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Post by Alèx Soleighlfred on Oct 4, 2016 12:08:42 GMT -6
Marti-Pair Furxheir S.H.Well, on the other hand, why having all the strongholds and empty places if the Strongholds can't attack, and your very goal is to conquer everything? besides, you'll lose all tempo while trying to make all those Strongholds. sounds like a fringe strategy to me, but hey, I will still simulate this to try and see if it can be really beneficial. If yes, we'll do something about it. After Capitalshift, you can build Strongholds. Strongholding isn't Conquer. As for reminding, read one of last Clarifications in the Rules, I've tried to clear this up I'm really thankful for your feedback, it's important to me. I'm also happy this game idea caught people's interest! For once I made something that doesn't cause annoyance
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Post by Marti-Pair Furxheir S.H. on Oct 4, 2016 12:36:06 GMT -6
Marti-Pair Furxheir S.H. Well, on the other hand, why having all the strongholds and empty places if the Strongholds can't attack, and your very goal is to conquer everything? You can specify the goals of the game, but that's not always the goals of the players. I can very well decide to play however I want. Winning is not always the objective of every player... If you presume it is, your game is flawed. Some players want to win. Some players want to exploit the game. Some players want to see the world burn. I want to win, but I have secret objectives I have in mind that I will pursue before even trying to win. What if I want a line of strongholds? Perhaps THEY can't attack, but perhaps I have already territory beyond the stronghold with which to attack... Some players prefer the fringe... Don't worry, it's not in my plans. I was just seeing an opening and thought to mention it. Great! And thank you for starting it! I am already trying to find my own game to propose next...
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Post by Marti-Pair Furxheir S.H. on Oct 4, 2016 12:37:49 GMT -6
One last thing... instead of Step, can we call them Turns?
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Post by Alèx Soleighlfred on Oct 4, 2016 12:50:24 GMT -6
I'm just not sure what elegant way there could be to cover that loophole. You know, the rule of Borderlands is pretty elegant, and this particular case would need a certain exception, just like elegant Go Game needed the Ko rule for a very particular case. I'm thinking about it.
Steps, turns... Let it be Turns, it just doesn't really matter, cause here in Russia we basically call it Steps so I used the familiar term.
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Ian Plätschisch
Senator for Maritiimi-Maxhestic
Posts: 4,001
Talossan Since: 3-21-2015
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Post by Ian Plätschisch on Oct 4, 2016 13:23:28 GMT -6
If a stronghold becomes an inner land, is the stronghold automatically removed, or are you not allowed to make conquers that make a stronghold an inner land?
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Post by Alèx Soleighlfred on Oct 4, 2016 13:25:59 GMT -6
If a stronghold becomes an inner land, is the stronghold automatically removed, or are you not allowed to make conquers that make a stronghold an inner land? If a land becomes an Innerland, it loses Stronghold automatically. Therefore, during action resolution, if a land is an Innerland, it's automatically considered NOT stronghold.
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Glüc da Dhi
Secretary of State
Posts: 6,112
Talossan Since: 5-14-2009
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Post by Glüc da Dhi on Oct 4, 2016 13:49:24 GMT -6
I'm in favour of not changing the rules too often after we've already started. If there rules were different my strategy would have been different as well.
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Post by Alèx Soleighlfred on Oct 4, 2016 13:54:45 GMT -6
Sure. I'm only clarifying now and not making any changes that could majorly affect the game now.
The points that are not clear enough, I put them into the Clarifications section of the rules, so that one wouldn't have to scan the whole thread for answers.
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Ian Plätschisch
Senator for Maritiimi-Maxhestic
Posts: 4,001
Talossan Since: 3-21-2015
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Post by Ian Plätschisch on Oct 4, 2016 14:17:28 GMT -6
TERMINUS Action Plan
1. R: (initial land) 12 [Terminus] 2. Q: Terminus >> (west into Fiova), 6 [1A] 3. Q: 1A >> (west), 5 [1B] 4. Q: 1B >> (north), 4 [1C] 5. Q: 1C >> (north), 3 [1D] 6. Q: Terminus >> (spiral shaped land to the east), 5 [1E] 7. Q: 1E >> (s-shaped province to the east), 4 [1F] 8. Q: 1F >> (long skinny province to the northeast), 2 [1G] 9. S: +1A 10. S: +1E
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Post by Alèx Soleighlfred on Oct 4, 2016 14:35:22 GMT -6
Resolutions for Turn 1:
All actions resolved successfully.
TURN 2. Force Stacks: Seresa: 2 + 6*3 = 20 unitsNew Cezembre: 10*3 = 30 unitsTerminus: 8*3 = 24 unitsTALC: 9*3 = 27 units
First step will be declared PRIVATELY (PM them to me). There is no deadline for Turn 2: we're waiting for everyone. New players are encouraged to register and place their Action Plans in Turn 2. Since the Capital declaration rule was clarified AFTER the action plans were submitted, everyone will have to declare Capitals in Turn 2 and it will cost them 5 Conquer withdrawals.
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Post by Marti-Pair Furxheir S.H. on Oct 4, 2016 15:12:45 GMT -6
My orders are in
Accidently, I created an empty spot.. I swear, it's not voluntary.
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Post by Alèx Soleighlfred on Oct 4, 2016 15:20:51 GMT -6
No worries, same here
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Glüc da Dhi
Secretary of State
Posts: 6,112
Talossan Since: 5-14-2009
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Post by Glüc da Dhi on Oct 4, 2016 15:27:40 GMT -6
One more question. If you suspect a province may have been conquered, but you're not sure, can you instruct to conquer it, but have it be counted as a move in case it's your province?
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Post by Alèx Soleighlfred on Oct 4, 2016 15:37:13 GMT -6
One more question. If you suspect a province may have been conquered, but you're not sure, can you instruct to conquer it, but have it be counted as a move in case it's your province? If you have land X, you can instruct to either conquer X or move to X. If you intruct to conquer X, it will _only_ resolved if X was conquered by someone during this turn, but before your instruction. It's a highly unusual instruction, to be honest, because it relies on a slim possibility that someone will conquer your exact land at exact time. If it remains yours, though, this action just won't resolve, because you cannot conquer your own land. Move on the other hand will only resolve if X remains yours by the time the action is resolved. So, to sum up, no, it's either Conquer or Move, not something in between.
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Post by Alèx Soleighlfred on Oct 4, 2016 23:21:57 GMT -6
So, I slept longer than I was supposed to, and I didn't manage to resolve in time. I'll try to do that at work, if there's such a possibility. But for now, behold the Revelation of Conqueror's Action Plans!
TURN 2, ACTION PLAN REVEALING
New Cezembre 1. C: C 2. R: 0 (+capital areas reinforcement C>>1 B>>1 O>>1) 3. M: C >> B, 1 ; O >> B, 1 4. M: B >> F, 3 5. M: F >> Ne, 3 6. S: +B 7. Q: Ne >> (North), 5 [Na] 8. Q: Na >> (Nortwest, Atatürk), 4 [Mg] 9. Q: Mg >> (West), 3 [Al] 10. Q: Al >> (West), 2 [Si]
Terminus 1. R: 1D, 7; 1G, 16; 1F, 1 2. Q: 1D >> (north), 3 [2A] 3. Q: 1G >> (long skinny land north of the southern base of 1G), 3 [2B] 4. Q: 1G >> (bent land to the north), 14 [2C] 5. Q: 2C >> (south), 9 [2D] 6. C: Terminus 7. S: +2A 8. S: +2B 9. S: +2C 10. S: +1C
Seresa 1. R: Unn, 20 2. Q: Unn >> (west), 15 [Vea] 3. Q: Vea >> (northwest), 11 [Kim] 4. Q: Vea >> (south), 3 [Yarg] 5. Q: Yarg >> (west), 2 [Non] 6. Q: Kim >> (northwest), 3 [Paakse] 7. Q: Kim >> (northeast), 3 [Durtu] 8. Q: Kim >> (southwest), 4 [Vais] 9. Q: Non >> (south), 1 [Yakke] 10. C: Yakke
TALC 1. R: Colorado, 27 2. Q Colorado >> South, 28 [Castle Black] 3. Q Castle Black >> East, 27 [E1] 4. Q E1 >> East, 26 [E2] 5. Q E2 >> East, 25 [E3] 6. Q E3 >> East, 24 [E4] 7. Q E4 >> East, 23 [E5] 8. Q E5 >> East, 22 [E6] 9. Q E6 >> East, 21 [E7] 10. C Texas
I also need your advice. Should we stop counting Enclaves while counting Borderlands starting with next step? Cause Marti probably was right about them, they can be possibly abused.
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