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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80706 times)

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #855 on: December 26, 2014, 06:12:48 pm »

There is something that is significantly bothering me about the Danes: There is literally no reason for them to now build anything but Knights, Galleons, and Carracks (and a catapult or two if they are planning on sieging a city). While NQT hasn't quite been doing this (since he is still throwing some halberdiers in), it is clearly the optimal path. This bugs me, because having the Danes have an incentive to throw different unit types at us (or at least making it not quite so clear cut).

I have a few proposals to fix this:
1) Spawning higher tier units costs money on the turn they are spawned in:
3 money for a Knight/Mounted Crossbowmen/Galleon/Carrack.
1 money for a Halberdier/Crossbowman.
Everything else is free (excluding upkeep).

2) Spawning units cost points, of which the Danes get a fixed amount of per turn: They would get 120 global points to spend as they please, and 60 points max they could spend on a single player per turn. The points would not carry over between turns.
The costs would be:
3.5 for a Knight/Mounted Crossbowmen
3 for a Galleon/Carrack.
2 for a Halberdier/Crossbowman.
1.5 for Swordsmen/Lancers/Calvary Archers.
1 for Axemen/Pikemen/Horsemen/Horse Archers.
0.5 for Galleys.
Barges, Bowmen, and Spearmen are free.

This would limit their maximum attack per turn pretty significantly, but they can still spawn quite large armies in a single turn, and over two turns can build up a quite significant army offshore without much difficulty.

3) Add a small resource cost per horseman/galleon/carrack to that the production of these even offmap is limited.
1 horse per Knights/Mounted Crossbowmen spawned offmap.
2 wood per Galleon/Carrack spawned offmap.

Personally, I think that if any (or all) of these were implemented it would greatly increase the incentive for the Danes to not simply mass spawn knights.
My personal favorite of these is #2 (and #1 or #3 thrown in to make simple horse raiding more expensive). Anyone have any they would like implemented, or any they are actively against?

Varee: If you split up the FRU into small groups of 2 units each, you could clear out 11 (counting the wessex mounted crossbowmen) of them without much risk (although if the stormhooves move out as a group they might kill one of your 2 large stacks). This isn't perfect, but it would cut down their income to like 15 or so (assuming that Zanz kills raiding one and raiding two for you).

E: A bump to Varee and Zanz as well.
« Last Edit: December 26, 2014, 06:16:14 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.

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #856 on: December 27, 2014, 06:26:12 pm »

I can see where you're coming from-- but I'm thinking that after the next big push in 3 turns time, I'll forgo offshore reinforcements entirely. The game is easier to balance when everyone's playing by (more or less) the same rules. Also, the more restrictions and rules to apply, the longer the turn takes to update and the greater the chance of making a mistake.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #857 on: December 30, 2014, 04:55:43 am »

Its been significantly over a week already. Come on Zanz and 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.

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #858 on: December 30, 2014, 02:03:05 pm »

I keep coming back to the turn, and that one ship could go to so many of my cities.  I'm going to have to divide my forces among all four of them in range.

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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #859 on: January 03, 2015, 08:11:37 pm »

Its been nearly two weeks, and despite numerous bumps, Varee hasn't posted his turn yet. Does anyone have any objections to him being autoed for this turn? Or should we wait a few more days and hope that he will post his turn?
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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.

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #860 on: January 03, 2015, 08:23:05 pm »

Its been nearly two weeks, and despite numerous bumps, Varee hasn't posted his turn yet. Does anyone have any objections to him being autoed for this turn? Or should we wait a few more days and hope that he will post his turn?

Anyone try pming him?  There's the possibility that the bumps to the thread may have been lost in other topics.
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #861 on: January 03, 2015, 08:30:27 pm »

Its been nearly two weeks, and despite numerous bumps, Varee hasn't posted his turn yet. Does anyone have any objections to him being autoed for this turn? Or should we wait a few more days and hope that he will post his turn?

Anyone try pming him?  There's the possibility that the bumps to the thread may have been lost in other topics.
I PM'ed him on the 31st with a reminder.

Also, if someone does auto his turn, whoever runs it will need to know if you are planning on killing those catapults down south, or if Varee's troops will have to clear them out.

E: A PM to him from someone else (ideally NQT) might be more effective since I am typically the one spamming bumps at everyone, so I'm easier to ignore at this point.
« Last Edit: January 03, 2015, 08:33:10 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.

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #862 on: January 03, 2015, 08:33:08 pm »

Also, if someone does auto his turn, whoever runs it will need to know if you are planning on killing those catapults down south, or if Varee's troops will have to clear them out.

I'm killing them.
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #863 on: January 03, 2015, 10:38:08 pm »

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sry I thought I already post my turn....... also how does walking into unit work? I feel like the unit the is walking the furtherest is going to walk into the closest unit and battle so they wont reach the further units.....
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 64
« Reply #864 on: January 04, 2015, 06:06:10 am »

Super! Will update turn as soon as I can (probably in an hour or two).
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 65
« Reply #865 on: January 04, 2015, 07:15:12 am »

Spoiler: 878 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

The full force of the Irish navy sailed into the bay of Irada and the seas ran red with the blood of Danish men and their unlucky steeds. Hulls packed with horses that would have cut through Ireland's green and unsullied land were sank as the armada arrived just in time and the High King's gamble with the fate of his nation paid off.

Elsewhere, the Danes were equally unlucky. The raiders around Lyme Regis were quickly quashed and in the southeast the knights of Wessex spread out across the plains and hamlets besting the marauders in most battles. Up in the Highlands, King Causantin Mac Fergusa II made camp in the hills above Mott Fergusa, finally with a force that could take back some of his lost cities.


Turn 65: 879 AD

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Harsh Seas and Plagues Continue in the Homeland! Danes are unable to gain reinforcements for Two More Years (until 881AD)! They will still reap income as normal.

Danish Income: 35  (7*5 tiles razed)

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

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Re: The Dark Age - A Vanigo Empire Game - Turn 65 - The Bay of Blood
« Reply #866 on: January 04, 2015, 07:42:26 am »

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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 65 - The Bay of Blood
« Reply #867 on: January 04, 2015, 08:33:16 am »

hey NQT if i pay the dane of this turn they wont take my cities right?
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 65 - The Bay of Blood
« Reply #868 on: January 04, 2015, 08:37:04 am »

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another question, will they retaliate if i pay them off and then attack them? I will pay them off this turn as two 5 po city is alot more than 50 gold.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 65 - The Bay of Blood
« Reply #869 on: January 04, 2015, 08:49:53 am »

Usually you'd pay the Danes and then next turn they won't attack, as I might already have made my moves. However, I'm willing to make an exception and amend this turn if you pay 50 gold. As such, they won't conquer your cities or raze your lands this round. Of course, the game engine will cause them to fight back if you do attack them.
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