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Author Topic: Sorcerers @ War - Game Thread [Turn 8]  (Read 6210 times)

Criptfeind

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Re: Sorcerers @ War - Game Thread [Turn 4]
« Reply #45 on: January 27, 2018, 08:08:01 pm »


I literally told this post to not use smileys, as I'm writing this out, I am looking at the option checked to not use smileys. And yet, it's using smileys. SMF sucks.
« Last Edit: January 29, 2018, 07:53:50 pm by Criptfeind »
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Tiruin

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Re: Sorcerers @ War - Game Thread [Turn 4]
« Reply #46 on: January 28, 2018, 01:59:56 am »

I want to write flavor and it'll be edited into this post, later. :P
« Last Edit: January 31, 2018, 12:31:53 am by Tiruin »
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Iituem

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #47 on: February 01, 2018, 06:07:18 pm »

Turn 5 - Watch Your Back

Spoiler: Roosts of Aeriala (click to show/hide)
Spoiler: Kingdom of Heth Garand (click to show/hide)
« Last Edit: February 01, 2018, 07:23:44 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #48 on: February 01, 2018, 06:07:59 pm »

Spoiler: Autarchy of Varxsea (click to show/hide)
Spoiler: Empire of Fredek (click to show/hide)
« Last Edit: February 01, 2018, 07:24:45 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #49 on: February 01, 2018, 06:08:33 pm »

Spoiler: Kingdom of Trelia (click to show/hide)
Spoiler: The Virtuous Lands (click to show/hide)
« Last Edit: February 01, 2018, 07:25:43 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #50 on: February 01, 2018, 06:21:54 pm »

Spoiler: Clans of Defiance (click to show/hide)
Spoiler: Depths of Valdivia (click to show/hide)

Major Changes and Updates

A slew of updates happened this turn, along with some bugfixing.  Some of this was behind the scenes and doesn't seem to have an effect, but fixed some nasty bugs.  Others are more pertinent here and now.

- Doomed races have been granted 2.5k rural pop of their primary race(s) because they were too unbalanced given their point bonus, which was relatively small.
- High and low unrest respectively grant penalties and bonuses to Agricultural Efficiency, Urban Efficiency, Idea Efficiency and Goods Production.
- The minimum manpower cap is now 500, so you can always try to raise at least 1 unit.
- Hero upkeep is now £2.50, plus £.75 per level after level 1.
- Assassins are now unlocked at Academies (T2), the tech after Warrior Code, which unlocks Bodyguards.
- You need both Academies and Diplomacy to unlock Spies.


Major Unit Rebalance

Units received a heavy workover, certain units were woefully overpowered.  With some exceptions (in particular Arakkoa and Vampyrotheutans, who field different units because of flight and marine nature respectively - you will get your own units sent as part of your turn) you should now recruit from the following base list rather than your 'racial' units, and your racial bonuses or penalties will be applied afterwards.  This means that racial bonuses, while applying increased upkeep, do not now require additional up-front cost.

Additionally, units that require manpower also drain the same amount of population from your nation, thinly spread out and of the race you raise the unit from.  When you disband a unit, both manpower and this actual population will be returned (preferentially heading to work the fields).

Many units had their offensive powers nerfed, with corresponding reduction in cost.  When purchasing units, use the costs listed here.

Spoiler: Unit List (click to show/hide)


Salvage, Routing, Prisoners & Ransom

The rout phase has been changed - as well as being a little less deadly, armies now take prisoners by default of all those they capture.  These are kept as a tally of prisoners by race.  You can choose after a battle whether to ransom prisoners back to their owning nation (allowing them to restore manpower/population), to free them as a gesture of goodwill, to execute the lot, or if your nation embraces slavery to enslave them (turning them into the Slave resource).

Additionally, the victor of a battle also acquires salvage, the remnants of broken equipment or valuable materials lost in battle.  When units fall in main battle, 1/3rd of their value goes into the salvage pot, to be collected by the victor in the form of cash for their treasury.  Units captured during a rout yield up 3/4 of their equipment value as salvage instead.
« Last Edit: February 01, 2018, 07:56:16 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Shadowclaw777

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #51 on: February 01, 2018, 07:04:52 pm »

« Last Edit: February 01, 2018, 07:17:45 pm by Shadowclaw777 »
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frostgiant

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #52 on: February 01, 2018, 07:41:00 pm »

Spoiler: Fredek turn 5 (click to show/hide)
« Last Edit: February 02, 2018, 10:48:12 am by frostgiant »
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Taricus

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #53 on: February 01, 2018, 08:36:29 pm »

Spoiler: Varxsea Turn 5 (click to show/hide)
« Last Edit: February 01, 2018, 08:51:29 pm by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Terenos

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #54 on: February 02, 2018, 02:48:03 am »

Spoiler: Trelia Turn 5 (click to show/hide)
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But despite what you've been told, I once had a soul. Left somewhere behind...

NUKE9.13

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #55 on: February 02, 2018, 03:10:48 am »

(Not my full turn yet, just some "Diplomacy")
Message from Heth Garand to Trelia:
Karth gonnar, Heth Garand ik Ulus Tahskorva, vor ki capanik.
Leth dron mondo ik, abr leth diuz te mondo, vor ik ki lagad; turmus ableth nova vebon.
Duranar na forinagth turmus pothd, te nuryd nokgar.
Orvus,
Ulus Tahskorva


(Neither party has researched Diplomacy. Which I choose to interpret as neither having translated the other's language.
I mean, I also haven't researched Literacy... but I doubt we actually forgot how to write in the past 5 years. More likely the Literacy tech represents efforts to systematically record things in writing.
My actual turn will probably be tomorrow. Going snowboarding today.)
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Long Live United Forenia!

frostgiant

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #56 on: February 02, 2018, 10:31:35 am »

Spoiler: Message to the Defiant (click to show/hide)
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10ebbor10

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #57 on: February 02, 2018, 02:46:36 pm »

Spoiler: Valdivia T5 (click to show/hide)
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Criptfeind

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #58 on: February 02, 2018, 10:30:57 pm »

« Last Edit: February 08, 2018, 08:33:18 am by Criptfeind »
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NUKE9.13

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Re: Sorcerers @ War - Game Thread [Turn 5]
« Reply #59 on: February 03, 2018, 05:01:01 am »

Spoiler: Heth Garand Turn 5 (click to show/hide)
« Last Edit: February 03, 2018, 09:40:39 am by NUKE9.13 »
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Long Live United Forenia!
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