Malazan Empire: MAFIA 121 GAME THREAD Noblesse - No Blessings from Old Men - Malazan Empire

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MAFIA 121 GAME THREAD Noblesse - No Blessings from Old Men Mafia 121: Fighting over Farna

#1 User is offline   Tapper 

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Posted 26 February 2015 - 10:44 AM

The year is 1439. For ten years since the battle of Zimella, two royals have been stewing over their defeats in Noblesse. Emperor Franz Josef was faced with rebellious tribes on his eastern frontiers after the loss of two armies in Noblesse, which took time to defeat. Louis XIV des Fleurs strengthened his armies, appointed new Constables and sent ambassadors everywhere.

The Di Vicire family went through a rough patch, until Iacopo's sons Lorenzo, Giovanni and Toto became old enough to rule. Lorenzo became the de facto ruler of Rosetta, their hometown, while Giovanni took care of the family finances and Toto acted as enforcer for his brothers. One of their first acts was restoring the Bande Nera under the control of Baltazar di Sforzere, Maria's teenage son.
Elsewhere, Ottavio II Magnarsson, the Twice Crowned King, has been encorporating the territory of the Di Gambollò family into his own realm, officially for the young Eleuterio II, but of course, no-one is truly fooled, especially not when Ottavio's armies have been snatching up border territories as well, and many small coastline islands.

The Pape of the Church of Holy Prosperity is an old, old man now, who has done very little to increase the wealth of the Church, the one yardstick to which every Pape is held. Some dramatic measure, like the acquisition of a new territory, might be required. The Mercatore, traditionally the fist of the Church, seem hesitant to march for the glory of the old man, however, now that Ottavio's armies creep ever closer to their territories.
Now, another spring has come, and word from the west is that the armies of Des Fleurs will march towards the province of Farna, whose institutions are currently under the control of condottiere Benevuto Feridino, nicknamed Il Tonato after his family's principal source of income: the fisher fleets of D'Arsenale.

This post has been edited by Path-Shaper: 04 May 2015 - 01:31 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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#2 User is offline   Tapper 

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Posted 26 February 2015 - 10:45 AM

IMPORTANT INFORMATION FOR THIS GAME.

Things to know:

The game is a faction game for 12 or 16 players.
This number will not be adapted, so #13, 14, 15 are out if there's no #16.

I think off-thread role management is fairly limited (for a Tapper game), except for faction leaders: they will require either a very strategic mind and quick decision making skills, or quite a lot of time.

Non-game specific rules:

Boilerplate applies.

Reveals are allowed, in so far as they aren't actively diminishing your faction's chances to win.
You can (fake-)reveal anything you want: role name, current location of players/units, allies, unit composition, income, pictures of your significant other (as long as they don't breach forum user policies). I wouldn't reveal social security numbers, though.
When it comes to revealing, there's one simple rule: I don't want people throwing their toys out of the pram and suiciding.

When it comes to posts/rants/spam: no images, no spoilertags, no bottles of beer on the wall or other single line madness spam. Try and keep insults to a minimum.

Day/Night Cycle Length: 48 hours/0 hours. Actions in before the 36 hour mark, no lynch to be resolved before that mark.

Expected game length: 7-9 game days (3 weeks real time).

Mod-kill/ Replacement Timer: 36 hours after each game day starts.

This post has been edited by Tapper: 26 February 2015 - 11:19 AM

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#3 User is offline   Tapper 

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Posted 26 February 2015 - 10:45 AM

GAME SPECIFIC RULES.

1. VICTORY CONDITIONS

Alliance Victory: control two out of E5, E6, F5,.F6 on the game board, AND your ally controls the other 2.
Dynastic Victory: control 8 Nobles.
Military Victory: control E5, E6, F5, F6 on the game board, OR control three of these & your ally controls the remaining one.
Supremacy Victory: the number of alive players aligned with your faction outnumbers all the combined number of alive players not aligned with your faction.

2. ROLE PMS

Each player has a role PM detailing their role.
A role consists of the following:

1. A character name.
2. A short description of the role you have within your faction.
3. A core ability, of which one part is shared with all remaining members of your faction, and the other part is special for your role.
4. A list of three abilities, costing 2, 5 and 8 of a single resource and a defined number of companies with a unique design.
5. A range of game board squares in which to place your starting estate.


Before the game starts, you must submit the following:

A. The location of your starting tile.
B. Three of the four options listed under 4., above. The unselected option cannot be used by you.
C. A starting unit, costing no more than 5 manpower for both the unit and the companies (10 tiers of companies is worth 1 manpower).

3. ESTATES, ECONOMY & BUILDINGS

Estates are the core of the game. They provide players with locations, victory objectives and resources to spend on units and role abilities. As a rough indication: Influence is primarily used for cooperative actions, Manpower is primarily used for recruiting units, and Money is primarily used for sabotaging other players.

HOME ESTATE

A player starts the game with a single estate, also called the Home Estate. The player designs the income of the estate himself: he has five points to divide over the three game resources: Influence, Manpower and Money.
The legal divisions are thus 5-0-0, 4-1-0, 3-2-0, 3-1-1, 2-2-1.
A correct design is extremely important, as the Home Estate is likely one of only two estates you will directly receive income from during the game. To make matters worse, an Estate cannot be re-designed once submitted to P-S.

CONTROLLING ESTATES

The Home Estate is automatically under the control of the player. Until the player creates an Heir (or unless the player has an ability that says otherwise), this is the only Estate he can control.
Every other Estate is considered neutral, until all of the following things happens:
1. the Estate contains a unit controlled by the player;
2. there are no neutral units or units controlled by other factions present on the Estate;
3. the player places a Steward on the Estate.
The Estate is then considered to be owned by the faction, and its income is collected by the Faction Leader. If the player who places the Steward can control multiple Estates, he may turn the Steward into a Tax Collector instead and collect the income himself.

If another faction moves a unit into the Estate and the controlling player has no units present, the invader seizes control of the Estate. All Courtiers present on the estate are moved back to their controller’s Home Estate.

ECONOMY

Throughout the game, players who want to use abilities or build units will need the resources to do so. By allocating Courtiers to estates, they gather resources. A Tax Collector is a Courtier on a player-controlled estate who collects all resources of a single type (either Money, or Manpower, or Influence) that are available on that estate.
A Steward is a Courtier on a player or faction-controlled estate that does not contain one or more Tax Collectors. The Steward collects 1 of every resource that is available on that estate. If the Estate is player-controlled, the income goes to the controlling player. If it is faction controlled, the income goes to the faction leader, instead.

Example:
Alfredo has an Estate that produces 3 manpower, 2 money and 0 influence. He can decide to place a Steward, collecting 1 manpower, 1 money and 0 influence, or up to two Tax Collectors, one for each resource, to collect either 3 manpower or 2 money or both. He cannot assign 2 Stewards.


In addition, any resource that is being collected by a Tax Collector can also be farmed by a Lobbyist, who gathers 2 additional resources of the same type.

Example:
Alfredo has an Estate that produces 3 manpower, 2 money and 0 influence. He decides to place two Tax Collectors, one for each resource, collecting 3 Manpower and 2 Money per cycle. He also adds a Lobbyist to Money, increasing the Money income by 2 to 4. Alfredo cannot commit a Lobbyist to Influence, because its standard income is 0.


BUILDINGS
Player controlled Estates can be enhanced by buildings. Buildings are created by a one-time investment of resources and Courtiers (to oversee the construction process), and then activated by placing Courtiers on them.
The available buildings are:

War Council
Build time: 1 cycle, 2 overseers.
Cost: 3 Manpower, 1 Influence.
1 Courtier: Your units gain the faction specific bonus.

University
Build time: 1 cycle, 2 overseers.
Cost: 3 Manpower, 3 Influence, 3 Money.
2 Courtiers: this building produces 1 additional Courtier each cycle.

Spymaster
Build time: 1 cycle, 1 overseer.
Cost: 3 Influence, 1 Money
1 Courtier: Your Spies have an unlimited movement range.

Arsenal
Build time: 1 cycle, 2 overseers.
Cost: 3 Money, 1 Influence
1 Courtier: all of your Garrisons on Estates you control gain an additional 15 Morale.

Star Fortress
Build time: 1 cycle, 2 overseers.
Cost: 3 Influence, 3 Money, 3 Manpower
1 Courtier: all of your units on your Home Estate become immune to Ambush damage.

4.COURTIERS, ACTIONS & THE PLAYER CHARACTER

COURTIERS

As seen above, Courtiers are required for your economic gains.
They are however, also required for nearly everything else in the game, except for leading units. Even then, they provide a better bonus than standard commanders. And each player has only 10 of them.

Here is a quick rundown of the posts you can assign Courtiers to (one assignment per cycle):

Tax Collectors: Tax Collectors collect the basic income from an Estate (the basic income of each resource is 0-5). Tax Collectors can be recalled at the start of each cycle.

Spy: Spies scouts estates, learning during the day what units were present at the end of the night and what resources are available on each Estate they move through/land on. A Spy can move up to 2 Estates per cycle. If the player wants to end their assignment, they move straight to the Home Estate at the start of the next cycle.

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Commander: Commanders function as Officer companies in units. Their main advantage is that they have an attack value of 2 attack instead of 1 attack (that of a basic officer) and that they come for free. Commanders cannot be recalled until their army is destroyed or disbanded.

Lobbyist: a Lobbyist is placed on a Resource to which a Tax Collector has been assigned. He raises the income of that type by 2. Lobbyists can be recalled after each cycle.

Messenger: a Messenger targets a player of your faction, opening up a one-way conversation with that player (from him to you). The Messenger returns at the start of the day.

Steward: a Steward is assigned to an Estate. He collects a maximum of 1 of each resource (basically you use them if you don’t want to assign Tax Collectors) and pays it into the Faction pool. The Steward cannot be recalled until the estate is lost, until it is assigned to an Heir, or until one or more Tax Collectors have been appointed in the estate.
Envoy: perform an action of your choice. This can be a Role PM action, but also an action from the Action Selection List. The Envoy is returned to your court at the start of the day.

ACTIONS

]Influence based actions

Open City (2 influence): target an estate that contains one of your Stewards and that is not your Home Estate. Any units owned by other factions entering the estate do not initiate battle with your units or with one another until the next cycle, essentially turning everyone into a Neutral diplomatic stance for that tile only.

Create Noble (X Influence, where X is the number of Nobles already controlled by your faction +3):
Target a Steward you control on an estate that is not your home estate. The Steward remains on the Estate, but under your faction leader’s control, and cannot be removed. The faction leader gains a “Noble”, who can be put into the field as a Commander on a unit recruited on his “home estate”. Once your faction controls (# of starting factions x2 Nobles, it wins the game (Dynastic Victory)).

Political Marriage (3 influence):
Target another player who does not yet have a Political Marriage. He may refuse or accept your suggestion for a Political Marriage. Once a suggestion is accepted, the players may recruit Heirs and give Hostages to one another, and they may open off-thread comms with one another without sending Messengers.

Create Heir (3 Influence, 1 Manpower, 1 Money):
Once per game: destroy one of your Courtiers. He becomes an Heir, affiliated with both your faction and the faction you have a Political Marriage with, thus counting as a member of both factions for the purposes of Elimination and Supremacy Victories.
In addition to this, you can control an additional Estate, and you gain 5 additional Courtiers. The Heir can be used in all the same ways as your Playing Character can be used, and if your Playing Character dies, the Heir becomes your Playing Character.

Exchange of Hostages (3 Influence):
Target the player you have a Political Marriage with. You propose an exchange of hostages. If accepted, the other faction gains control of your Heir (and you of theirs, if they own one). The Heir becomes fully affiliated with your faction but cannot be used as a Family Member; instead he is placed under the control of the player you have a Political Marriage with, and will count as a Noble for that player's faction for the purposes of a Dynastic Victory. While he has control of your Heir, the player may not target you, your Heir or your Estates with actions or initiate battles against you. If your Playing Character dies, the Heir is immediately returned to you and immediately becomes your Playing Character.

Please note that you cannot use this action if your Political Marriage is with another player of your own faction: this would make a Dynastic Victory too easy.

Manpower based actions

Forced March (2 Manpower):
target a unit. It may move one extra time if no battle is initiated in the first estate it lands on.

Field Surgeon (3 Manpower):
target your Player Character. Reduce the number of Wound Tokens he has to 1.

Money based actions

Arson (2 Money):
target an estate on which one of your Spies or Commanders is present and specify a Building. The Building does not produce effects this cycle.

Bribery (3 Money):
Target an estate on which one of your Spies is present and name a Resource. It does not produce Resources of that type this cycle.

Poison the Wells (5 Money):
Target an estate on which one of your Spies is present. All Player Characters on the estate gain 1 Wound Token. If a Player Character has 3 Wound Tokens, he is removed from the game.

Hired Assassin (8 Money):
Target a player. His Player Character gains a Wound Token. If a Player Character has 3 Wound Tokens, he is removed from the game.

Incapacitate (8 Money):
Target a unit on an Estate on which one of your Spies is present. Its Commander is sent to his controller’s Home Estate and is replaced by a tier 1 Officer company with 1 attack value.

Knife in the Back (8 Money)
Target an estate on which one of your Spies is present. Destroy the Spy and name a single Player Character present on the Estate. The Player Character gains 2 Wound Tokens. If a Player Character has 3 Wound Tokens, he is removed from the game.

THE PLAYER CHARACTER

The Player Character, as is seen from the above, is more of a landed noble who sends out his trusted court members to do tasks for him. That does not mean that the Player has presence in the game: on the contrary, he is very much present. And being present means you’re also very much vulnerable.

The Player Character is always considered to be in his/her Home Estate. The only exception is that the Player Character can be assigned to armies as a Commander, which has the main advantage that he has an attack value of 3 attack. He also comes for free, just like a Courtier. In that case, the Player Character is at the unit's location.
From a defensive point of view, being in an army means that the Player Character is allowed to move around, which makes it harder for other players to target him. The downside of being in army means that any battle in which his unit loses all Morale, will kill the Player Character.

THE HEIR

As seen above, it is easy to lose your Player Character to the knives of enemy spies, and a lost battle will usually kill the Player Character as well. Luckily, Noblesse is a game about dynasties, and dynasties tend to last. Through the Diplomatic action tree, players can generate a single Heir for their Player Character, who takes over when the Player Character himself dies (through battle, lynch or opponent actions). Furthermore, the Heir is immune to the nasty Money actions (but not to being lost in battle) until he takes over as Player Character.
Like the Player Character, an Heir can be assigned to armies as a Commander, which has the main advantage that he has an attack value of 3 attack instead of 2 attack (that of a Courtier). The downside of being in army means that any battle in which his unit loses all Morale, will kill the Heir.
Finally, recruitment actions often targets the Heir, not the Player Character. That may force a Player to try and murder his successor, for the good of his own faction: otherwise, he might switch sides upon his demise, weakening his faction where he was looking to safeguard it!

5. UNITS, MOVEMENT AND COMBAT

UNITS

Units are the military formations players move around the board. They come in four types, each having a specific cost and a specific number of companies in each unit.

The smallest unit is the Regiment, which contains 6 companies and costs 2 manpower to recruit:
1 Officer company
2 Flank companies
3 Centre companies

The second unit is the Brigade, which contains 10 companies and costs 3 manpower to recruit:
1 Officer company
2 Reserve companies
2 Flank companies
5 Centre companies

The largest unit is the Division, which contains 14 companies and costs 4 manpower to recruit:
1 Officer company
2 Reserve companies
4 Flank companies
7 Centre companies

Finally, there is the Garrison, consisting of 9 companies and costs 2 manpower to recruit:
1 Officer company
3 Reserve companies
5 Centre companies

Regiments, Brigades and Divisions move a single Estate per phase, and only in a horizontal or vertical direction. The exception is the first move it makes in the game: directly after being recruited, it may move 2 estates, as long as the first estate it moves through is not occupied by any units other than units of their own faction.

The Garrison is a special unit. It cannot move after being recruited, and instead stays on the Estate is recruited from. Its main benefit is that the first 2 Garrisons do not count against the limit of 3 units of a single faction per Estate, allowing the defending faction to field 5 units instead of 3.

COMPANIES
As seen above, units are composed by adding Companies of a certain type to it. Each company has up to 8 different values: attack bonus, attack malus, melee, charge, pike, ranged, ambush, morale, toughness and resources. It also has a type: Centre, Flank, Reserve or Officer.

Attack
Attack values come in positive and negative numbers. The main source of positive attack values is usually the Officer.
Each round, an army adds up its positive attack points, then subtracts the negative attack points on opposing units. If the number is less than six, it performs no actions and moves to the next round, adding its new number to the total of the previous round (a minimum of 1). Once the number reaches six or more, all retainers in the army attack. After a single attack, the attack number is reset to 0. So an army with a net sum of attack 2 would need three rounds in order to attack, whereas an army with a net sum of attack 4 would always need two rounds. An army with a negative attack value, would always need 6 rounds.
Negative attack values thus do not affect your own army, but the opponent’s total, slowing his attacks down. It can be useful if the opponent built an army to strike often, but detrimental if its built around ranged units, who deal damage when their army doesn’t attack!

Damage
Damage comes in many different types.
The most straightforward type is Melee damage. This damage is dealt when the army attacks. An army built for Melee Damage will thus seek to attack as often as it can.

The second type of damage is Charge damage,. The damage per point of Charge is equal to the excess attack value of the unit, which is the entire unit's attack score minus 6. Thus, a unit with attack value of 4 per round of combat will attack once every two rounds, and in that attack, every unit with 1 Charge damage will deal 8-6 damage, in other words, 2 damage per point of charge. This makes Charge damage an all-or-nothing resource, only valuable with attack values of 4, 5 and 7 or higher. In these cases, it is at the least as efficient as melee damage. At attack scores with a value of 1, 2, 3 or 6, Charge is detrimental, as there is no excess attack score.

Charge thus works very well in high attack formations, and in armies that contain multiple units and thus multiple officers.

The third type of damage is Pike damage. When your unit is attacked by the enemy, the unit deals the attacker damage equal to the total amount of Pike damage it has. Thus, Pike punishes an aggressive opponent, but has no effect when your own unit attacks.

The fourth type of damage is Ranged damage. When the unit does NOT attack during combat, it deals the enemy damage equal to the total amount of Ranged damage it has. Thus, ranged damage rewards a very cautious unit structure and slow attack speeds, and profits from multiple negative attack modifiers your opponent's army may hand out.

On the other hand, in armies that consist of multiple units, where the attack modifiers stack, ranged units may become less efficient.

The final type of damage is Ambush damage. Ambush damage is dealt to the opponent before combat even starts. It is ideal for blitzing weak enemy units that are placed as roadblocks, as the battle can be over before it even starts, but Ambush-heavy units are vulnerable to strong armies that can take the first punch.

Defense
Defense comes in two types: Toughness and Morale.

Toughness is how quickly a unit is affected by the carnage on the battlefield. Basically, whenever a unit takes damage, it subtracts it Toughness from the damage before that damage is applied to the Morale score. Therefore, a high Toughness can significantly stretch your army’s lifespan. Most companies have either Toughness or Morale, and a commander who relies too much upon Toughness and not enough on Morale may find himself shrugging off all-round opponents, but losing against units that are specialized in certain damage types.

Morale is the score which determines when your unit loses a battle. Every time the opponent deals damage, it is subtracted from your morale total. Once your Morale total reaches zero, you have lost the battle and your unit is destroyed.

Colours

Colours represent a company’s ability to gather income.
A bronze (brown) colour denotes a company that generates 1 Manpower for its owner every cycle.
A silver (grey) colour denotes a company that generates 1 Influence for its owner every cycle.
A golden (yellow/green) colour denotes a company that generates 1 Money for its owner every cycle.

A very efficient way of gathering income quickly is by recruiting a few garrisons with income providing companies in them on a safe estate. They may not be much for combat, but they will speed up your resource flow later in the game.

Company Cost
When you recruit a unit, you first pay the price for the size of the unit you want to recruit (2 for Regiments and Garrisons, 3 for Brigades and 4 for Divisions). This represents the administrative and support structure a military unit requires. Then, you need to pay to fill the unit with actual soldiers.

Each company has a tier, which is basically the sum of its attack values, damage, defense and colours. The highest tier is 10, the lowest tier is 1.

Whenever you recruit a formation, you must immediately fill the entire unit with companies. The total number of tiers you put into the formation is then divided by 10. The result, rounding all fractions upwards, is the total cost of the formation. The one exception is the officer company: if you elect to use a Courtier, Player Character or Heir as a general, you do not have to take their tier into account.

6. DIPLOMACY

Diplomacy is a big thing in the Noblesse games. Factions can try and make deals with one another, exchanging information, resources and ally with one another. It is one of the tasks of a Faction Leader, but all members are to pay attention to the mechanic and to the declarations about diplomacy on-thread.

DIPLOMATIC RELATIONS

Diplomatic relations are the base for treaties, and the only way a status between factions can change, is through a treaty. Since all treaties will (eventually) expire, a wise leader looks ahead.

The game recognizes three states:

Hostile
The default state between factions. If players of hostile factions meet, they will always engage in battle. If a player of faction 1 enters an estate controlled by faction 2 (and removes all defending units), faction 2 will be removed from the estate and faction 1 has the option of conquering it (placing a Steward or Tax Collector).

Neutral
A Neutral state between factions is a recognition of each other's right to exist and their right of ownership of what they hold, but everything else is fair game.
Thus, when a player of faction 1 enters an uncontrolled estate on which a player of faction 2 is present, they will engage in battle, likewise if they meet on an estate controlled by a third faction.

However, when a player of faction 1 enters an estate controlled by a player of faction 2, they do not engage in battle with the units present there, unless the invader specifically requests to enter battle.
What's more, if there are no units of the controlling faction present, it will maintain control, unless conquest of the estate is specifically requested to by the invader.
Initiating combat or conquest in this way will break all existing treaties between the two factions and set their state to Hostile. Likewise, if a treaty that declares a Neutral state between two factions expires, then both factions become Hostile again.

Allied
Allied factions have declared that they share the same goals for the foreseeable future and can, under no circumstances, battle one another or conquer one another's estates.
In the current climate in Noblesse, this is such a rare occurance that a faction can only be allied with one other faction at the same time.

When a player of faction 1 enters an estate on which a player of faction 2 is present, they do not engage in battle with one another: instead, they will fight together against any other factions on the estate.
If faction 2 controls the estate and has no units present, then faction 1 will act as the defender in any battles on the estate, and cannot conquer the estate, not even upon request.
When a treaty between two Allies expires, both factions immediately become Hostile again.

TREATIES

Treaties are the means and the ends of the diplomatic game. At any time, a faction leader of one faction can approach the leader of another faction and suggest a treaty, which is basically a deal. Treaties are bilateral and cannot include more than two factions.

A Treaty always has the following components:

1. one or more (up to three) promises from faction 1 to faction 2;
2. one or more (up to three) promises from faction 2 to faction 1;
3. one or more (up to three) penalty clauses for breaking the treaty;
4. one or more (up to three) expiration clauses to end the treaty naturally.

It can also include:
1. a change of the diplomatic status between the two factions;
2. an intent for the treaty.

Promises
Promises are the following options, and only the following options. They must be copy/pasted and only the stuff between " " is to be changed or removed. A treaty can contain up to three promises from each side to another.

i. "the promising faction" "will (not)" enter "specific estate(s), row(s) within the "letter(s)" or column(s) within the number(s) "#" on the game board, with "any or all game units of specific type(s)" "within amount of cycles/for an amount of cycles";
ii. "the promising faction's" faction leader will pay a "specific amount of resources" of "specific type(s)" to the "other faction's" leader "within amount of cycles/ each cycle for an amount of cycles";
iii."the promising faction" "will (not)" "(re)move" "any or all game units of specific type(s)" "from or to" "one or more" "specific estate(s)" "within amount of cycles/for an amount of cycles";
iv. "the promising faction" "will (not)" reveal "any or all parameter(s) of any or all game units of specific type(s)/controller(s)" "and/or of specific estate(s)" "and/or present on specific estate(s)";
v. "the promising faction" "will (not)" reveal "any specific information such as role name, role abilities, controlled estates, faction alignment, known units" about "player(s)" "alt name(s)" "within amount of cycles/for an amount of cycles";
vi. the "promising faction" "will (not)" place "X" votes on "a certain (number of) specified alt(s)" "within amount of cycles/for an amount of cycles";
vii. the "promising faction" "will (not)" seek battle with "player or faction X" until "a number of estates, players or both are removed from the game/ control of that player or faction" "within amount of cycles/for an amount of cycles".
viii. the "promising faction" "will (not)" seek control of "estate" "and/or" "place/remove X units/spies/tax collectors/commanders/structures on the estate" "within amount of cycles/for an amount of cycles".
ix. the "promising faction" "will (not)" "remove its "units/spies/tax collectors/commanders" from "estate(s)" "and/or" "build structure(s) of type X" "within amount of cycles/for an amount of cycles".
x. the "promising faction" "will (not)" use "action(s) X on alt(s) Y." "within amount of cycles/for an amount of cycles"

Promises are not actively monitored or enforced by the game's mod: they are part of a deal between two factions and can be broken as the circumstances warrant, and even be made in bad faith from the beginning to lure the other side into a false sense of safety.

However, when a faction leader informs his opposing number of a violation of a made promise in a concluded treaty, all penalty clauses take effect. These penalty clauses are enforced by the game's mod. Thus, a faction leader can decide to let a breach of the treaty pass by not reporting it to his opposing number, or the faction leader whose side broke the promise can report his own faction's breach of the treaty to show his honesty (or to give the other side a false sense of safety).

Penalty clauses
Penalty Clauses are the following options, and only the following options. They must be copy/pasted and only the stuff between " " is to be changed or removed. A treaty can contain up to three penalty clauses. Each penalty clause applies to both parties and to all broken promises.

i. the treaty is ended "at the start of cycle X" from the moment the breach was reported.
ii. the offending faction's leader pays the offended faction leader the "specific amount of resources" of "specific type(s)" "within amount of cycles/ each cycle for an amount of cycles".
iii. the offending faction's leader performs "action(s) X" on "a player within his own faction of his own choice/ a player of the offended faction leader's choice", "as specified at the start of the treaty/report of the breach of the treaty".
iv. the treaty continues until "the start of X cycles" from the moment the breach was reported.
v. "the offending faction" "will" reveal "any specific information such as role name, role abilities, controlled estates, faction alignment, known units" from "any or all of the faction's player(s)" upon the breach of the treaty to the offended faction's leadder;
vi. the "offending faction" "will (not)" place "X" votes on "a certain (number of) specified alt(s)" "who are specified at the start of the treaty/report of the breach of the treaty" "within amount of cycles/for an amount of cycles";
vii. the "offending faction" "will (not)" enter "a treaty/treaties" with "faction(s) X" containing "promises of type X".

Expiration Clauses
Expiration Clauses are used to provide a natural end to any treaty, after which all clauses are null and void automatically.
To continue a treaty, it has to be re-negotiated and in the mean-time, both factions are considered Hostile to one another.
Up to three Expiration Clauses can be chosen.

i. the treaty is ended "at the start of X cycles" from the moment the treaty starts.
ii. The treaty is ended when all promises have been fulfilled.
iii. the treaty is ended when one of the factions has fulfilled its promise(s) and unilaterally declares the treaty ended.
iv. the treaty is ended when one of the factions has less than X members left.
v. the treaty is ended after "action X" has been succesfully performed by one of the factions towards the other faction.
vi. the treaty is ended when one of the parties occupies "X victory locations and/or controls Y Nobles and/or has eliminated X players of faction Y".
vii. the treaty is ended "at the start/end of X cycles" from the moment a breach of agreed promises was reported.

A change of diplomatic status
A treaty can, for as long as it runs, change the status between the two factions in the treaty, from Hostile to Neutral or from Hostile to Allied. Please note that if no status change has been mentioned, the two factions will remain Hostile. Also keep in mind that a faction can have only 1 Ally.

An intent for the treaty
Intents are the common ground and the base for a treaty, and are broadcasted on thread by the negotiating alts for each faction. They can broadcast the same message or a different one, and they're primarily intended for the other factions, as well as for players within their own faction(s) to act on, if they don't have Messengers going between one and another.

Intents are part of the treaty text and therefore subject to negotiation between the two faction leaders.

7. THE FACTION LEADER




The Faction Leader has all the same rules to work with that the normal players do, but he has a couple of advantages/obligations that are unique to his role.

GENERAL

I. The Faction Leader knows all players on his team. They do not know him or each other. This makes the Faction Leader more or less responsible for contacting the players on his team and setting up (initial) communications, which is where the time sink for this role comes into play.

II. The Faction Leader must designate a player to inherit the Faction Leader trait in case the Faction Leader (Player Character + Heir) is removed from the game. The Faction Leader is allowed to change this at any time during the game, but only for as long as he is alive.

III. The Faction Leader controls the two Unique Officers for his faction. He can hand them out to other players, just like he can hire Mercenary units and send them to players.

ECONOMIC

I. he collects resources from all estates under his faction's control that are not player-controlled.
II. he may re-divide his entire income (or nothing from it, or anything in between) over the players in his faction as he sees fit.
III. The faction leader is the only player in his faction who can rent mercenary units from the merc pool.

MILITARY

I. The faction leader can assign Mercenary armies to other players on his team, who then control that unit.

II. The Faction Leader controls the two Unique Officers for his faction. He can hand them out to other players, just like he can hire Mercenary units and send them to players.

DIPLOMATIC

I. The Faction Leader has a second alt, that is used for negotiation with other player controlled factions.

8. RESOLUTION OF ACTIONS
The only time actions are processed, is at Night.
Therefore, the game starts with a Night Phase and only then proceeds to the Day.

Order Resolution Sequence
During Night, actions are processed in the following order.
1. All treaties that end at the start of this cycle are finished and all treaties that start at the start of this cycle are initiated.
2. All units are moved.
3. All role-specific actions are resolved.
4. All standard actions as found in this post are resolved.
5. All recruitment happens, including Mercenary units.
6. All combats are resolved, starting at A1, proceeding to A10, B1 to B10, and so on.
7. All buildings finish construction.
8. All Courtiers and Family Members that are not Commanders are moved and/or placed.
9. All income is collected.
10. All Spies send their information to their players.

As a sub-division for the order of resolution, resolution happens per faction, starting with the faction with the highest number of Nobles under their control, going down to the lowest number.
If multiple factions have the same number of Nobles, then their order is determined according to the Prestige of their faction, in the following order (more factions to be added if the games continue/ as the story progresses):

1. The Pape
2. Le Roi des Fleurs
3. The Twice Crowned King
4. The Alliance of States

Determination of attacker and defender
When more than two factions are present in a single Estate and they are all Hostile to one another, the player controlling the Estate counts as the Defender.

The player whose faction has the highest amount of Nobles will be placed second to last in the battle order, and so on. In case of a tie, the tie breaker for Night Resolution is applied here as well. The faction with the least amount of Nobles (and the lowest faction standing in case of a tie) becomes the first attacker, the next lowest faction becomes the first defender. The winner of that battle, with the morale score with which they ended the battle, will take on the next faction, counting as the attacker.

This post has been edited by Tapper: 21 May 2015 - 06:52 AM

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#4 User is offline   Tapper 

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Posted 26 February 2015 - 10:45 AM

FACTION INFORMATION.

ROLES
Spoiler


The nations involved in the game are:

Des Fleurs

Core Ability: Court des Seigneurs: whenever you create a Noble, you gain a Courtier.

The Roi Des Fleurs has something no other lords can boast about: the most expansive court culture in the world. He has money, power, influence aplenty to share, and few nobles, not even the most patriotic ones, would ignore the possibility to be a part of the court.
This allows the servants of the Roi to incorporate the local nobility of their conquests without problems, keeping their administration in order.

War Council benefit: units with Pike damage count as if they were 2 tiers lower for the purposes of recruitment costs.


The national weapon of Des Fleurs has been the pike ever since Louis XIVs father likened it to a rose's thorn. In a country as obsessed with gardening and nature as Des Fleurs, this was meant to be, and it means that the infantry has very little problem in finding willing recruits and capable officers.

UNITS
Spoiler


The Alliance

Core Ability: Independence: you can control one extra estate for yourself.

A conglomerate of city states and local nobility allied in the aim to keep Noblesse independent (although some would no doubt like to establish Noblesse as an independent kingdom under their own rule), the Alliance stands out in its local support: not only are soldiers and merchants eager to support it, its supporters are also everywhere because the alliance is not a regional force, but a national one.

War Council: units with Ambush damage gain +1 Melee damage.

The Alliance relies for a large part of the clandestine operations of the merchant houses and the knowledge of the land of the small nobility: these men and women do the scouting, the assassinations and the sabotage, as they can't stand against the larger armies of other powers. Nevertheless, when fighting on their own terrain, these units are still valuable on the field of battle, and pack a punch there.

UNITS
Spoiler


The Pape

Core ability: The One Religion: your units may enter estates of other factions as if you were Neutral with that faction, if you wish. To conquer an estate, you must still defeat the controller’s units in the estate.

As the one Religion in Noblesse and the surrounding lands, the representatives of the Pape have a moral authority that goes beyond the lay law. As such, their armies are allowed free passage everywhere except through the territories of those with the clout and the will to defy them.


War Council: whenever you recruit a unit, gain 1 Influence, 1 Manpower or 1 Money, your choice.

The Church of Holy Prosperity is aptly named, and it has been turned into a money-making machine without equal. Those who swear their lives to its cause add their name, riches and followers to it, as well.

UNITS
Spoiler


The Twice Crowned King

Core ability: A Caste of Warriors: You cannot recruit 14-size company units. Your units have 1 additional Flank slot.

The South is relatively sparsely populated, and as its overlords by conquest, the Norse are loathe to rely on levied recruits anyway. As such, their armies tend to be small, but consist entirely of landed knights, freemen who own their own manse, and career soldiers. They are a hardy, tough bunch and pride themselves on following the ways of the knight still.

War Council benefit: your Officer and Commander companies have additional Morale equal to 16 – X, where X is the number of companies in the unit.

Since the Norse follow who they trust into battle, the bond between commander and men is much tighter than in most armies. The smaller the army, the greater the personal gains and the drive for heroics: the men of the south possess sky-high morale and trust their commanders blindly at times when other armies would break.

UNITS
Spoiler



UNALIGNED UNITS
Spoiler

This post has been edited by Path-Shaper: 04 May 2015 - 01:55 PM

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#5 User is offline   Tapper 

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Posted 29 April 2015 - 08:34 AM

A day in the life of Valerio, Enforcer to Lorenzo di Vicire

Lorenzo di Vicire is a powerful man. Young, good looking flamboyant, rich beyond belief, educated in the arts of the nobleman, chased by all maidens of good birth and most of their mothers as well, the patrician has everything that would turn a lesser man into a partying fop who stumbles from winery to winery and from affair to affair until he ends face down in a back alley, guts spilled.

There is no such risk with the scion of Iacopo di Vicire. Lorenzo is extremely intelligent and gripped by the same patriotic ambitions as his father before him. His ambitions go further than mere happiness and splendour, and have led him to a marriage with the daughter of Heinz-Karl, Kürfürst von Breisenburg, councillor to the Kaiser. The lady Adelheid has been escorted by her father's men and an Imperial honour guard to the edge of the swamps around D'Arsenale, and are supposed to be met by Lorenzo's men on the way. His Enforcer, Valerio, is tasked with the mission.

Traditionally, D'Arsenale doesn't care much for its surrounding area. Everything they need comes from the sea: the more dangerous the swamp is, the safer the city is judged to be, and thus, bandits, mercenaries, wild animals and unsafe roads cross the marshlands. It is thus very possible that the men of Rosetta will face combat.

It is still night when Valerio rises. A hearty breakfast of bread, ripened cheese, dried apples and raisins and a glass of thinned white wine is consumed with his closest councillors, and a course of action is decided upon.

Valerio's base of operations for this mission is a small barony, located at H9 in the foothills below the marshlands. A small retinue has come with him, 5 manpower worth of units. Valerio has chosen to bring a Regiment: 2 manpower of support staff, 3 manpower spent on the troops in it.

Attached File  PROLOGUE ONE.jpg (173.75K)
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The regiment is mostly reactionary in nature, given that it contains mostly pikemen, and the second highest value, the Assassin's ambush, is a one-off damage. It will not do much as an attacking unit, and it might not even be enough to dislodge a Robber Knight's forces.
With the manpower at his disposal, Valerio could have selected a garrison unit instead, and start with a much higher income, like the lay-out below. he could even appoint himself as the unit's leader, replacing one of the reserve units with couriers, for additional income.
Attached File  prologue two.jpg (172.74K)
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However, he does not wish to remain stationary. There are too many forces roaming and patrolling the area, and a home estate is too easy a target. So, his plan is to strike out with Spies, follow them up with the regiment, capture an estate (which, per his Core Ability, he can populate with Tax Collectors) and then hunker down with a regiment there.

Next, Valerio turns his attention to his Home Estate. He has 5 points at his disposal to invest in its resources, and his abilities are widely spread out: the enforcer has ability costs of 2, 5 and 8, each of a different resource, as well as the Assassin special unit, which he has already selected. Valerio decides to drop the ability costing 8, anticipating he will be too busy to save that much of its required resource: the Assassin special unit is deemed to be very useful as it allows Valerio to dedicate his Courtiers solely to administrative measures and spying.

Valerio decides to go with a 1 Influence, 1 Money and 3 Manpower set-up for his estate, and placing Tax Collectors on each resource, like so:

Attached File  prologue three.jpg (22.08K)
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With three Courtiers placed, Valerio has seven remaining.
He next plans to do the Scouting required to get a grip on his immediate surroundings, and plans to send out his Spies to scout the estates surrounding H9:
One will travel through H8 to G8,
One will travel through H8 to H7,
One will travel through G9 to G10,
One will travel through H10 to I10,
One will travel through I9 to I8.

As the Enforcer, he can move as a Spy himself, as well. Judging it most likely that his opponents will be hiding not immediately next to his starting Location, Valerio plans to move himself two estates to move to F9, since his move will block any army there from taking action as well as blocking income gathering from the estate - unless that army moves before he gets there, as units move before Courtiers do.

In an Operation in which Valerio would have allies with him, moving sideways might block an ally from gathering resources, but he is operating on his own here.

This extensive scouting operation will give him knowledge of the 8 estates surrounding his starting location, as well as the estates of F9 and H7. Furthermore, the Spies in G10 and I10 are at the edge of the board, and can therefore be recalled to perform different duties next cycle.

Then, with three Courtiers left, he sends one as a Messenger to Adelheid's party, bringing back their words. Hopefully, they'll also message him, so a two-way conversation can be had.

With his final courtier, he places Lobbyists on Manpower and Influence. If he does find an enemy, he wants to be able to immediately recruit a unit with a set-up suitable to taking that unit out, and/or declaring the estate a Free City: with 3 manpower from the estate, 1 from the Mounted Arquebusiers and 2 from the Lobbyist, he will be able to recruit a decent unit - if he encounters nothing, then a productive garrison can be recruited to supplement his income and the Influence will go a long way to promoting an Heir.

Finally, Valerio moves his unit towards G9. This is a single step, where he could have taken two (since it is the first movement of the unit), but he doesn't want to risk it in combat, and this will allow him to occupy this hex at the end of the next cycle - if it is currently unoccupied, of course.

With that, the Night 1 Phase ends.
The mod resolves.

1. All treaties that end at the start of this cycle are finished and all treaties that start at the start of this cycle are initiated. there are none.
2. All units are moved. Valerio's First Regiment moves from H9 to F9.
3. All role-specific actions are resolved. Valerio's core-ability resolves for the Estate he is currently on (G9) - as he controls the estate, nothing happens.
4. All standard actions as found in this post are resolved. There are none.
5. All recruitment happens, including Mercenary units. No units were recruited.
6. All combats are resolved, starting at A1, proceeding to A10, B1 to B10, and so on. Valerio's unit(s) do not engage in battle.
7. All buildings finish construction. No buildings were built.
8. All Courtiers and Family Members that are not Commanders are moved and/or placed. The Spies, Messenger and Valerio move, the Tax Collectors and Lobbyist are placed. Valerio's core-ability, which is always active, is now active on his new location.
9. All income is collected. Valerio collects 1 Money, 1 Influence, 6 Manpower.
10. All Spies send their information to their players. Valerio learns the contents of the estates F9, G7, G8, G9, G10, H7, H8, H9 (as controlled estate), I8, I9, I10.

On F9, Valerio gets the following report:

Attached File  prologue four.jpg (21.67K)
Number of downloads: 0
It is a rich estate, and it is occupied by an independent, instead of a different faction.
When his spy reports the actual strength of the garrison, Valerio cannot help but smile.
The garrison turns out to be an independent peasant community.
Attached File  prologue five.jpg (140.89K)
Number of downloads: 0

A quick calculation shows that his First Regiment is Tough (2) enough to weather the Garrisons ambush (2), ranged (2) and pike (2) damage without affecting its Morale. The peasants pack a bit more of a punch when they actually engage in Melee, and while they would affect the First Regiments morale then, the Village Elder leading the garrison is a cautious man (Attack Score of 1) and will only lead the Garrison against the Regiment's ranks three times throughout the entire battle, for a total of 6 Morale damage. Thus, Valerio's Regiment could at most be forced to withdraw, but would not be annihilated.

On the offensive side, the Assassin he placed in charge of the unit would wreak his havoc before the battle even starts, dealing 5 ambush damage to the Garrisons 7 Morale - the farmers are clearly not battle hardened enough to have the Toughness to soften the blow: their combined Toughness score is zero.

Valerio's men would follow the ambush up with a barrage of gun- and crossbow fire (3 Ranged damage), scattering the peasant force in the first round of combat. In other words, victory would be guaranteed. an offensive towards F9 is thus on the cards.

The Messenger brings back word from Adelheid. Her unit is making good speed, having moved from A6 to C6 this round. It will try and circumvent the central squares, as they likely contain strong enemy units. Adelheid spent most of her Courtiers on scouting, and decided to occupy C6 with a steward, to allow recruitment of a new unit there. As such, she didn't sent a Messenger in return, but she promises she will in this round.


Valerio sends the Spy on I8 to J9 through J8, the Spy on H7 to J7 through I7, the Spy on G8 to F7 through G7, remains in position himself to pin the Garrison. He recalls the other Spies, planning to use for resource collection.
The Tax Collectors in H9 stay in place, as does the Lobbyist. The Messenger will be on his way to Adelheid's party again and the Regiment will march once more, and, anticipating victory, Valerio prepares to put Tax Collectors on Manpower and Influence at F9, and a Lobbyist on the Manpower track there.

For the next turn, his projected income will be 1 Money from H9, 11 Manpower (3 from H9, 3 from F9, 2x2 from Lobbyists and 1 from the Mounted Arquebusiers), 6 Influence (1 from H9, 3 from F9, 2 from the Lobbyist).

Valerio, having scouted H7, H8, F9 and G9 and I9, has good reason to be confident that no armies can reach his home estate at H9. Thus, he plans to save his income and not recruit a garrison on H9 this cycle - it will allow him to move towards the recruitment of a larger unit next turn, to meet Adelheid on her way south.

This post has been edited by Tapper: 29 April 2015 - 10:42 AM

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#6 User is offline   Path-Shaper 

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Posted 04 May 2015 - 01:25 PM

Spoiler

In the spoiler, the game board at cycle 1.
The blue squares are the ones you need to occupy for a victory (4 for a solo victory, 3 of them and 1 by your ally for a solo victory, 2 for you and 2 for your ally in a shared victory).

A couple of hints

HEIRS

Heirs are basically a bullet proof and lynch proof rolled into one, plus giving you more potential for actions and powering your economy. Try and get one early.

ECONOMY:

Be at the least a little bit diverse. There's tons of actions and counters, so you can't do everything, nor are you intended to - it is just to give some freedom of choice. Having a little bit of every resource stored will go a long way towards preventing surprises or springing one or two, once you get along in the game.

STEWARDS:

Given the sheer amount of resources some factions can get from fairly cheap Garrisons, why would you invest in Stewards? They net you (at best) only a single resource of each at a time and that resource goes to your faction leader, so there's no guarantee it comes back, either.

Three reasons:
Firstly, a Steward occupies an estate, which allows you to build closer to your allies/enemies/victory estates.
Secondly, Stewards are required to turn into Nobles. If no-one bothers you, then building for a Dynasty victory can be a sneakily good way to victory, especially if you have a University built.
Third and final: the income goes to your faction leader. some abilities target not you, but your faction leader - the same goes for payments that are a part of alliances. That means that if your faction leader does not sit on a small pile of resources, bad things can happen to you. Then, there are mercenaries. Normally, manpower is the only way to get units on the board, but with mercs, you can turn Money into units as well.

FACTION STRATEGIES

The Des Fleurs players (purplish/reddish/fuchsia on the map) get a Courtier every time they create a Noble. Normally, creating Nobles costs Courtiers, so this is a big advantage. For a victory, they need 8 Nobles. this means they need 8 different estates aside from their home estates, and in total 52 Influence. Basically, Des Fleurs will be even more happy than most other players sitting there in their own little corner of the map, taking estates, putting a Steward on them while gathering Influence, and then spamming Nobles.
This is balanced a little bit by the fact that they do not have a cheap Officer company. Thus, every single unit needs a Courtier or Family Member as an Officer, restricting the amount of units they can build - Universities and Royal Marriages are therefore a necessity for this faction.

The Alliance of States players (green on the map) have a great economy going on. They can place Tax Collectors on two estates, and three if they have an Heir. That allows them to build more or higher quality units, or to take more actions. If they're left undisturbed, they could build a steam roller. Like the Des Fleurs players, the Alliance players do not have a cheap Officer company, forcing them to get out Universities and/or Royal Marriages.

The players of the Twice Crowned King faction (orange on the map) are heavily orientated towards combat, even though they cannot build the largest unit size. They start with double the amount of units as other players, allowing them to either build a very strong military early on, or branch out way quicker, and can be on your doorstep pretty quickly. Their downside is in resource gathering: they don't have cheap companies that add extra resources, but they do have good and fairly cheap Officer companies, allowing them to spend more Courtiers to their economy. Their unit roster is also spread out nicely, allowing them to mix and match to their hearts content.

The Pape (purple on the map) has no real tangible advantages in economy, military or victory options. What they do have, is role abilities that target players directly, without ever needing to have a Spy, Steward, Tax Collector or Commander on that player's estate. As a result, they can reliably use their abilities from the start of the game onward. When it comes to their military, they basically have a bunch of very cheap units, and a few extremely good but highly expensive units. Thus, expect them to either field a lot of crappy or mediocre units, or a few heavy hitters that cannot be everywhere at once.

D'Arsenale occupies the centre of the board: all 4 victory estates to be precise, and they won't move from there: if you want to pull off a military victory, then you'll need to fight them, and you'd better bring a lot of heavy hitters: even then, you probably won't win the battles on the first attempt.

This post has been edited by Path-Shaper: 04 May 2015 - 01:29 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#7 User is offline   Path-Shaper 

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Posted 04 May 2015 - 01:28 PM

For those of you who want to have access to an Excel sheet: please send me a PM containing one of your emailadresses, so I can forward you the game board and faction rosters - I would have added those and the battle calculator here, but the board doesn't allow me to attach an Excel.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#8 User is offline   Path-Shaper 

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Posted 04 May 2015 - 01:37 PM

Now sending out role PMs.

The game will start tomorrow, in about 16 hours or so from now. To make things really cool, I will be modding from my phone for large parts of the day.

regarding play: I would like this game to be nice and mellow and most of all, fun. It is as much about trial and error and doing cool stuff as it is about winning, and I hope to have a thread full of banter, discussion, (fake) symping, maneuvering and collapsing trains, rather than sterile play and pile-on votes. If you don't have anything to talk about, well... Dissect the OP(s) on thread, compare, look for loopholes, suggest strategies, speculate, call stuff overpowered... there's really no need to be silent.

A special note for Tattersail: no videos or pictures, please.


When I start the clock, I will add the Mercenary Market as well, which will be locked until cycle 2 before recruitment can take place for the obvious reason that no-one has had any income yet.

This post has been edited by Path-Shaper: 04 May 2015 - 02:08 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#9 User is offline   Path-Shaper 

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Posted 05 May 2015 - 06:16 AM

OK, the game will start in a couple of hours, after my morning run + breakfast plus setting faction alts.


Alts: 12 alive, no-one has voted.
Clock: 48 hours.
Cast, Gait, Ghennan, Grasp, Hanas, Jalan, Korlat, Lock, Pallid, Silchas Ruin, Tholen, Ultama.

National alts, used by faction leaders only
Eloth for the Alliance of States
Fanderay for Des Fleurs
Silanah for the Pape
Trake for the Twice Crowned King

This post has been edited by Path-Shaper: 05 May 2015 - 06:48 AM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#10 User is offline   Path-Shaper 

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Posted 05 May 2015 - 08:42 AM

The game, it is on.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#11 User is offline   Grasp 

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Posted 05 May 2015 - 09:00 AM

First!

#12 User is offline   Jalan 

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Posted 05 May 2015 - 09:15 AM

View PostGrasp, on 05 May 2015 - 09:00 AM, said:

First!


*Looks at list of faction leaders*

*Looks at your username*

*Looks back at list of faction leaders*




Okay, should be safe to talk to you :rolleyes:




Seconds!

#13 User is offline   Path-Shaper 

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Posted 05 May 2015 - 09:22 AM

Also, Mercenary Market will only come in the afternoon. The GF broke our glass table yesterday and I've been trying to get the authoriteh to come and pick up the two halves.... But they won't, so bow the mountain has to come to Muhamed.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#14 User is offline   Ultama 

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Posted 05 May 2015 - 09:35 AM

Third

#15 User is offline   Silchas Ruin 

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Posted 05 May 2015 - 09:47 AM

Well hello. Did anyone expect a game this complicated? Just think of the amount of time Tapper has put into this game already. I'm in awe of its magnitude.

Good luck to each and everyone of you.

Now to go pester PS with lots of questions...

(How did she break your table?)

Edit gane to game

This post has been edited by Silchas Ruin: 05 May 2015 - 09:48 AM


#16 User is offline   Grasp 

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Posted 05 May 2015 - 09:49 AM

View PostSilchas Ruin, on 05 May 2015 - 09:47 AM, said:

(How did she break your table?)


I was too polite to ask but still want to know this :rolleyes:

#17 User is offline   Grasp 

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Posted 05 May 2015 - 09:50 AM

View PostJalan, on 05 May 2015 - 09:15 AM, said:

View PostGrasp, on 05 May 2015 - 09:00 AM, said:

First!


*Looks at list of faction leaders*

*Looks at your username*

*Looks back at list of faction leaders*




Okay, should be safe to talk to you :rolleyes:




Seconds!


Talk to me then :laughing:

I'll explain how you have failed to understand the Leader alts... perhaps.

#18 User is offline   Grasp 

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Posted 05 May 2015 - 09:51 AM

Richard the...

View PostUltama, on 05 May 2015 - 09:35 AM, said:

Third


Claiming a Royal role here Ultama?

#19 User is offline   Path-Shaper 

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Posted 05 May 2015 - 09:52 AM

View PostGrasp, on 05 May 2015 - 09:49 AM, said:

View PostSilchas Ruin, on 05 May 2015 - 09:47 AM, said:

(How did she break your table?)


I was too polite to ask but still want to know this :rolleyes:

There was a winerack under it, she tried to slide a bottle into the rack, bumped the edge of the table with the bottle, crack appeared, table broke in two.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#20 User is offline   Silanah 

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Posted 05 May 2015 - 09:53 AM

View PostGrasp, on 05 May 2015 - 09:50 AM, said:

View PostJalan, on 05 May 2015 - 09:15 AM, said:

View PostGrasp, on 05 May 2015 - 09:00 AM, said:

First!


*Looks at list of faction leaders*

*Looks at your username*

*Looks back at list of faction leaders*




Okay, should be safe to talk to you :rolleyes:




Seconds!


Talk to me then :laughing:

I'll explain how you have failed to understand the Leader alts... perhaps.


I rather suspect neither of you fully understand us. Is anyone around and wanting to talk high-brow whilst these minions chatter aimlessly?

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