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Author Topic: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!  (Read 10336 times)

Taricus

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #75 on: April 17, 2016, 12:57:03 pm »

Well, anyway. Have some music to prepare you for my next turn.
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Criptfeind

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #76 on: April 17, 2016, 01:00:22 pm »

Abstract traitor hero, a lot of the stuff you did in your turn was not possible (so hopefully the gm will let you change it if you do it quick) building a training ground deletes two army units. So if you build them in 28 and 26 you'd be left with no one there. So your attacks would be impossible (also you'd just immediately loose the provinces to the holy empire and give them a massive advantage against you.) Also armies can only move one province a turn.
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Stirk

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #77 on: April 17, 2016, 01:00:45 pm »

Well. You'd win 1/3 of them, so you'd need to ounumber them to have a real shot at victory, which would give Tiruin another +1. Which means you'd need to outnumber her about 3-4 to 1 to have a actually good chance at winning. Which, you know. Certainly possible. But not caused just by a single training ground there.

Yes, but I am able to push more troops into the area, while my opponent isn't. As long as we have a roughly equal number, I am able to easily push back any attack (+3 bonus), letting me build up an army from my capital or other established training camps. In addition, I have a much higher troop ceiling, if the conflict is prolonged I would win inevitably.
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Criptfeind

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #78 on: April 17, 2016, 01:02:22 pm »

Well, I mean, that's true, but it assumes your sending a majority of your troops to deal with one of the 4 other players, 3 of which you have borders with and the last one is allied to someone you attacked. That's not a very sustainable strategy.
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AbstractTraitorHero

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #79 on: April 17, 2016, 01:03:36 pm »

If I build a training grounds in 29 I'm fine right?
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Haspen

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #80 on: April 17, 2016, 01:05:11 pm »

Also please tidy up your post. Put the orders in a list. Put them away from RP.

Otherwise any mistakes that will happen will be your fault and I won't retro-fix them v;
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Criptfeind

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #81 on: April 17, 2016, 01:06:13 pm »

Abstract traitor hero: Your turn is still impossible, you need to spend those two army units to make a recruiting camp, which means there needs to be troops in that province to spend to make it. Also double movement is still impossible.

Also in general I'd suggest that you take a moment to actually think of your strategy and the likely outcomes of your movements, because if you loose your attacks against the holy empire your whole empire is going to be gobbled up.
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Stirk

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #82 on: April 17, 2016, 01:08:34 pm »

Well, I mean, that's true, but it assumes your sending a majority of your troops to deal with one of the 4 other players, 3 of which you have borders with and the last one is allied to someone you attacked. That's not a very sustainable strategy.

If that training ground produced 1 each turn, I could just leave it alone while I fought the other wars. Currently, my soldiers are pound-for-pound stronger than anyone else's by a significant amount. As long as I can hold my boarder fortresses, I have a +2 to defense, giving a 23.44% chance of enemy victory. My attacking troops have a +0 total, thus a 43.75% chance of victory on assaults against anyone but the Soul guys, and that is assuming the enemy has a fortress present. My biggest enemy is the Heart guys, and I have a direct line to their capital. If they do manage to take it over and have a direct line to my capital, I still have an advantage due to the mountain pass protecting it.
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Taricus

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #83 on: April 17, 2016, 01:10:59 pm »

Well, I think we know what's gonna get hit with the nerfhammer :P
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AbstractTraitorHero

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #84 on: April 17, 2016, 01:11:57 pm »

Fixed! Now it's not nonsense.
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Stirk

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #85 on: April 17, 2016, 01:15:06 pm »

Fixed! Now it's not nonsense.

So...your....plan is to move all your troops away from the capitol? No offense, but that is literally the worst thing you could possibly do right now. I will be able to walk right in and take the place, splitting your empire in half and winning the war with no effort.

**EDIT**

Plus you still have to build things and such.
« Last Edit: April 17, 2016, 01:17:58 pm by Stirk »
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Haspen

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #86 on: April 17, 2016, 01:18:03 pm »

Why are you helping him! He should learn on his failures :P
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Criptfeind

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #87 on: April 17, 2016, 01:18:33 pm »

Well, I mean, that's true, but it assumes your sending a majority of your troops to deal with one of the 4 other players, 3 of which you have borders with and the last one is allied to someone you attacked. That's not a very sustainable strategy.

If that training ground produced 1 each turn, I could just leave it alone while I fought the other wars. Currently, my soldiers are pound-for-pound stronger than anyone else's by a significant amount. As long as I can hold my boarder fortresses, I have a +2 to defense, giving a 23.44% chance of enemy victory. My attacking troops have a +0 total, thus a 43.75% chance of victory on assaults against anyone but the Soul guys, and that is assuming the enemy has a fortress present. My biggest enemy is the Heart guys, and I have a direct line to their capital. If they do manage to take it over and have a direct line to my capital, I still have an advantage due to the mountain pass protecting it.
I'm not denying that you can very easily defend against her, just pointing out that taking it would be quite hard (unlike as you say, a curb stomp) certainly, if you let your troops build up there she can never take it back. However if you just let her troops build up on the other side it'd take more then 50% of your troop capacity (possibly more then 100%) to actually take it from her. Which comes back to, even if you had the training ground there you would ether need to seriously and immediately overcommit to roosting her out of the islands, or you leave her there. Nether of which is a curbstomp.

Well, I think we know what's gonna get hit with the nerfhammer :P
I think theologies maybe look better then they are, like any rush strat. That said if ATH really just hands over all his empire to Stirk right at the start, gg. I'm not sure if one can draw conclusions from such a lopsided game though about what needs to be nerffed.
« Last Edit: April 17, 2016, 01:20:06 pm by Criptfeind »
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Taricus

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #88 on: April 17, 2016, 01:19:42 pm »

I'm right here Haspen. :P

Anyway, don't be too cocky about being able to beat everyone Stirk. You only get that bonus when you're attacking. If someone attacks you that bonus is gone
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Criptfeind

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Re: Era of Fantasy: Magics&Muskets testgame! OOC Thread. Game has begun!
« Reply #89 on: April 17, 2016, 01:22:42 pm »

Abstract traitor hero, there's literally no reason to rush. Just... Take a think about what you're doing. Don't panic and start doing random things.
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