wed Jul 17, 2013 6:51 pm

Okay, so...

Siroki has the Leviathan and the Behemoth. Where's the Goliath?

And will we have Gigantic Floating Whales, Massive Fish-Squidopuses, and Lightning Towers that can level Berlin?
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Lord William

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PostSubject: Re: SUPER ALPHA   Wed Jul 17, 2013 9:42 pm

Faustians - costs 1 Hellhound (8 horses), 60 hide, 20 metal, upkeep 20 gold per turn
Class: Cavalry
Attack Strengths: Cavalry, Magic
Defensive Strengths: Cavalry, Magic
Damage potential: 2
Hitpoints: 600
Speed: 6
Range: Melee
-Magic troops within 100 siroki distance have their magical effect halved. Does not stack with other Faustians, only lowers paragon effectiveness to 80%
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PostSubject: Re: SUPER ALPHA   Thu Jul 18, 2013 10:34 am

William, did you read the huge spampile in the Military draft? ;_;
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Lord William

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PostSubject: Re: SUPER ALPHA   Thu Jul 18, 2013 11:57 am

Warlord: Placeus Holderus, the Witchking
Combat Type: Mage
Ideology:
All will bow down before the glory an power of the Great Lord and his mortal vessel, the Witchking.
Capital: Annakarl

Governmental Structure:
Spoiler:
 

Religious Interpretation:
Spoiler:
 

Unique Unit:Wizards - Replaces Incantors
Instead of mere incantors, Nexi are operated by powerful wizards who can use their innate magical ability to channel spells through it without the use of runes. They're able to project destructive magical lightning and protective magical shields. In addition all major spells are slightly more powerful.
Cost: Nexus cost increased - 20,000 stone, 5,000 metal, 10,000 cloth, 10,000 gold. Upkeep of nexus increased to 1,000 per turn.
Stats equal a nexus
10% increased radius for Major Spells.
Magical Lightning:
Cast time - 10 Williams
Damage - 4,500
Range - 400 Sirokis
Offensively strong against Melee and Cavalry
Magical Shield:
Cast time - 10 Williams
Health - 4,500
Range - 400 Sirokis
Length - 200 Sirokis
Duration - 50 Williams
Prevents movement and shooting through
Defensively strong against Ranged and Cavalry


Faction Trait: Magical blood. Passive. Magical power is infused to the very nature of the citizens of the New Zarosian Empire. They can imbue runestones with their inner magic with efficiency equal to half a rune source. Zarosians start with 0.5 modifier to runes. When a true rune source is discovered, this bonus will be converted to +0.1x.
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Lord William

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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 6:24 am

Alright, here goes:

We collect 20,000 stone this season. We send scouts to the Red Dragon Island and Eastern Wilderness. Our professor will initiate research into runic conduitry.





Resources & Economy:
Wood: 0 + (0 · 1.0) + 0 - 0 = 0
Stone: 0 + (20,000 · 1.0) + 0 - 0 = 20,000
Metal: 0 + (0 · 1.0) + 0 - 0 = 0
Hides: 0 + (0 · 1.0) + 0 - 0 = 0
Cloth: 0 + (0 · 1.0) + 0 - 0 = 0
Horses: 0 + (0 · 1.0) + 0 - 0 = 0
Runes: 0 + (0 · 0.5) + 0 - 0 = 0
Gems: 0 + (0 · 0) + 0 - 0 = 0

Gold: 0 + 15,000 - 6,750 = 8,250





Military & Agents:

Swordsmen: 100 + 0 - 0 = 100
Spearmen: 0 + 0 - 0 = 0

Archers: 100 + 0 - 0 = 100
Crossbowmen: 0 + 0 - 0 = 0

Mages: 100 + 0 - 0 = 100
Warmonks: 0 + 0 - 0 = 0

Lancers: 100 + 0 - 0 = 100
Hobelars: 0 + 0 - 0 = 0

Placeus Holderus, the Witchking


Professors: 1 | ANK | Idle
Diplomats: 1 | ANK | Idle
Emissaries: 1 | ANK | Idle
Spymasters: 1 | ANK | Idle





Empire:

ANK - Capital
Placeus Holderus, 100 Swordsmen, 100 Archers, 100 Mages, 100 Lancers






Research & Construction:

Research proposal - Runic conduitry


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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 7:28 am

So, Lime and I correctly included negatives to our passive Traits and William/Siroki didn't. Incidentally, both of your traits would work well as Active...
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Lord William

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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 7:41 am

I don't see Lime having a negative to his passive. In any case, a negative side is unnecessary, unless the faction trait introduces a major buff. Yours, for example, would work fine even without the decreased gold income.
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 7:55 am

Lime is a noob and changed his, no doubt after seeing what yours looked like.

I don't see how you can approve something with benefits every turn over something with benefits only one turn... with a cooldown. One of them has a negative, one does not. That's why you see mostly passive Traits in GW4; no one's dumb enough to pick something with a cooldown over something that helps them every turn and has absolutely no downsides.

I'm sure you'll say that active Traits' bonuses will match the length of their cooldown, so there's no need to worry. Right, well no one's going to care when they can collect 10k Runes every turn without a Rune source.

Siroki's Trait is actually fine, re-reading it. The downside is that he must have engaged in a battle that season, which is pretty rare (after the beginning of the game).
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 8:15 am

You're right, my trait does offer me quite a big bonus at the start. However, when I'm collecting runes, I don't get much else. 10k runes isn't enough for anything, so I'll need to spend 2 entire seasons before I can even launch a firestorm. In addition, the later the game goes, the less I would benefit from my trait - 10 percentage point increase in solely my rune production versus, say, 10% increase in every resource collected? My trait is supposed to be strong early on, it makes up for it being useless late. Your trait doesn't offer *too* big a benefit in the early game, but makes up for it by scaling powerfully into the lategame.

Our traits are different, and are supposed to achieve different things in different periods of the game. I picked my trait to synergise with my unique unit. You picked your trait for just the heck of it. Neither need a negative side to them.
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