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You need to place the following in squares:
- One castle. It MUST be touching water. It's your most important base so make sure it's in a GOOD spot. There will be a city right in front of it in the same square, regardless of where you put it.
- Two villages. These are places to get food and supplies, as well as keep civilans.
- Two squares of landmarks. You may make two seperate landmarks or one landmark that takes up two squares. The actual landmark is up to you (a forest, or certain field, or whatever) is up to you. These WILL effect battles
Lastly, name the above things you've just made. You may also name anything else that will help in terms of roleplaying fodder and I will add it to the map.
The other forces will know the location of: Landmarks.
They will not know where any villages or other buildings that you acquire are until later in the game.
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Greg, do you think I should add a strip of land from B-2 to A-2?
I liked the idea of the penisula being kind of on it's own, but Rad brought up the point of how it's an advantage. Personally, I think it's a double-edged sword, as it hurts as much as it helps
What do you think?
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You called me Greg. ;_; I'm so happy.
Anyway, sorry for not replying earlier. I saw it, but wasn't sure on the names/locations. Wanna give it some thought first, and I also don't know how the rules work, so I'm just guessing in terms of strategy.
It's up to you, really. Do you want all the squares to connect, and all the armies to be equal? If so, you probably should (and add a bridge between some of the other gaps). I still don't really know the rules at all, so I can just guess it would be a plus in terms of defense. >_>
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You can ask questions if you want
Things being 100% equal isn't a huge deal to me. I think that having that penisula has both it's good and bad sides. If you think it's too good (or bad), we can fix it
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If only I had AIM. >_< Anyway, yeah.
What are food/supplies? How long is an IC day? How many spaces can you move in a day? Do you move only your own 'squadron', so to speak, and do they only take up one space?
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Yes, a unit takes up one space. Yes, you'll move only your own unit. You can command other units, but it's up to them if they listen
Food/Supplies is just what it says. The closer you are to a base, the easier it is to get rations to your troops. If your path to a base is cut off, so is your supply line
1 IC Day = 1 OOC Day
2 Spaces a day, but that's subject to change. It's still being worked on
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Round 2! Sorry XD
How often will you have to feed/supply your troops? What happens if they don't get fed? (Just get weaker, I guess). Is there like, some kind of limit as to how far you can go from a village before you get weak, and if so, can you take over enemy villages?
This is all sounding extremely awesome, by the way. I love the idea of each person commanding their own unit, and having to co-operate in order to win.
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It's not a matter of how often, it's just as long as you have a decent supply line. If you get cut off from your line, after a few days your troops will not be doing so hot from lack of food and/or supplies. So, just don't fuck up your supply line and you're fine
No, no real limit as of yet, but like I said, the farther you go, the harder it's gonna be to get supplies. For example, you may be like 10 squares a way. You can still GET the supplies, but it's harder to get it.
Yes, you can take over enemy villages.
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Okay, I think I know just about everything I need to in order to place my stuff. Just one more question, so I can know where to put 'em; what do landmarks do? Give your army an advantage for fighting on 'em, I guess?
I'm practically shitting myself over this saga. The possibilities for roleplaying are so awesome.
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Yea, advantages. They could work against you, of course, but since it's presumed to be your country, you guys will know more about the area
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Fuck! >_< Last question today, I swear. I guess all this stuff will be useful for the FAQs, at least.
Can more than one unit occupy a single square? So an entire army could storm/defend a castle?
I'm thinking because if not, having a peninsula might mean worse defense, as you said. I'm also beginning to realise another disadvantage, which is that it could cut off supply lines. It's a double-edged sword, as you said. And some awesome strategies for village placement are coming out. I may put the castle on the peninsula and have a village directly behind it. Perfect defense (at the cost of being a weaker invader, but I really can't pass up such a golden strategy).
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Yes, you can fit your whole army in a single square if ya want, but it's not advised
Me and Rad are brainstorming a movement system, so that 2-a-day movement I said is subject to immediate change
The penisula is good for defense, but once you're attacked, you're pretty much stuck until you've beaten them back. Nowhere to retreat or run
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Aye, but I'm assuming if your castle is taken you lose the game. Or maybe not, maybe it just provides an amazing spot which is difficult to take, which you don't want to lose. >_> Either way.
I guess this is a really obvious one; what are the 'terms' of victory? Like, killing all the units on the map?
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Losing a castle isn't nessecarily the equivilant to losing. As long as you're alive, you're still in the game. You can try and form a rebel army to take it back ,but yea...your army isn't really an army without any bases. Not to say you can't try, though
Terms of victory would be total conquest. Taking every point on the map, or making all other armies surrender. Whichever comes first
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Perhaps a GDA:C is in order. >_>
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I've been tempted, but Hellfighter wouldn't be pleased cause of PC
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Tourian (village) is going on the end of the peninsula. Fort/Castle Sanguine is going one square to its right, still on the peninsula.
Other places are going to be Norfair (village), Torvus Bog (landmark) and Ruins (landmark). Haven't decided their placement yet, though.
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Sanguine Castle: A-2
Tourian (Village): A-1
An isolated farming community that was mainly founded to supply the castle. The inhabitants rarely leave the village, and unexpected visitors are usually viewed with some suspicion unless they can prove they were sent from the castle.
Norfair (Village): C-3
A trading village, with many market stalls and alien races from across the galaxy. Almost anyone can enter this village and not look out of place due to the great cultural and racial diversity present here.
Torvus Bog (Landmark): D-3
Many bizarre creatures inhabit the bog, lethal to those who don't keep their guard up. Just as dangerous is the swamp itself, which has swallowed many a lost traveller.
Temple Ruins (Landmark): C-4
This temple was thought to have once been sanctuary to a wise and peaceful alien race. Now it lies in ruins, derelict save for the insects that dwell there.
Those are my thoughts at the moment.
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Looking great
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Yup, disregard this post, twas an error.
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