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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80480 times)

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 82 - Massacre in the North
« Reply #1185 on: March 25, 2015, 05:10:51 pm »

Bump for Varee.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 82 - Massacre in the North
« Reply #1186 on: March 26, 2015, 08:29:25 am »

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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 83
« Reply #1187 on: March 26, 2015, 08:59:43 am »

Spoiler: 896 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

In a stunted grove of trees already littered with corpses, the vengeful Irish invaders slaughtered the heavily wounded Skyelaw Daneband. The Danes had the advantage of numbers and could hide among the trees, but the Irish were a better trained force with far less injuries. The Daneband managed to cut down a third of their foe, but they were all killed in the end, down to the last nameless man.

Elsewhere, Wessex swarmed the Irish capital as a paltry gang of Danish raiders managed to make land. Mercia and Wessex continued to gather their strength, preparing to face down the remains of the Irish invasion. But the plucky emerald islanders were not yet undone, they still had superior troop production and many highly trained knights and countless galleons itching for a fight. Not to mention that their vassal the Pictish King managed to escape Daerne Michaels and take down some vikings in the process.


Turn 83: 897AD

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Mercia - Rolepg
Wessex - Varee
Wales - Squeegy
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
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Kashyyk

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notquitethere

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Rolepgeek

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Squeegy

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lemon10

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Spoiler: Ireland turn 83 (click to show/hide)
E: Wow, that was fast, looks like only Varee to go now.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Varee

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a question before i post my turn, from what ireland is doing, there no reason to keep 5 pop in your town after you built everything right? as it seem like you only need 2 pop to keep the town there and all the thing still work fine. I never notice it before but ireland seem to be moving pop around as he cant have that much food.
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Squeegy

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Well, it makes it easier to raze if you lower the pop. So you could lose all those buildings.
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notquitethere

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a question before i post my turn, from what ireland is doing, there no reason to keep 5 pop in your town after you built everything right? as it seem like you only need 2 pop to keep the town there and all the thing still work fine. I never notice it before but ireland seem to be moving pop around as he cant have that much food.
The extra pop gives you additional labor and unlocks the ability to build certain buildings, but everyone's been running a huge labor surplus for some time now so the extra pop isn't needed.
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lemon10

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a question before i post my turn, from what ireland is doing, there no reason to keep 5 pop in your town after you built everything right? as it seem like you only need 2 pop to keep the town there and all the thing still work fine. I never notice it before but ireland seem to be moving pop around as he cant have that much food.
Yeah, I've been doing it for about 20 turns, and its what has allowed me to go from be producing 1 maxed out knights/turn at turn 50, to 5/turn at turn 80.
Of course, there are some pretty important caveats:
It needs labor or lots of construction materials (eg. wood for boats, iron for troops), and its highly questionable practice in anything but the very long term (so you probably don't want to do it if there is a significant chance of you getting attacked). But in this ruleset there are no units that require more then 3 labor to build, so everyone has had a labor surplus for a very long time. Do note that in the very long term you do always come out ahead in labor (eg. A pop 2 city with a engi guild gives 1 labor/pop (as does a pop 3 city), while a pop 5 city gives 0.75 labor/pop), and every resource barring wood and stone.
If you change your mind and do want to build another building there, it takes a long time to pump the population back up. Again, this is less important in this ruleset as there are no pop 6 mana buildings.
If you only have a pop of 2 in your town, enemy soldiers can enter it without needing all their movement. This can be countered by simply moving the pop back up to 3 in the turn they are planning on moving in, but if you aren't paying enough attention it can be dangerous.
It will mean that you have a ton more towns, so there are many more locations (and many that are adjacent to the same point) for your enemy to attack.
It requires a lot of wood to keep building up so many buildings so quickly for so long.

But, it has a huge upsides:
Eventually instead of having 1 pop 5 city and 4 pop 1 empty tiles, you can have 5 pop 2 cities. This means that you will be able to produce a way higher amount of resources. This is especially important as a pop 2 city can practically pay its own food upkeep cost with hanging gardens. It also means that with your way higher inspiration production, you can have more inspiration buildings in every city.
It also allows you to constantly keep producing new cities and production facilities as long as you have the base wood and stone needed (instead of being mainly limited by pop), since I have been buying all the wood I need, this has allowed me to keep expanding at a constant (very fast) rate. That said, pop is still very important, and will eventually limit you, especially if you don't keep building hanging gardens in every single one of your cities.

Since everyone but me and kash has been heavily lacking wood for a very long time, this strategy is of very questionable use to everyone else.
E:
Well, it makes it easier to raze if you lower the pop. So you could lose all those buildings.
I was under the impression that (under NQT's rules) you can always simply raze an enemy city instead of taking it, and that the pop in the city doesn't matter, and that once you take it you can no longer raze it.
« Last Edit: March 26, 2015, 08:59:14 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Really?

I've had a labor surplus?

This is news to me.

:P
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notquitethere

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About Razing cities Lemon: I've been using the same system you did for the last game (pop 3 unoccupied owned cities), not that there has been much razing.
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lemon10

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Ah, okay.
Also, throwing another bump out there for Varee.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.
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