The Imperfect Valley Campaign

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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

General Brave wrote:It's going to take awhile to make cost what of what. Unless you going by turn cost. Wait is that what you doing?
Yep. Turn cost.

Buildings are limited to initial tc count, though you're better off getting workers unless you want a castle or something.

Uruks also need orc upgrades to work, but I see your point. I think 100 points might be more reasonable.
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

And I'll be sure to keep you in mind for this and other storylines. You could probably get into the ruined city topic soon enough.
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makazuwr32
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Re: The Imperfect Valley Campaign

Post by makazuwr32 »

I don't want spell-based games though. I'm not good at them and also i don't want to spend my gems on them.
I like the idea of starting armies and to start game in fixed position and not from scrap begin the game that's why i decided to answer now.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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General Brave
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Re: The Imperfect Valley Campaign

Post by General Brave »

How many points do we have?
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

I think we're going with 100. It prevents just having all techs and an army on top of it, forcing us to choose a bit more carefully.
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Image

This is the river Delta at the southern end of the valley. Mineral rich mountains bordering a veritable swamp, with a deep river in between. It might have some more editing before I'm done so we can balance space requirements, but it's the general shape of the map. Doomcarrot and I will be in the north, puss and General in the mountains to the south.

I'll need everybody's 100 points pmed to me please. If I don't get them soon I'll have to make them up myself. Unless you guys want me to just go ahead and make them up now. I'll try to give everyone good strategies.
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Obviously, wagons will be nearly useless in this, getting their wheels stuck in the mud and roots far too easily. A decent navy might help, but needs to be built first. (Not in your initial army) flying will be a great help, and balancing space for castles is imperative. I'll probably construction the amount of space in the south to match the cramped space in the north to keep that fair.
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General Brave
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Re: The Imperfect Valley Campaign

Post by General Brave »

So there won't be any town?
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Each player gets 3 tcs of their color, plus 2 neutral tcs close to the river to capture per player. One of your 3 tcs will be in your ally's corner to further encourage cooperation. Like I said, not done yet. Just giving a preliminary image to start planning from. I'll add tcs when I put units in because I'm going to measure distance from units for the middle tcs, so we all reach them about the same time if possible.
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General Brave
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Re: The Imperfect Valley Campaign

Post by General Brave »

Okay this would be more easier instead of you know, if I knew how much cost what, has anyone really down what cost want?
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Sample army:
Ambidexterity (4)
Reach (6) 4+6=10
Archery 1 (4) 10+4=14
Archery 2 (7) 14+7=21
Worker X5 (3x5=15) 21+15=36
Imperial crossbowman X5 (4x5=20) 36+20=56
Imperial guard X5 (4x5=20) 56+20=76
Drake knight X3 (8x3=24) 76+24=100

Balanced starting force with workers plus ambidexterity for building and a military force of upgraded imperial crossbowmen to shoot with, imperial guards with reach to take out cavalry, and mighty drake knights to mop up any significant force in your way. Feel free to use this one if you want, as I consider it a fairly effective​ army for 100 points that can be expanded in any direction. You could also go with a more offensive presence, focusing on fast moving troops like cavalry to rush with, or reduce the military in favor of increased worker count to build faster.
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General Brave
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Re: The Imperfect Valley Campaign

Post by General Brave »

Looks good, I might change a few things about it though.
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Feel free. I figured you'd like the imperial theme for both style and the ability to maximize early power for cost, since they don't take 6 cost upgrades right away just to make them useful. Upgrades were picked to match both typical early needs and a balanced combat strategy. This being said, my early game and yours may be very different.
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General Brave
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Re: The Imperfect Valley Campaign

Post by General Brave »

Is this only for units not for buildings?
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Either, but workers tend to be a better investment because they can make any buildings you need.
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makazuwr32
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Re: The Imperfect Valley Campaign

Post by makazuwr32 »

Exept maybe a castle which can't be built fast enough.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Great tree: 18 cost
Ent worker x6: 18 cost
Ent workers can have it up in 3 turns, then move on to another right away. The great tree is only better in the extreme short term, as in turns 1-2 and a slight difference at turns 6-7 when the tree has a dragon out before the worker built one, but the workers also have a second tree at turn 6 to make that up.
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Sunrise Samurai
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Re: The Imperfect Valley Campaign

Post by Sunrise Samurai »

Since Daniel mentioned releasing a public version soon, I went with what I had to get it in. General has the imperial setup I suggested earlier. Also made a couple edits to the map.
Image
Notably, I added purple as a hostile ai. This gives an element of environmental danger, as well as a potential defense if used properly. Instead of 3 tcs at each base and 8 neutral tcs, I made 4 at each base and only 4 neutral tcs, since the middle area is more dangerous now. Also added a pool of water in the orcs corner, at the request of puss for the purpose of safely upgrading merlocks without requiring a building in the middle of the map.
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General Brave
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Re: The Imperfect Valley Campaign

Post by General Brave »

It's going well I think, but I usually go to production building.
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