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[CR@W] the Bannermen [Complete] - House of Fire (TOFU) Wins!

Finished challenges between two competitive clans.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 1 Clan Submit]

Postby IcePack on Tue Jan 31, 2017 9:48 am

Donelladan wrote:Will we be aware of our turn based on initiative before we send you instruction ?


I'm not sure what you mean here? Sorry
Initiative for turn 1 is on the master link doc.
Today is my update day, so I'll update all clan moves / actions, everyone's maps, gold, fame etc
At the same time I'll update the turn 2 initiatives on the doc.
Should be accessible by everyone by end of today.
------------
For turn 2, keep in mind you might want to review your info tab and set defaults for your traveling Lords - stuff like will you ambush given the opportunity to do so etc.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 1 IcePack Update

Postby Donelladan on Tue Jan 31, 2017 1:38 pm

My question was, before we tell you our moves, do we know if we are playing in 1st, 2nd,3rd..etc or 13rd position.
Seems yes according to your answer ! ( i agree my 1st post wasn't clear at all).
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Re: CLAN REALMS at WAR: the Bannermen [Turn 1 IcePack Update

Postby IcePack on Tue Jan 31, 2017 1:45 pm

Donelladan wrote:My question was, before we tell you our moves, do we know if we are playing in 1st, 2nd,3rd..etc or 13rd position.
Seems yes according to your answer ! ( i agree my 1st post wasn't clear at all).


Oh ok - the answer is yes :)

A) Clans Submit Turn 1 (Day 1)
B) IcePack Updates those actions / maps / everything (day 2)
C) IcePack sends Turn 1 PM including any issues, findings, engagements, ambushes, etc
D) IcePack updates Turn 2 info (also day 2)
E) Clans Submit Turn 2 (day 3)
Repeat
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Re: CLAN REALMS at WAR: the Bannermen [Turn 1 IcePack Update

Postby IcePack on Tue Jan 31, 2017 2:00 pm

Also a special note, I plan to take screen shots of the board every round and do a time lapse / gif type thing every turn so @ the end we can all watch how it went down :ugeek:
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Tue Jan 31, 2017 8:35 pm

Everything is now updated. Maps, initiative, etc are all available for your review.

Starting Turn 2 Clan Submit Info for Wednesday Feb 1st Now Due @ 2400 CCT

A few important notes for Turn 2:
- Please, Please, Please include "Turn 1, Turn 2, Turn 3 etc" in your PM title. With so many PM's and people submitting early / late, it REALLY makes a big difference for me to know what Turn you are submitting for! (Thank you) If you get nothing else right in the title, please include this.

- I added Barbarian & Nomads to the Initiative List
- Make sure you start considering to change your ambush default (will you ambush someone or not? you should inform me for each Lord and I'll update their default status)
- Another note (sorry there are so many, but I make them when people ask questions so everyone is on the same page) - while you can speed up sieges on castles by bringing in multiple Lords, travelling Lords in "packs" doesn't allow you to do Lord A vs Other Clan Lord A, and Lord B also vs Other Clan Lord A simeltaniously. You can only go 1vs1, unless you want to "pounce" on him and wait for the other Lords game to complete.

Hope everyone is mostly on the same page, I know early on everyones getting a feel for the super new / very different event but hopefully its enjoyable as we all learn together and make this something new & fun for everyone.
Thanks!
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby TX AG 90 on Tue Jan 31, 2017 10:42 pm

IcePack,

Is having a worse initiative actually beneficial in an ambush situation?

If 2 lords are diagonal from each other and decide to move onto each others squares, doesn't L1 move first, giving L2 the ambush situation?

Thanks,

TX
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Tue Jan 31, 2017 10:59 pm

TX AG 90 wrote:IcePack,

Is having a worse initiative actually beneficial in an ambush situation?

If 2 lords are diagonal from each other and decide to move onto each others squares, doesn't L1 move first, giving L2 the ambush situation?

Thanks,

TX


It depends. It can be both. If there's a space between them, no you want higher initiative. L1 would move into the empty space between and then L2 moves onto him.
However if they are adjacent diagonally then yes, L1 could move himself into a bad location and L2 would get an ambush.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby Fyrdraca on Wed Feb 01, 2017 12:49 am

question on the watchtowers... I think it might be in there and I might have just missed it.

if we build a watchtower, we can see all map features surrounding it (8 squares) as well as all lords surrounding it (8 squares)? Does this sight continue even if the Lord who builds the tower moves out of it, at least until another Lord comes to engage the tower and finds it empty, thereby taking it over? However, the clan only receives fame for each turn the watchtower is occupied by a lord?

let me know if my question doesn't make sense and I'll try to clarify. Thanks!
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Wed Feb 01, 2017 1:08 am

You continue to see visibility even after you leave the tower.
You keep it until it's taken over by another house.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby JPlo64 on Wed Feb 01, 2017 2:31 am

Is the Map one sees the entire map? Just everyone only sees their area?
Or is it something like Civilization, where you can't really tell the size of the world by your initial view?
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Re: CLAN REALMS at WAR: the Bannermen [Turn 1 IcePack Update

Postby Yynatago on Wed Feb 01, 2017 4:24 am

IcePack wrote:Also a special note, I plan to take screen shots of the board every round and do a time lapse / gif type thing every turn so @ the end we can all watch how it went down :ugeek:


Ooohhh
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby benga on Wed Feb 01, 2017 6:11 am

JPlo64 wrote:Is the Map one sees the entire map? Just everyone only sees their area?
Or is it something like Civilization, where you can't really tell the size of the world by your initial view?


you can see it as FOW is on
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Wed Feb 01, 2017 9:09 am

benga wrote:
JPlo64 wrote:Is the Map one sees the entire map? Just everyone only sees their area?
Or is it something like Civilization, where you can't really tell the size of the world by your initial view?


you can see it as FOW is on


Yeah, I left the "frame" visible so people would understand the rough size of the map. This is the sea border not under fog view.
Everyone has his / her own view of the map.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Wed Feb 01, 2017 12:47 pm

Hmm about 12 hours from the deadline to submit.
Make sure you get yours in!
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Wed Feb 01, 2017 8:45 pm

NOTE: You WILL see structures diagonally. You wont ever "accidentally" step onto a castle, for example. Its a big ass castle/city/watchtower, you'll see it.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby Fyrdraca on Wed Feb 01, 2017 10:16 pm

One thing I was also curious about, might've missed in the rules/FAQ:

Once you uncover a specific region of the map (say move from C4 to B5 thus opening up A4,A5,A6), does it stay uncovered for the rest of the game? Obviously the type of terrain can't change, but I'm unsure what happens if on the next turn you move from B5 to C6. Do A4,A5,A6 then go back into the fog? Or does the terrain stay visible, except you are not privy to any structural changes that might occur (i.e., Clan X builds a city on A4)? Or since you've uncovered the territs, you now see any structural changes that might develop?

Thanks, and apologies if this is already answered somewhere.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Wed Feb 01, 2017 10:23 pm

Fyrdraca wrote:One thing I was also curious about, might've missed in the rules/FAQ:

Once you uncover a specific region of the map (say move from C4 to B5 thus opening up A4,A5,A6), does it stay uncovered for the rest of the game? Obviously the type of terrain can't change, but I'm unsure what happens if on the next turn you move from B5 to C6. Do A4,A5,A6 then go back into the fog? Or does the terrain stay visible, except you are not privy to any structural changes that might occur (i.e., Clan X builds a city on A4)? Or since you've uncovered the territs, you now see any structural changes that might develop?

Thanks, and apologies if this is already answered somewhere.


Anything uncovered stays out of the fog. However, if a opposing Lord passes through you wont know it unless you have some Lord / structure within sight distance. Your structures (castle, cities, watchtowers) all provide a "view" of adjacent territory even if you dont have a lord on it (as long as its still considered "yours" it doesn't have to be "controlled" with the lord to still see next to it) However, if you lose the castle, you will lose the site etc

You wont see structures being built except in the same fashion, if an opposing lord builds a city next to your castle, city, watchtower you will see it. But if a specific area or square is removed from fog, but you have nothing there to see it , you wont see the City update until you pass by again.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Wed Feb 01, 2017 10:44 pm

Thankfully we got a bunch of submissions and are looking better. Waiting on 3 more Houses
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 IcePack Update

Postby IcePack on Thu Feb 02, 2017 4:18 am

Updating
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 IcePack Update

Postby IcePack on Thu Feb 02, 2017 12:46 pm

Note: On a few PM's I might have listed the wrong castle. But the other info is still correct to you.
My bad. Need more coffee.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]

Postby IcePack on Thu Feb 02, 2017 1:23 pm

Everything is now updated. Maps, initiative, etc are all available for your review.

Starting Turn 3 Clan Submit Info for Fri Feb 3rd Now Due @ 2400 CCT

A few important notes for Turn 3:
- Please, Please, Please include "Turn 1, Turn 2, Turn 3 etc" in your PM title. With so many PM's and people submitting early / late, it REALLY makes a big difference for me to know what Turn you are submitting for! (Thank you) If you get nothing else right in the title, please include this.

- I guess I'll start PMing @ the start of turns...I got much faster replies from everyone when I did so.

- Make sure you start considering to change your ambush default (will you ambush someone or not? you should inform me for each Lord and I'll update their default status)

Thanks!
IcePack

PS - I'm trying to do my updates as early as possible to maximize the "24 hour" window for clans to submit their turns as much as possible.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Postby nvanputten on Thu Feb 02, 2017 2:14 pm

I checked the original post and FAQs and didn't see these issues addressed, so just wanted to confirm. You say that Castles can't be reinforced by Lords while under siege. I assume that includes by bringing new Lords into the game? So if your Castle is under siege, and assuming you have no other castles or cities, when you purchase a new Lord, do they spawn at one of the two generic spawn locations, next to your home castle, or elsewhere?

A separate final question: do cities follow the same siege rules restricting movement? In order words, you can't move into or through a city that is under siege?
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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Postby IcePack on Thu Feb 02, 2017 2:26 pm

nvanputten wrote:I checked the original post and FAQs and didn't see these issues addressed, so just wanted to confirm. You say that Castles can't be reinforced by Lords while under siege. I assume that includes by bringing new Lords into the game? So if your Castle is under siege, and assuming you have no other castles or cities, when you purchase a new Lord, do they spawn at one of the two generic spawn locations, next to your home castle, or elsewhere?

A separate final question: do cities follow the same siege rules restricting movement? In order words, you can't move into or through a city that is under siege?


Great questions, yes I don't think this has come up yet. You are correct though, you can't spawn onto a castle with a new lord if under siege. Otherwise, every 5 turns (10 days) under siege they could have a new lord. So with a month long game, they could have 3 new lords in the castle by then.
You would spawn onto an adjacent territory next to the castle. If all of those are filled with opposing lords, it would be the closest spot available to the castle without being on the same square as another.

That is correct, cities under siege have the same movement restrictions. With armies going street to street, door to door checking for the enemy, its hard to get through the city and therefore you'll just have to go around it.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Postby Fyrdraca on Thu Feb 02, 2017 2:33 pm

I might have missed this in the turn order part of the rules, but what is the order of operations in regards to collecting GP and making purchases. For example, if we collect two GP at the start of turn 3 can we use part of that GP collected? Or do purchases have to be made with GP already in possession before the start of turn? Again, thanks for your efforts!
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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Postby IcePack on Thu Feb 02, 2017 2:36 pm

Fyrdraca wrote:I might have missed this in the turn order part of the rules, but what is the order of operations in regards to collecting GP and making purchases. For example, if we collect two GP at the start of turn 3 can we use part of that GP collected? Or do purchases have to be made with GP already in possession before the start of turn? Again, thanks for your efforts!


You collect @ the end of the turn. So turn 1 you start with 0 GP, start of turn 2 you have 2 GP available.
Right now, all clans have 4 GP available if not spent.
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