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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80672 times)

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #705 on: November 25, 2014, 09:58:47 pm »

I would love both, actually, as I'm running low on stone for once and have never had horses.

How much wood do you have?
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #706 on: November 25, 2014, 10:03:23 pm »

I would love both, actually, as I'm running low on stone for once and have never had horses.

How much wood do you have?
Over 300.
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #707 on: November 25, 2014, 10:18:42 pm »

I would love both, actually, as I'm running low on stone for once and have never had horses.

How much wood do you have?
Over 300.

Stock equivalency would put it at 10 wood for 1 horse, or 2 wood for 1 stone.

Send me a message of how much you wish to purchase/negotiate price.
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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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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #708 on: November 25, 2014, 10:19:10 pm »

Suggestion for rules to make Danes more of a threat if unopposed;

When Danes raze tiles/cities, they gain money proportional to what was on that tile(or just 5 money for a tile, 15 per Pop point for a city).
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #709 on: November 26, 2014, 08:58:35 am »

Spoiler (click to show/hide)
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #710 on: November 26, 2014, 06:40:38 pm »

The King is dead. Long live King Cathal.
Spoiler: Ireland turn 57 (click to show/hide)
Rule Proposal: Being a king grants an ingame effect for the king unit. I'm thinking it would give a +2 attack, +2 defense bonus to the king himself, and a +1 attack, +1 defense to all other friendly units in the battle.
-King status can be voluntarily swapped once every 20 turns. This will require you to disband the unit, but has no other costs.
-If you lose your king in battle, you lose 50 gold and half your labor income for that turn (to reflect the morale and financial costs of your king dying in battle).

Obviously the trait would have to be modded in (which I could do fairly easily), and the "king" trait manually edited in to every king, but other then that it should be fairly easy.
Thoughts?

Suggestion for rules to make Danes more of a threat if unopposed;

When Danes raze tiles/cities, they gain money proportional to what was on that tile(or just 5 money for a tile, 15 per Pop point for a city).
Agreed. With the slight caveat that they should get the money when they take over a city, not just when they raze one.
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #711 on: November 26, 2014, 06:54:16 pm »

That change would make large stack of unit ever more effective as the +1 is quite a lot for unit like Bowmen. But maybe the Dane have a similar thing like some kind of leader too?
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #712 on: November 26, 2014, 07:00:14 pm »

That change would make large stack of unit ever more effective as the +1 is quite a lot for unit like Bowmen. But maybe the Dane have a similar thing like some kind of leader too?
+1 is fairly significant for weaker units. But even so, the game favors more powerful units anyways. If you send out a dozen level 1 bowmen against 2 completely maxed out knights, the winner is probably going to be the knights, despite the knights costing only a single labor (and a huge amount more buildup work to get to the point where you can produce them). A small buff for the weaker units is honestly fine in my opinion.

And yeah, the Danes leaders having a buff as well (perhaps even the same buff) would be pretty neat in my opinion.

E: After some testing, 2 knights usually lose to the bowmen, 3 knights is up in the air, and 4 knights win pretty consistently.
« Last Edit: November 26, 2014, 07:08:39 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.

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #713 on: November 26, 2014, 07:31:52 pm »

I think king units with their own bonuses would be awesome. The proposed effects of the king dying might be a bit fiddly to implement if it had to be done manually (especially the labour reduction).
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #714 on: November 26, 2014, 07:35:15 pm »

And that's a really fucking expensive cost for a King.

Like, stupidly expensive.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #715 on: November 26, 2014, 09:21:51 pm »

I think king units with their own bonuses would be awesome. The proposed effects of the king dying might be a bit fiddly to implement if it had to be done manually (especially the labour reduction).
It would be a bit fiddly, but given that kings die fairly rarely (especially if their is a real cost associated with it) it shouldn't be that much of a problem.
And that's a really fucking expensive cost for a King.

Like, stupidly expensive.
That's the point. Sending your king into battle will be risky, and a very costly move if he dies.
It may be better to just keep him safe in your cities the whole game.
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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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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #716 on: November 26, 2014, 09:31:03 pm »

I dislike it. Kings are meant to lead their troops, and that also makes it a better idea to make your King a ranged attacker, which is not all that, well....noble, to sit behind your troops and shoot.

And it's simply too expensive, unrealistically expensive. With the current game, that's a small army's salary, equipment maintenance, and food costs, for five years, in addition to everyone in the country dropping a log on their foot. Besides which, Kings aren't always liked, so there isn't always a moral issue, and financial issues simply aren't that high, indeed, there isn't all that much of a financial cost to having a leader die in battle. A strategic/tactical disadvantage, yes, but a financial one? Not really.

As well, kings shouldn't just have higher attack/defense, they should have higher health as well. A second improved health bonus.
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #717 on: November 26, 2014, 10:56:46 pm »

Maybe making a healer a kung for buff might be good or just give kings stay back like healer
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Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #718 on: November 27, 2014, 07:01:00 am »

Personally, if we want a King, I think it should be a specific unit with the ability to give some sort of inspire buff to allied units.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 57
« Reply #719 on: November 27, 2014, 04:29:45 pm »

Bump for Zanz.

Some kind of special unit that can only spawn in their capital might work for a king unit.
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