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Rizban
2010-01-03, 09:50 PM
The Map http://www.mornproductions.com/Dynasty/z892h3bjnwefs.png {table]Star|Capital
Circle|City
X|Unit Stack[/table]

The blue to the southwest is water, which is impassible to ground units.

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

Nation News and Status Currency - 100 (current money in purse)
Expected Income: 3 (how much your money is expected to increase next turn)
Expected Upkeep: 4 (how much your money is expected to decrease next turn)

BONUS TURNS - 3

Units/Max - 1/10 (1/1)
Leaders/Max - 1/1 One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known: Pottery, The Wheel


Cities
Unnamed Capital: Population - 3 Production - 3 Happiness - 1 Culture - 1 Corruption/Waste - 0[br][br] Order - Generate Wealth Garrison - Stack 1


Stacks
Location - In Capital 1 Leader (Level 1)(Level Up!)Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 2[br][br]Level Up![br]Select one of the following: Basic Attack - Add +1 to Combat for other units in stack Basic Defense - Add +1 to Defense for other units in stack Basic Logistics - Add +1 to Move for other units in stack Increase one of leader's ability scores by 1. Increase Leadership ability by 1. 2 WarriorHits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1


Quick link to city and unit actions (http://www.giantitp.com/forums/showthread.php?p=7617093#post7617093).


Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

Zweanslord
2010-01-04, 12:27 PM
Salinoa

Capitol: Saneos
The humble city of Saneos marks the dawn of the Salionan Civilization. Here the first of the Salino have gathered to settle down and place their mark on the world. First order of business: expand said mark.

Train Unit: Train 3 Settlers

Leader: Sahn
Sahn was recognised as a capable and worthy Salino early on. Looking like the most typical Salino with white hair and eyes, he has given hope to the people. Never before have the Salino seen such leadership, nor such affinity with logistics. For now, Sahn stays with the people.

Level up: Basic Logistics
Sahn is staying in the capitol of Saneos.
Using Basic Logistics to provide +1 Move to the Warrior.

Warriors
The warrior, the protector of the people, or perhaps more precisely, the scout of the people for now. Tough individuals set out to see what the surrounding lands bring.

Warrior 1 Move: 1 Southeast + 1 South (got bonus from leader, if I understand correctly)

So, uh, do I have one warrior or two? It states "2 Warrior" and the upkeep is 4, but Units limit indicated but 1.. If I have two then that one moves too, as below, without the leadership bonus, I presume.
Warrior 2 Move: 1 Northwest

Minor question: The Warrior represents a group of warriors, right?

End of Turn 1
And off we go ahead to turn 2! (Bonus Turn)

Another bit of questioning.
Do we know the rate of Currency to gained Production with the action: "Hurry Production (Pay Currency) - Pay Currency to temporarily increase Production." ?
Coastal regions (ie, part land & water) are not passable either, right?

Rizban
2010-01-07, 02:55 AM
2 Warriors. Yes, it represents a small group.

The bonuses from Leaders apply only to the leader's stack. If a unit leaves that stack, they immediately lose the bonus. So, if the warrior moves 1 square out of the stack, that's the only square he can move, as he loses the movement bonus from Basic Logistics upon breaking stack with the Leader.

Production to Currency via Generate Wealth is 1:1.
Currency to Production via Hurry Production is usually 2:1. Certain actions may cost more, though I can't think of any available to you at the moment that do.

If it's ~50% or more land, then you can walk there.

Rizban
2010-01-07, 03:06 AM
Start New Turn

The Map http://www.mornproductions.com/Dynasty/z892h3bjnwefs.png {table]Star|Capital
Circle|City
X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

Nation News and Status Currency - 76 (-20 Train Unit (Settlers)) (Incendental expenses not calcualted into Expected Upkeep will appear here on the turn they come into effect.)
Expected Income: 3
Expected Upkeep: 19

BONUS TURNS - 3

Units/Max - 4/10 (1/1)
Leaders/Max - 1/1

No political agreements.

Technology Known: Pottery, The Wheel


Cities
Saneos (Capital): Population - 3 Production - 3 Happiness - 1 Culture - 1 Corruption/Waste - 0[br][br] Order - Generate Wealth Garrison - Stack 1


Stacks
Location - In Capital 1 Sahn (Leader, Level 1)Hits - 3/3[br]Move - 2/2[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1, Basic Logistics[br]Upkeep - 203 SettlerHits - 1/1[br]Move - 2/2[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 5 Location - Southeast of Capital 1 WarriorHits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1 Location - Northwest of Capital 1 WarriorHits - 1/1[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 1


Quick link to city and unit actions (http://www.giantitp.com/forums/showthread.php?p=7617093#post7617093).

Zweanslord
2010-01-07, 02:31 PM
Thank you for your answers. In light of the detail about the Leader's bonus, can I retcon the Leader to having moved 1 square to the east? Assuming I can..

Salinoa, Turn 2

Capitol: Saneos
The citizen of Saneos know well of pottery and the benefits that come from it. The benefits on their own are not significant enough however, but a plan to reap the benefits has been made. A plan to keep the food in a specially made building for it: The Granary. It will be a large building preserving a lot food, allowing more people to be fed!

Build: Granary

The Settlers
Several groups of Salino are ready to move out and establish other cities in the vicinity. The Salino will spread and florish!

From Stack 1:
Settler 1 moves 1 West and merges with the Leader stack, after which it moves 2 West with the Leader
Settler 2 moves 1 North-West and 1 West
Settler 3 moves 2 North

Leader Sahn
It is time to show the logistical capabilities of the Leader. He has teamed up with some of the settlers and moves forward!

Assuming the retconning to have Sahn one square west of the citadel as stated above is possible:
Sahn teams up with Settler 1 and then moves 2 West

Warriors
The exploring of the warriors continues as well.

Stack 2 moves 1 South
Stack 3 moves 1 North-West

End of Turn 2
Off we go to Turn 3, bonus turn.