Erfworld Matrix Game II

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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Thu Aug 09, 2012 6:44 am

The Empire of the Rising Hedgepig has an ALL-PERVASIVE INTELLIGENCE NETWORK
* The Empire has Fantastic Spies, eager to pervade and network
* No other nation has spies of any quality, so they are easily infiltrated
* Mrs Nobblytwink is an Impressive Ruler, able to spot vulnerabilities and exploit them...


Stoneheart has LAX SECURITY
* Their Abundant Mines means that money is plentiful - no one wants to work as a guard when they can get much better pay in the mines...
* Superb Defences and Impenetrable Walls means the guards don't bother paying attention - no one can get in!
* The Vast Golem army are good at following strict instructions - but lack initiative to respond to things outside their expectations

2 hours until the end of the turn (but I'll be AFK until morning my time, so call it 10 hours).
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Re: Erfworld Matrix Game II - Turn 4

Postby WaterMonkey314 » Thu Aug 09, 2012 1:53 pm

Exate wrote:Acotise experiences a sudden outbreak of RAMPANT DISEASE!
-Their UNDERWATER CAPITAL and CITY OF AURIA UNDER THE BAY have had little exposure to above-ground illnesses on prior occasions, setting the stage for a major plague with the conquest of THE TWO ISLANDS!
-While the nation has UNDERSEA RICHES and MASTER-CLASS CASTERS, it is clearly not using those to the benefit of its UNHAPPY POPULACE given their state- including for medical purposes!
-Indeed, the UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE that Acotise possesses together imply a narrow-minded focus on military pursuits at the expense of socially supportive endeavors!

No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE!
-The UNDERWATER CAPITAL and CITY OF AURIA UNDER THE BAY have had little exposure to outside culture for hundreds of turns, setting the stage for a flourishing of culture upon encountering new, foreign stimuli!
-While the nation has UNDERSEA RICHES and MASTER-CLASS CASTERS, it also has an UNHAPPY POPULACE that expresses its emotions in new forms of art, such as tragedies!
-Indeed, the UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE that Acotise possesses together imply a narrow-minded focus on military pursuits at the expense of socially supportive endeavors! It is for this reason that the government of Acotise permits - in fact supports - the cultural renaissance.

Secondary:
Due to the DIPLOMATIC CRISIS and INTERNAL STRIFE within Nobgrub, part of the EPIC WAAGH revolts!
1) Nobgrub has INTERNAL STRIFE, creating the conditions for a potential revolution.
2) The DIPLOMATIC CRISIS has destabilized the ABLE ADMINISTRATION of Nobgrub.
3) The EPIC WAAGH and other military units of Nobgrub feel that it is time to take matters into their own hands.


An aside: I seem to be the only person using modifer arguments. I think part of the constraint is that modifiers must be Primary arguments, which means medding with others comes at the cost of strengthening yourself (since that's what primarys are tending to become). Can we allow both primary and secondary arguments be modifers?
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Thu Aug 09, 2012 11:02 pm

Post Time: 5347 -
Exate Argument: Flimsywhimble uses the DIPLOMATIC CRISIS to pressure Nobgrub into giving it control of its MOUNTAINS TO THE EAST! Rating: Very Strong Goal: 5 Roll: 6 Outcome: FAIL

Exate Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Normal Goal: 3 Roll: 1 Outcome: SUCCESS

Watermonkey314 Argument: No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE! Rating: Strong Goal: 4 Roll: 1 Outcome: SUCCESS

ETheBoyce Argument: Stoneheart creates an Unparalleled Magical Armory Rating: Very Strong Goal: 5 Roll: 4 Outcome: SUCCESS

ETheBoyce Argument: Nobgrub's Hardworking Workforce becomes a Disheartened Workforce Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL

The Colonel Argument: Nobgrub launches raids on Flimsywhimble Rating: Very Strong Goal: 5 Roll: 6 Outcome: FAIL

The Colonel Argument: Nobgrub replenishes it's depleted coffers. Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS

LTDave Argument: The Empire of the Rising Hedgepig has an ALL-PERVASIVE INTELLIGENCE NETWORK Rating: Strong Goal: 4 Roll: 5 Outcome: FAIL

LTDave Argument: Stoneheart has LAX SECURITY Rating: Weak Goal: 2 Roll: 2 Outcome: SUCCESS

Watermonkey314 Argument: Due to the DIPLOMATIC CRISIS and INTERNAL STRIFE within Nobgrub, part of the EPIC WAAGH revolts! Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Thu Aug 09, 2012 11:06 pm

Competing Arguments Roll Off:
Post Time: 227 -
Exate Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Normal Goal: 3 Roll: 3 Outcome: SUCCESS
Watermonkey314 Argument: No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE! Rating: Strong Goal: 4 Roll: 3 Outcome: SUCCESS

Exate Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS
Watermonkey315 Argument: No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE! Rating: Strong Goal: 4 Roll: 2 Outcome: SUCCESS

Exate Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Normal Goal: 3 Roll: 1 Outcome: SUCCESS
Watermonkey316 Argument: No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE! Rating: Strong Goal: 4 Roll: 3 Outcome: SUCCESS

Exate Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL
Watermonkey317 Argument: No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE! Rating: Strong Goal: 4 Roll: 6 Outcome: FAIL

Exate Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL
Watermonkey318 Argument: No, actually, Acotise experiences a sudden CULTURAL RENAISSANCE! Rating: Strong Goal: 4 Roll: 3 Outcome: SUCCESS
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Thu Aug 09, 2012 11:13 pm

Empire Information
Spoiler: show
The Empire of the Rising Hedgepig has:

An Impressive Ruler
A Sizeable Empire
Excellent Infantry
Capable Navy
Fantastic Spies
Grand Army
Hefty War-Chest
Financial Difficulties
Occupied Forests

Ye Olde Righteous and Formidable Kingdom of Stoneheart has:

Abundant Mines
Adept Casters
Superb Defenses
Unerring Ranged Units
Honorable Reputation
Massive Fortune
Plentiful Casters
Impenetrable Walls
Vast Golem Army
Unparalleled Magical Armoury
Lax Security


The Principality of Acotise is blessed with:

An Undetectable Navy
An UNDERWATER CAPITAL
MASTER-CLASS CASTERS
AMPHIBIOUS INFANTRY
UNDERSEA RICHES
OUTSTANDING MARINE FORCE
THE CITY OF AURIA UNDER THE BAY
UNHAPPY POPULACE
The Two Islands
A CULTURAL RENAISSANCE

The Kingdom of Flimsywhimble has:

GREAT LUCK
VICTORIOUS DESTINY
PLUCKY WARLORDS
SAGE ADVISERS
MIGHTY BEASTS
CONQUERED FORESTS TO THE NORTH-EAST
POWERFUL ARTIFACTS
A CHARISMATIC PARTISAN
EXCEPTIONAL AIRFORE
DIPLOMATIC CRISIS!
Waagh of Nobgrub has:

STRONG MILITARY
REPLENISHED COFFERS
HARDWORKING WORKFORCE
ABLE ADMINISTRATION
CLEVER WARLORDS
AN EPIC WAAGH
MOUNTAINS TO THE EAST
INTERNAL STRIFE
DIPLOMATIC CRISIS!
A REVOLTING WAAAGH!



48 Hours to post Orders.
No changes to the Map.


Some Rule Changes:
As per Watermonkey's suggestion, Secondaries can now be used as "Yes, and...", "Yes, But..." and "No, Actually..." arguments ON OTHER SECONDARY ARGUMENTS with no additional penalty.

On Primary Arguments:
Secondaries used as "Yes, and..." on Primary arguments:
the +1 is made worse by the -2 for the Secondary, for a net -1 to an argument you want to help succeed.

As a "Yes, but..." is a competing argument, it has a -2 to the roll.

As a "No, Actually..." is a competing argument, it will have a net -3 to the roll (So Very Strong is counted as Weak).

Ok? Any objections?
Last edited by LTDave on Fri Aug 10, 2012 2:10 am, edited 1 time in total.
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Re: Erfworld Matrix Game II - Turn 4

Postby WaterMonkey314 » Fri Aug 10, 2012 12:39 am

A correction: Acotise's CULTURAL RENAISSANCE isn't listed among its traits. :P
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Fri Aug 10, 2012 2:10 am

A Good Point.
The Hedgepigs look forward to your unhappy undersea populations spending their time carving and painting and writing poems while your cities burn... of course, being underwater, they won't burn for long...
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Sun Aug 12, 2012 1:09 am

The Empire of the Rising Hedgepig has an ALL-PERVASIVE INTELLIGENCE NETWORK
* The Empire has Fantastic Spies, eager to pervade and network
* No other nation has spies of any quality, so they are easily infiltrated
* Mrs Nobblytwink is an Impressive Ruler, able to spot vulnerabilities and exploit them...


Acotise experiences a sudden outbreak of RAMPANT DISEASE!
-Their UNDERWATER CAPITAL and CITY OF AURIA UNDER THE BAY have had little exposure to above-ground illnesses on prior occasions, setting the stage for a major plague with the conquest of THE TWO ISLANDS!
-While the nation has UNDERSEA RICHES and MASTER-CLASS CASTERS, it is clearly not using those to the benefit of its UNHAPPY POPULACE given their state- including for medical purposes!
-Indeed, the UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE that Acotise possesses together imply a narrow-minded focus on military pursuits at the expense of socially supportive endeavors!

I'll allow a further 24 hours to post orders...
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Re: Erfworld Matrix Game II - Turn 4

Postby ETheBoyce » Sun Aug 12, 2012 1:43 am

Stoneheart Expands to the Northern Mountain

1. Stoneheart has a Vast Golem Army, Unerring Ranged Units, and an Unparalleled MAgical Armory with which to capture Territory

2. Stoneheart has Adept Casters, Abundant Casters, and a Massive Fortune with which to hasten and aid it's efforts

3. Stoneheart has an Honorable Reputation so it's new citizens know they will be treated fairly.

Secondary Argument: Yes Rising Hedgepig creates an Intelligence Network but it is only learns of Court Gossip

1. The Empire is having Financial Difficulties which heavily limit what the spies can actually do

2. All other Kingdoms have Advisors, Casters, or Administrators of at least Above Average quality who will be suspicious of newcomers

3. The Empire has attempted to create this network in the past and FAILED leaving behind clues to their intentions
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Re: Erfworld Matrix Game II - Turn 4

Postby The Colonel » Sun Aug 12, 2012 1:50 am

The Waagh Of Nobgrub Brings the Revolting Waagh to it's heels
Nobgrub has Clever warlords who knows that the main source of food is the original Waagh.
Its Replenished coffers can pay the Waagh
Its able administration can manage the money well, stretching it.

The Waagh of Nobgrub resolves its internal strife.
Clever Warlords can put down the dissenters.
Replenished Coffers gives hope to the people
Able Administration can keep the people well fed, lowering dissenting thoughts.
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Re: Erfworld Matrix Game II - Turn 4

Postby Exate » Sun Aug 12, 2012 5:32 pm

The Colonel wrote:The Waagh Of Nobgrub Brings the Revolting Waagh to it's heels
No, actually...
The DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub is resolved when the REVOLTING WAAAGH of Nobgrub defects to Flimsywhimble, bringing Nobgrub's REPLENISHED COFFERS along to prove its loyalty!
-Flimsywhimble's CHARISMATIC PARTISAN is eager to persuade others of the righteousness of their cause and well suited for doing so!
-The CLEVER WARLORDS of Nobgrub are quick to see that their nation's INTERNAL STRIFE and REVOLTING WAAAGH are evidence that perhaps another nation would be better suited to bring them victory!
-The POWERFUL ARTIFACTS, MIGHTY BEASTS, and EXCEPTIONAL AIRFORCE of Flimsywhimble, as well as its lack of internal problems, make quite a case for its VICTORIOUS DESTINY!

ETheBoyce wrote:Stoneheart Expands to the Northern Mountain
Yes, but...
The expansion of Stoneheart induces attitudes of DECADENT SLOTH amongst its leaders!
-With its VAST GOLEM ARMY few actual units are required to do any work in order to invade other nations, making war hardly seem important!
-The UNERRING RANGED UNITS and ADEPT CASTERS of Stoneheart, augmented by their UNPARALLELED MAGICAL ARMORY, are competent enough that few enemies they encounter in their expansion pose any real challenge, making even their LAX SECURITY seem unnecessary as they breeze through their foes!
-In fact, the ABUNDANT MINES and MASSIVE FORTUNE of Stoneheart make the victory parties far more interesting than the conquest itself, and generally a better way to spend their time!
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Re: Erfworld Matrix Game II - Turn 4

Postby WaterMonkey314 » Sun Aug 12, 2012 10:31 pm

Primary:
Exate wrote:
The Colonel wrote:The Waagh Of Nobgrub Brings the Revolting Waagh to it's heels
No, actually...
The DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub is resolved when the REVOLTING WAAAGH of Nobgrub defects to Flimsywhimble, bringing Nobgrub's REPLENISHED COFFERS along to prove its loyalty!
-Flimsywhimble's CHARISMATIC PARTISAN is eager to persuade others of the righteousness of their cause and well suited for doing so!
-The CLEVER WARLORDS of Nobgrub are quick to see that their nation's INTERNAL STRIFE and REVOLTING WAAAGH are evidence that perhaps another nation would be better suited to bring them victory!
-The POWERFUL ARTIFACTS, MIGHTY BEASTS, and EXCEPTIONAL AIRFORCE of Flimsywhimble, as well as its lack of internal problems, make quite a case for its VICTORIOUS DESTINY!


Yes, but the DIPLOMATIC CRISIS continues when the REVOLTING WAAAGH brings Nobgrub's mountain territories with it.
1) The REVOLTING WAAAGH needs to prove its loyalty to Flimsywhimble with something concrete, beyond mere funds.
2) Nobgrub can no longer maintain control of its new acquisitions with the loss of so much of its WAAAGH.
3) Flimsywhimble has a VICTORIOUS DESTINY, so any remaining Nobgrubian loyalists are overwhelmed by the newly turned WAAAGH.

Secondary:
A question - can the rating of an argument go below 1? (If yes, use the secondary argument in the spoiler. Otherwise, use the following).

Spoiler: show
Acotise experiences a sudden outbreak of RAMPANT DISEASE!
-Their UNDERWATER CAPITAL and CITY OF AURIA UNDER THE BAY have had little exposure to above-ground illnesses on prior occasions, setting the stage for a major plague with the conquest of THE TWO ISLANDS!
-While the nation has UNDERSEA RICHES and MASTER-CLASS CASTERS, it is clearly not using those to the benefit of its UNHAPPY POPULACE given their state- including for medical purposes!
-Indeed, the UNDETECTABLE NAVY, AMPHIBIOUS INFANTRY, and OUTSTANDING MARINE FORCE that Acotise possesses together imply a narrow-minded focus on military pursuits at the expense of socially supportive endeavors!

Yes, and the UNHAPPY POPULACE is killed off by the disease, making them no longer UNHAPPY (since they're dead!)
-The populace has lived in isolation for a long time and are susceptible to disease.
-Money and casters can't do much for disease. (Except for Healomancers, but then again Erfworlders don't normally get sick either, so there.)
-The military enforces quarantines with military precision and discipline.

Acotise develops INDOOR PLUMBING!
-The CULTURAL RENAISSANCE has opened the nation's minds to new ideas, such as the idea of toilets!
-Acotise has MASTER-CLASS CASTERS and UNDERSEA RICHES to implement the new project!
-Waste disposal is easy, since Acotise and Auria are UNDERWATER - sewage is merely pumped outside of the city hexes, into the sea!
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Sun Aug 12, 2012 11:49 pm

Post Time: 3119 -
LTDave Argument: The Empire of the Rising Hedgepig has an ALL-PERVASIVE INTELLIGENCE NETWORK Rating: Strong Goal: 4 Roll: 3 Outcome: SUCCESS

ETheBoyce Argument: Yes Rising Hedgepig creates an Intelligence Network but it is only learns of Court Gossip (secondary) Rating: Weak Goal: 2 Roll: 6 Outcome: FAIL

LTDave Argument: Acotise experiences a sudden outbreak of RAMPANT DISEASE! Rating: Weak Goal: 2 Roll: 1 Outcome: SUCCESS

ETheBoyce Argument: Stoneheart Expands to the Northern Mountain Rating: Very Strong Goal: 5 Roll: 6 Outcome: FAIL

Exate Argument: YES, but The expansion of Stoneheart induces attitudes of DECADENT SLOTH amongst its leaders! Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS

The Colonel Argument: The Waagh Of Nobgrub Brings the Revolting Waagh to it's heels. Rating: Very Strong Goal: 5 Roll: 1 Outcome: SUCCESS

Exate Argument: No, actually… The DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub is resolved when the REVOLTING WAAAGH of Nobgrub defects to Flimsywhimble, bringing Nobgrub's REPLENISHED COFFERS along to prove its loyalty! Rating: Normal Goal: 3 Roll: 1 Outcome: SUCCESS

Watermonkey314 Argument: Yes, but the DIPLOMATIC CRISIS continues when the REVOLTING WAAAGH brings Nobgrub's mountain territories with it. Rating: Strong Goal: 4 Roll: 3 Outcome: SUCCESS

The Colonel Argument: The Waagh of Nobgrub resolves its internal strife. Rating: DOH! - only one argument can related directly to Nobgrub Goal: 0 Roll: 3 Outcome: FAIL

Watermonkey314 Acotise develops INDOOR PLUMBING! Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Sun Aug 12, 2012 11:58 pm

Competing Arguments:

Post Time: 4913 -
The Colonel Argument: The Waagh Of Nobgrub Brings the Revolting Waagh to it's heels. Rating: Very Strong Goal: 5 Roll: 6 Outcome: FAIL

Exate Argument: No, actually… The DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub is resolved when the REVOLTING WAAAGH of Nobgrub defects to Flimsywhimble, bringing Nobgrub's REPLENISHED COFFERS along to prove its loyalty! Rating: Normal Goal: 3 Roll: 2 Outcome: SUCCESS

Watermonkey314 Argument: Yes, but the DIPLOMATIC CRISIS continues when the REVOLTING WAAAGH brings Nobgrub's mountain territories with it. Rating: Strong Goal: 4 Roll: 2 Outcome: SUCCESS


Ok, so Nobgrub's attempt to bring the Waagh to it's [sic] heels has not worked.
The issue now is whether the Diplomatic Crisis is resolved or not?

Exate Argument: No, actually… The DIPLOMATIC CRISIS between Flimsywhimble and Nobgrub is resolved when the REVOLTING WAAAGH of Nobgrub defects to Flimsywhimble, bringing Nobgrub's REPLENISHED COFFERS along to prove its loyalty! Rating: Normal Goal: 3 Roll: 5 Outcome: FAIL

Watermonkey314 Argument: Yes, but the DIPLOMATIC CRISIS continues when the REVOLTING WAAAGH brings Nobgrub's mountain territories with it. Rating: Strong Goal: 4 Roll: 2 Outcome: SUCCESS

And, it isn't resolved. The Mountains go with the defecting part of the Waagh.
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Mon Aug 13, 2012 12:01 am

Empire Information
Spoiler: show
The Empire of the Rising Hedgepig has:

An Impressive Ruler
A Sizeable Empire
Excellent Infantry
Capable Navy
Fantastic Spies
Grand Army
Hefty War-Chest
Financial Difficulties
Occupied Forests
An All-Pervasive Intelligence Network

Ye Olde Righteous and Formidable Kingdom of Stoneheart has:

Abundant Mines
Adept Casters
Superb Defenses
Unerring Ranged Units
Honorable Reputation
Massive Fortune
Plentiful Casters
Impenetrable Walls
Vast Golem Army
Unparalleled Magical Armoury
Lax Security
Decadent Sloth

The Principality of Acotise is blessed with:

An Undetectable Navy
An UNDERWATER CAPITAL
MASTER-CLASS CASTERS
AMPHIBIOUS INFANTRY
UNDERSEA RICHES
OUTSTANDING MARINE FORCE
THE CITY OF AURIA UNDER THE BAY
UNHAPPY POPULACE
The Two Islands
A CULTURAL RENAISSANCE
RAMPANT DISEASE!

The Kingdom of Flimsywhimble has:

GREAT LUCK
VICTORIOUS DESTINY
PLUCKY WARLORDS
SAGE ADVISERS
MIGHTY BEASTS
CONQUERED FORESTS TO THE NORTH-EAST
POWERFUL ARTIFACTS
A CHARISMATIC PARTISAN
EXCEPTIONAL AIRFORCE
DIPLOMATIC CRISIS!
A REVOLTING WAAAGH!
THE NORTHERN MOUNTAINS
STOLEN COFFERS

Waagh of Nobgrub has:

STRONG MILITARY
HARDWORKING WORKFORCE
ABLE ADMINISTRATION
CLEVER WARLORDS
AN EPIC WAAGH
INTERNAL STRIFE
DIPLOMATIC CRISIS!


Map:
Spoiler: show
Image



48 hours to post orders (or sooner is better).
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Mon Aug 13, 2012 12:19 am

The Empire of the Rising Hedgepig invades the Two Islands and DEFEATS the Acotisian Marine Force.
* The Empire has a Grand Army and Capable Navy, both of which are superior to the Oustanding Marine Force and Undetectable Navy of Acotise
* The Empire has an All Pervasive Intelligence Network, so is able to know exactly the disposition of opposition forces and strength
* The Empire has a Hefty War Chest, so is easily able to afford the invasion as well as the necessary supplies
(The following don't count, but are here for fun:
* Acotise is undergoing a Cultural Renaissance, which distracts them from more mundane activities, like warfare
* The Population of Acotise are unhappy, so a good portion of the Marine Force refuses to fight and defects to the Glorious Hedgepigs
* The forces of Acotise are suffering from Rampant disease, and so further disheartened for combat
* The Amphibious Infantry of Acotise yearn to return to their homeland under the sea (where things are better, down where it's wetter)


The Kingdom of Flimsywhimble is RIVEN WITH DISSENT!
* The defection of a force of Nobgrubians causes trouble as they often refuse to follow orders
* The Charismatic Partisan has upset the Kingdom by being more popular and powerful than the SAGE ADVISERS
* The influx of cash from the stolen coffers raises concern in the Kingdom - how should this windfall best be spent?
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Re: Erfworld Matrix Game II - Turn 4

Postby The Colonel » Mon Aug 13, 2012 3:17 am

NOBGRUB attacks Flimsywhimble and takes back its territory and Flimsywhimble's forests
-Nobgrub's Epic Waagh can still fight well.
-Nobgrub's Hardworking Workforce are angry at Flimsywhimble for taking the Mountains so they will work even harder for revenge.
- The loss of the Coffers makes a lot of Nobgrub's Strong Military and Clever Warlords angry at Flimsywhimble

The Revolting Waagh drains Flimsywhimble's coffers
- Waaghs need loads of money to continue being effective.
- The Revolting Waagh just revolted from a country with the promise of STUFF. They want stuff now.
- The people of Flimsywhimble don't like the Waagh, enough complaints force it's administration to pay up to station more guards to make the people of Flimsywhimble feel safe.
Last edited by The Colonel on Mon Aug 13, 2012 5:41 am, edited 1 time in total.
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Re: Erfworld Matrix Game II - Turn 4

Postby LTDave » Mon Aug 13, 2012 5:25 am

Colonel Sahib, you've done it again - both your arguments relate to your power. Only one of them may do so.
Your secondary could be directed solely against Flimsywhibble (or any of the powers).
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Re: Erfworld Matrix Game II

Postby WaterMonkey314 » Wed Aug 15, 2012 12:18 am

Primary:
Acotise develops INDOOR PLUMBING!
-The CULTURAL RENAISSANCE has opened the nation's minds to new ideas, such as the idea of toilets!
-Acotise has MASTER-CLASS CASTERS and UNDERSEA RICHES to implement the new project!
-Waste disposal is easy, since Acotise and Auria are UNDERWATER - sewage is merely pumped outside of the city hexes, into the sea!

Secondary:
LTDave wrote:The Kingdom of Flimsywhimble is RIVEN WITH DISSENT!
* The defection of a force of Nobgrubians causes trouble as they often refuse to follow orders
* The Charismatic Partisan has upset the Kingdom by being more popular and powerful than the SAGE ADVISERS
* The influx of cash from the stolen coffers raises concern in the Kingdom - how should this windfall best be spent?

Yes, and Flimsywhimble experiences IMPERIAL OVERREACH:
-The Kingdom has recently expanded by great amounts both north-east and to the west.
-Meanwhile, its own forces have not increased any, and foriegn troops have been added - so Flimsywhimble troops are literally stretched thin.
-The sudden influx of wealth and foreigners, plus the Charismatic Partisan, disrupts long-held power dynamics, triggering internal feuding characteristic of overreach.
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Re: Erfworld Matrix Game II - Turn 4

Postby Exate » Wed Aug 15, 2012 12:19 am

Primary:
The Colonel wrote:NOBGRUB attacks Flimsywhimble and takes back its territory and Flimsywhimble's forests

Yes, and the conflict destroys both the EPIC WAAGH and the REVOLTING WAAAGH, killing most of Nobgrub's CLEVER WARLORDS and leaving their remaining military STRETCHED THIN!
-The EPIC WAAGH and REVOLTING WAAAGH are well matched, since both are from Nobgrub and contain their CLEVER WARLORDS, with Flimsywhimble's MIGHTY BEASTS and EXCEPTIONAL AIRFORCE more than able to make up for the REVOLTING WAAAGH's lack of economic backing!
-Flimsywhimble's SAGE ADVISERS are more than willing to lose Flimsywhimble's CONQUERED FORESTS and NORTHERN MOUNTAINS if it means they can bleed Nobgrub's forces white, and consider the turncoat REVOLTING WAAAGH expendable, so their defensive plan reflects this!
-Flimsywhimble's PLUCKY WARLORDS are easily capable of leading their EXCEPTIONAL AIRFORCE, equipped with MIGHTY BEASTS and POWERFUL ARTIFACTS, to destroy the EPIC WAAGH's CLEVER WARLORDS and thus turn the battle in Flimsywhimble's favor- and their GREAT LUCK and VICTORIOUS DESTINY ensure success!

Secondary:
The Empire of the Rising Hedgepig has a TREASONOUS SPYMISTRESS!
-Their FANTASTIC SPIES and ALL-PERVASIVE INTELLIGENCE NETWORK demand a capable coordinator, whose power and skill could easily go to her head!
-The Empire's FINANCIAL DIFFICULTIES bring the IMPRESSIVE RULER's competence into question- all that flash and impressiveness doesn't necessarily lead to wisdom!
-The ALL-PERVASIVE INTELLIGENCE NETWORK of the Empire brings word of foreign ways of doing things which might seem better or more effective if implemented by someone with well-informed vision!
Exate
Tool + YOTD + Erfabet + Pins Supporter!
Tool + YOTD + Erfabet + Pins Supporter!
 
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Joined: Wed Dec 15, 2010 2:43 am

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