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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80647 times)

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #675 on: November 18, 2014, 11:09:12 pm »

I guess it somewhat depends on how much of a challenge you guys want...
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #676 on: November 18, 2014, 11:21:03 pm »

I just think it'd be silly to have Level 5 vikings all over the place.

They should be rather rare, after all.

I'd vote for the following:

Basically, if you have a stack of three, you'd have two level 1 units and a level 2.
With a stack of seven, you'd have four level 1, two level 2, and one level 3. This is the same as you propose.

However, to get to level 4, you need 3 level 3s. If you have 5 level 3s, you can have 2 level 4s for 5 level 3s(which is a fuckhueg stack already). If you want a level 5, you need 2 level 4s. Max of one level 5 per stack, and max of 3 level 4s per stack(which would need 8 level 3s), max of 12 level 3s, no max on level 2s or 1s. Experience is distributed to higher tier units before lower tier ones, cavalry before infantry, and melee before ranged. Experience never goes to siege weapons or transports. Warship will be, at most, level 3, and take precedence only over units at least 1 additional tier below them(thus, Galleons, as a Tier 3, are equal to Axemen).

I also advice more spearmen, possibly 'free' spearmen since they're meatshields and allow for more interesting battles as hordes of Danes nearly overrun us, accompanied by their battle-hardened leaders.

If there is a level 5 in a stack, they are the King/Warlord of the Stack, and the Level 4s are their Generals and/or Honor Guard. Level 3s are Veterans and/or Captains, Level 2s are just experienced soldiers(this is for when stacks split apart, mostly. :P), while level 1s are fresh recruits and boys eager for blood.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #677 on: November 19, 2014, 12:46:55 pm »

I'd be happy to have more spearmen, but they don't upkeep themselves so there's no point me sending them in. Also, I see where you're going with the restrictions, but I'd rather have as simple a system for working out what's legal. The less time I spend figuring out what units I can and should spawn, the better.

Bump for Zanz.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #678 on: November 19, 2014, 09:02:35 pm »

Then have each unit in the stack give a total of 10 EXP to be distributed throughout the stack, in ways you see fit.

Simple, decently balanced(all level 2, half level 3 half level 1, a couple real high level...), allows for customization to fit storyline.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #679 on: November 20, 2014, 12:25:05 am »

Just throwing another bump out there for Zanz.
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #680 on: November 20, 2014, 10:04:18 am »

Just throwing another bump out there for Zanz.

I've got some stuff to do over the next couple days.  My turn will be up Saturday.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #681 on: November 23, 2014, 04:03:14 pm »

Another bump for Zanz.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 55
« Reply #682 on: November 23, 2014, 05:32:39 pm »

Spoiler (click to show/hide)
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 53
« Reply #683 on: November 24, 2014, 03:05:56 pm »

Spoiler: 869 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

There is bloodshed in Dumnonii as the Danes continue to spread up the peninsula. The Welsh fortify Machynlleth, bringing their knights to protect their southern cities. In anticipation of a further wave or perhaps wary of the Welsh movement, the might of Wessex moves to their far western tip. In the east, Ivar the Boneless and his many men wage a bloody war against the hordes of Wessex archers, sharpening their wits in the battle for BungKarn.

The Irish roam the seas, their great forces prepared for further Danish incursions. But it is to the east that Hagar and his horrible band of heathens sail. In the far north, Eorl Skarr's Skyeband slip through the straights of Skye to besiege, blocking the way with ships to harrass those that would be persuant of them and a landing party muster outside North Tor. Will Causantin II's men be able to save both cities?


New Spawn Dane Experience Rule
New Dane armies get +10 experience for each new unit in an army, to be distributed in whatever way throughout the stack.


Turn 56: 870 AD

Player interface
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Mercia - Rolepg
Wessex - Varee
Wales - Zanz
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
« Last Edit: November 24, 2014, 03:39:50 pm by notquitethere »
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 56
« Reply #684 on: November 24, 2014, 03:31:27 pm »

Question: Could you recolor my lands as using blue rather than the current color.  Pictland is clearing out Northumbria, and I would prefer to have a shade that gives easier identification.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 56
« Reply #685 on: November 24, 2014, 03:36:29 pm »

Spoiler: Danes (click to show/hide)

Question: Could you recolor my lands as using blue rather than the current color.  Pictland is clearing out Northumbria, and I would prefer to have a shade that gives easier identification.
That's fine. I've updated the current save with a blue for wales.
« Last Edit: November 24, 2014, 03:40:17 pm by notquitethere »
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Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 56
« Reply #686 on: November 24, 2014, 03:52:21 pm »

Yeah, I've had to be careful cos of that.

I'm kinda sad my watchtowers can see to the east for a long way, but can't seem to look north at all though, as the Danes are crafty enough to make what seems to be a bridge of boats all the way to Scandinavia. And also to keep dodging my Galleons. I want extra-fast ships darn it.

Spoiler (click to show/hide)
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 56
« Reply #687 on: November 24, 2014, 03:58:59 pm »

I'm kinda sad my watchtowers can see to the east for a long way, but can't seem to look north at all though, as the Danes are crafty enough to make what seems to be a bridge of boats all the way to Scandinavia. And also to keep dodging my Galleons. I want extra-fast ships darn it.
They've obviously got an unseen stronghold in Orkney...

The current spawn method does adversely affect those players such as yourself and the Welsh with cities so close to the edge of the map. An alternative way of spawning would be to allow the Danes to spawn on any ocean tile not adjacent to any land tile claimed by another player. They'd be able to threaten every coast, but wouldn't be able to immediately land men.
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 56
« Reply #688 on: November 24, 2014, 04:17:46 pm »

Spoiler (click to show/hide)

The current spawn method does adversely affect those players such as yourself and the Welsh with cities so close to the edge of the map. An alternative way of spawning would be to allow the Danes to spawn on any ocean tile not adjacent to any land tile claimed by another player. They'd be able to threaten every coast, but wouldn't be able to immediately land men.

Maybe an 'if not immediately next to cities' thing, so that you could effectively reinforce, I could see it.  Also, you forgot Wessex (granted, that city is in the process of being captured...).
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 56
« Reply #689 on: November 25, 2014, 12:06:41 am »

Conchobar's host marches back to the flaxen fields where it all began, over 50 long years ago. His bones ache something fierce, and he is unable to march with his men, instead being carried between them on the final leg of the final journey of his life. The throne is destined for his elder son, Cathal, who is himself old as such things are measured. Cathal will see the dream of his father complete, a Ireland completely united under a single king, from shore to uncontested shore shall the kingdom stretch. But Cathal is his own man, his own king. Long has he watched England from the shores of The Isle of Man, and soon, the time will come for the Irish to march in force from their homes.
Spoiler: Ireland turn 56 (click to show/hide)
« Last Edit: November 25, 2014, 02:53:22 am 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.
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