1) I still have to go over and edit the magic rules and adjust some point costs
2) Finding a good hex map maker. I have a program to help manage the campaign, and a generic map maker, but I want more then "green hexes are woods
3) The combat equation I made up hasn't been tested
4) (most important) We have 3 games in progress already. I'm not sure if there are enough of us playing these to get a 4th going
The basics of the game were taken from Siralus' "world of erfcraft" game, and I've been trying to edit it to make it be faster, both individual turns and overall game. I was thinking around 30 by 30 to a 40 by 40 (erfcraft is around 100 by 150 i think).
The big changes are in
1)scouting - now like the "battle for ___". I was thinking this would cause individual turns go faster.
2)unit creation - not as free form as before, but will allow for different costing units (instead of all basic being 100). I didn't want to go through creating an extensive cost formula
3) natural factions exist and alliances are allowed
4) cities produce faster (I think)
5) combat equation
(hope links work
Basic Rules (take 2):
https://docs.google.com/fileview?id=0B52ki9oQ_GTEZTIxOTg3NDQtNDU1MC00Nzg5LWJhYWEtMGQ3ZDc2YWY2ZjM2&hl=en&authkey=CMrxspQK
Unit Creation(take 2):
https://docs.google.com/fileview?id=0B52ki9oQ_GTEMjYyMTM4YzYtYjZlMS00ODcwLWExM2UtMjZiYzFlNjZlODU0&hl=en&authkey=CPOCkYcB
Last notes:
1) If you see something that is too cheap/ too expensive, speak up. I'm one of those people that learn about hot stoves by getting burnt. Stop me from burning myself
2) The random number still hasn't been devised. I want it to correspond to randomness, and how many stacks are in a fight. So if 1 stack v 1 stack there will be low casualties, but 10 stacks attacking 8 will have men dying left and right.
3) For those mathematically inclined, all the values in unit creation were larger by a factor of 10, but the special cost was a percent. I took out the /100 constant.

