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Global Domination II

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#1 Aluce

Aluce

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Posted 25 March 2017 - 11:25 PM

Good evening, fellow thieves.

 

It was a dark night, that night. The King of Thieves adjusted his position on his throne. It was made of solid gold, and other precious metals, with plenty of cushion made of the finest materials. It was stolen. Taken. Only three days prior, the great Lord Rastin was merely... a lord. But with great power, he argued, should come great responsibility. And for that reason, he overthrew the previous King. Bending the world to his will, he transformed the former King's most loyal servant into a ghost, casting him into a different, dark world, leaving nobody able to intervene.

He had stolen many goods. Raided many homes, and taken their valuables. Among them, his most precious set of items, were three crystal clear diamonds, worth probably most of his other jewelry combined.

But, he knew, others would come, and attempt to claim the throne. Others, from other lands. And for that reason, he decided, it was necessary to conquer the other lands. Become King of more than one land. He had to become King of every land.

 

In his endless greed and recklessness, Lord Rastin's empire soon fell to the hands of many other thieves, and his life took a miserable turn. Betrayed and overturned by his people, he bit the dust, and his kingdom had to make way to other, new ones. Mighty, prosperous ones, ready to do what ever it takes to claim as much power as possible, to rule what they believe must be theirs. These rulers are the governors of Global Domination.

 

This is the second incarnation of Global Domination. Many of its mechanics will be the same as the previous game, which can be found here. In particular, the spawning, movement and battling mechanics for units will be identical. And, much like the previous game, technology will be limited at first.

 

Start of the Game

The beginning of the game includes a mechanic called classes. Please read carefully.

-- Before the start of the first Turn, nobody occupies any land. There are only empty lands, indicated in white on the map.

-- Players may join the game by posting here and mentioning their preferred starting location. This is one unoccupied territory of choice, so long as it does not border directly against another player's starting location.

-- When starting, each player automatically obtains a Headquarter which will be placed at their starting location. In addition, each player begins with 6 ordinary troops to begin.

-- Until the game starts, players are allowed to change their mind about their starting position. However, when the first turn starts in which they are present, the position and the HQ are fixed.

-- This version of the game is intended for precisely 10 players. The game will not start before there are ten players, and no more players can join afterwards, unless (perhaps) a player becomes fully eliminated.

-- After all ten players are known, the previous game's winner, Sotherogue, will determine in which order the players may pick their class. There are five total classes. Each class may be chosen at most two times! Therefore, the last player to take a class will be left without choice.

-- Players will have enough time to change their starting location based on the class they chose, before the first Turn starts.

-- Each class has a certain perk. These perks are as follows:

 

1. DIPLOMAT

You may propose ALLIANCE or PEACE, or declare WAR to any other player. (By default, players are at PEACE.) An ALLIANCE requires the agreement of the other player in the same turn before it is accepted. When declaring WAR on or proposing PEACE to another player, its effects will only start in the next turn.
Militaristic relationship with the other players is as follows:
 - Two ALLIED players will have an attack:defense troop loss ratio of 4:2 instead of the conventional 3:2.
 - When at WAR, both players will see a troop loss ratio of 2:2 (an eye for an eye).
The person holding this power is able to retract an ALLIANCE or WAR at any time, if it has been in effect for at least one complete turn. Other players cannot do this.

 

2. PACIFIST
If you have not attacked any other player, have not expanded into any empty territory, and none of your territories have been overtaken by another player, then you will gain two additional troop in each HQ you control at the end of the turn. However, if you have attacked any other player, then you will lose one troop in each HQ you control at the end of your turn. (If neither situation occurs, nothing happens.)

 

3. OPPRESSOR

If you have overtaken another player's territory this turn, then you will gain two additional troops in each HQ you control at the end of the turn. However, if you have not overtaken another player's territory, and you have not expanded into any empty territory, then you will lose one troop in each HQ you control at the end of your turn. (If neither situation occurs, nothing happens.)

 

4. NEGOTIATOR

For each 4 IP you gained at the end of your turn, you are awarded an extra IP. These bonus IP do not stack onto each other (so if you gained 16 IP normally, you would get 4 bonus IP and not 5).

 

5. MERCHANT

You may make any trade of movable in-game items and units from any of your territories to any neighbouring territory belonging to another player, and that player to you, if that other player agrees to the same trade.
 - You may do this indefinitely often per turn, with any amount of players and territories, as long as supply is sufficient and the trading target territories are adjacent to the origin territories you trade from.
 - If the other player(s) propose a different trade than you, then neither trade will occur.
 - I will not disclose any party what trade they sent to me in their moves.
 - After the trade is complete, any units sent into another player's territory will become theirs, and any units they send into yours will become yours.
 - STASH items, diamonds, and other player-wide consumables and items (see below) can be used in a trade as well (they are considered present globally "in each territory").
 
-- In addition to the factions, each player will start with a certain amount of treasure: 3 diamonds. However, Sotherogue, as the winner of the previous game, will have one extra diamond. At the start of the game, these diamonds can be traded to me (the host) for secret STASH. If you do not spend these initial diamonds, any remaining ones will be lost, so please use them all. However, more diamonds might be obtainable throughout the game (with missions)... maybe. If so, earned/acquired/traded diamonds will stay indefinitely until spent.
-- The contents of player's stashes will not be made public.
-- The secret bonuses for your STASH are:
 
A. DYNAMITE: Costs 1 diamond each. A dynamite can be used on command to bombard any adjacent enemy territory to deal an instant damage equivalent of 4 troops. If the target territory contains a fortress, then the fortress is destroyed at once and 2 troops are killed immediately. This action counts as an attack.
B. CROP SUPPLY: Costs 1 diamond each. Employed at the end of your turn (after battle phase), every territory you own will gain one additional troop.
C. TRUCE TREATY: Costs 1 diamond each. When used, any attacks to and from your territories will not occur that turn.
D. SPY: Costs 1 diamond each. When used, you may send a spy into any player's headquarters. That spy will report back to you exactly which items are in that player's STASH. That other player will not be informed about this.

 

Movement

Movement is identical to the previous game. If you participated in it, there is no need to read through this section. New players, please read carefully.

-- Players can send me orders each turn. All orders from all players will be executed simultaneously!

-- Send me all your orders (except the wish to join the game) strictly in private! They are a secret, until they are executed. When the turn is processed, I will post all orders and the development of the board. Of course, please do speculate and discuss in this thread, form alliances, and more. You may even post your orders here, but I won't accept them; I only accept orders sent to me privately (in PM here or on Telegram (@Alucen)).

-- A turn will last at most 3 days. That is, if there is a player whom I haven't received orders from yet, I will wait until 3 days since the last turn. After that, the game will continue. However, if every participant has already given orders, I may start the next turn early to speed up the game a bit.

-- An order will consist of a series of movements from players. A turn consists of the following:

Part 1. Each player will obtain new armies. The total amount of new armies is equal to the amount of territories owned, divided by 3, rounded down, and with a bonus of 1, but with a minimum of 3 armies per turn (much like in ordinary Risk). For example, if you have 7 lands, you will get 3 troops, but if you have 9 lands, you will get 4, and if you have 16 lands you will get 6. These armies will spawn in Headquarters that the player controls. If a player controls more than one Headquarter, he may distribute them at will over them. If no distribution is specified, I will assume all armies spawn at the player's longest controlled HQ (usually the starting position). If the player controls no HQ, then the troops can spawn in a territory that the player controls the longest. If a player controls no territories, he will gain no new troops.

Part 2. Each player may move their units. There are three types of movements:

A: (Expansion) you may move units from a territory you control to a neighbouring territory you don't control. Hereby you make it your territory. If another player controls it, or tries to move into it at the same time as you, a battle starts! This process is described below.

B: (Distribution) You may move units from Headquarters to any connected territories you control freely.

C: (Relocation) You may move any amount of units from one (non-Headquarter) territory to one other territory that you already controlled at the start of the turn, of course as long as origin and target territories are connected in some way by territories that you control.

 

During the whole movement process, each territory you control must have at least one army in it at all times.

You may issue these commands in any order, but the reposition may only occur once per turn. If you forget to give any orders during a turn, then no armies will be moved, and you will obtain your new armies at the Headquarter you have under control the longest (so usually your starting position).

 

NOTE: You may move as many units to as many locations as you wish within one turn! There is no limit to the amount of orders you send me. As long as there is only one relocation order at most.

NOTE: When sending me your orders, it is sufficient to simply specify army count, origin territory and target territory. No need to specify movement type. If the movement is not allowed for some reason, I will tell you why.

NOTE: All movements which do not cause battles are performed before any battle takes place. (This rule may influence battle outcomes!)

NOTE: If there is a chain of invasions (e.g. one player moves from A to B, another from B to C, and another from C to D) then the chain is processed in reverse order from D to A. So, the attack from C to D comes first. This order is consistent with the case where the move from C to D was not an invasion but just an expansion.

NOTE: In case of a closed loop (one player moves from A to B, another from B to C, and another from C to A) then whoever sent me their movements first wins the tie-breaker and his moves are executed first. From there on, the loop is processed in reverse order like in the above rule. (Note that coming in first with the moves does not necessarily mean it is beneficial, or not, so it is really just a way to make sure the game is deterministic.)

NOTE: If two territories attack each other, it will be considered a skirmish and both players will lose an equal amount of troops. If one party has remaining troops that he wished to attack with, then his invasion will continue on after the skirmish finishes.

NOTE: Moves that don't cause a battle are always performed before battles. So, if a player moves 9 out of 10 units from A to an empty territory B, and another player comes setting in with 6 armies from C to attack A, then there will only be 1 defender left, and territory A will be overtaken.

NOTE: You may continue expanding from a territory you expanded to this turn (so, you may expand two territories "deep" within one turn). However, if the first expansion does not succeed (due to a skirmish leading to failure) then the order for further expansion will be ignored.

 

Battles

The battles are identical to the previous game. If you participated in it, there is no need to read through this section. New players, please read carefully. (The only change is the ability to rejoin after complete elimination.)

As specified above, a battle may occur if two or more players try to occupy the same territory in one turn. There are two possible scenarios:

A: (Skirmish) At least two players attempt to move into the same unoccupied territory: Whoever is moving the most armies wins the battle, and occupies the territory. The losing player(s) lose all the armies that they attempted to move into the territory. The winning player loses an amount of armies equal to the maximum of what the other player(s) lost (so it's a 1:1 ratio). If there is a tie for the winner, then all tied players lose all their armies and the territory remains unoccupied!

B: (Invasion) One player attempts to invade a territory occupied by another player: Since the territory is already occupied, the player who controls it is automatically able to defend their position. As long as the attacker has at least 3 troops and the defender has 2 troops, then the attacker loses 3 for each 2 troops defeated (so a 3:2 ratio). If either the amount of attacking or defending troops is lower, then both armies lose equal amount of troops until at least one of them is completely eliminated. In case of a tie, both armies are completely defeated and the territory becomes neutral. Examples of attacks:

att.  def.  results
1     1     both lose their troop
2     1     attacker has 1 troop remaining and occupies the new territory
3     1     attacker has 2 troops remaining
2     2     both lose all troops
3     2     both lose all troops
4     2     3:2 subtracted first; attacker wins with 1 troop remaining
5     2     3:2 subtracted first; attacker wins with 2 troops remaining
5     3     3:2 subtracted first, leaves 2v1; attacker wins with 1 troop remaining
20    9     3:2 subtracted four times, leaving 8v1; attacker wins with

NOTE: There may be modifiers that change this rule. For example, a diplomat who has declared war on another player will have different ratios of attack.

 

Influence Points

Players obtain influence points at the end of each turn (after all orders are executed) by the following rule:

1. Armies: for each 10 armies that you own on the world map, you will gain one influence point.

2. Headquartersfor each Headquarter that you control, you will gain four influence points.

This means that, at the end of the very first turn, when the players spawn, they will immediately get four points. Then, if they save up armies for two turns without losing any (passing the 10 mark) and without losing their HQ they will start getting five points per turn.

3. Missions: many missions will provide bonus Influence Points after completion.

IP may be used to build certain constructs or force other certain events, and are the main source of scoring, besides map presence.


Edited by Aluce, 30 March 2017 - 09:04 PM.
updated battle rules

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#2 Aluce

Aluce

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Posted 25 March 2017 - 11:28 PM

Constructs & Missions

Constructs are modifiers to territories that have a certain effect. They can typically be purchased using Influence Points or army units.

 

FORTRESS (construct)

At the expense of 4 armies stationed in a single territory (converting them to skilled builders) or 20 influence points, you may build a fortress in any territory you control, unless it already contains a construct (fortress, ruin or bivouac).

- A fortress will help you defend your territory. An enemy invading your territory will first have to break into the fortress before being able to kill your troops, unless they use dynamite.

- Breaking through a fortress will cost an enemy invader armies flat. After that, the battle continues as usual.

- When a fortress has been broken through, it becomes a ruin, regardless of whether the invasion was successful. If, however, the attacker attacked with only one troop, of course the fortress will not be ruined.

- Ruins provide no more defense bonuses, but whoever controls it may rebuild it into a fortress at the expense of 1 more army.

- When a territory containing a fortress is completely overtaken (and the fortress thus made into a ruin), then the new owner of the territory may rebuild it into a fortress of his own!

- Ruins are destroyed completely if an invader uses dynamite to neutralize it!

 
MAJOR CITY (construct)
 - At the expense of 20 IP or the sacrifice of 4 troops (of any combination), you may build a major city in any territory you control at the start of your turn.
 - This is a non-attack move, so just like with fortresses, they are built before any attacks.
 - A territory containing a major city will count as if it were 3 territories.
 - Major cities are not destroyed when overtaken by another player.
 - However, a stick of dynamite will completely destroy a major city.
 

Players & Standings

         Player Class      IP
     Sotherogue Diplomat   35 |||||||||||||||||
     DanFariasM Merchant   29 ||||||||||||||
            USB Diplomat   29 ||||||||||||||
         Segaco Negotiator 14 |||||||
         Psycho Merchant   27 |||||||||||||
          Samad Oppressor  46 |||||||||||||||||||||||
     Brew Thief Pacifist   44 ||||||||||||||||||||||
        Zeleven Negotiator Eliminated
King of Eterity Oppressor  Eliminated
         Oliver Pacifist   Eliminated

The Map (after Turn 10)

map.png


Edited by Aluce, 03 May 2017 - 10:58 PM.
updated turn 10

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#3 Aluce

Aluce

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Posted 25 March 2017 - 11:29 PM

Unit Types

Since Turn 6, three types of units are available to the player. This section provides information specifically about the cavalry and artillery types.

 

-- You can transform a HQ-stationed infantry troop (default) to a cavalry troop at the expense of 2 influence points.

-- You can turn a cavalry or artillery unit back into an infantry troop as well for free.

-- You can transform 3 infantry troops or 3 cavalry troops that are in a HQ to an artillery unit without IP cost.

 

cavalry unit is quick and versatile. It is, therefore, possible to relocate cavalry units as much as you want during a turn, meaning you can spread them out over your empire at will. Furthermore, a cavalry unit will have a bonus modifier against infantry troops when attacking: were the normal ratio n:2, the modifier turns it into n:3 (with the same rounding rules at the end of battles as usual). Its ratio when defending, or when attacking other cavalry, is the same as for infantry troops. The ratio of attack against artillery is n:1. However, cavalry is particularly weak against dynamite. A stick of dynamite will kill twice as many cavalry units as it would infantry troops. Cavalry battling ratios are also subject to diplomatic status.

Example: Suppose players A and B are an in alliance. Yet, player A attacks player B with cavalry troops. Then the ratio of attack will be 4:3.

Example: Suppose player A has a fortress and five cavalry units. Player B throws a stick of dynamite on the territory. Then the fortress is destroyed and four cavalry units are lost (in contrast with 2 units, if they were infantry). If player A had no fortress at all, then eight cavalry units would be lost.

 

An artillery unit, however, is very slow. It can only be moved to one adjacent territory per turn, since it contains a large cannon that is difficult to transport. However, it can do massive damage. An artillery unit can besiege an adjacent territory and kill 3 infantry or cavalry troops or 1 artillery unit each turn. When overtaking the territory using artillery, you may decide whether the unit will move along to the new territory (if allowed), or remain in place. The artillery will not take damage by attacking; it can only be destroyed by being attacked. It will take infantry of cavalry troops of an enemy (or 1 artillery, of course) to destroy an artillery unit. A stick of dynamite can kill only half as many artillery units as it would infantry troops (so, 2 when not protected by a fortress, and 1 when protected by a fortress). One artillery unit is able to target both cavalry and infantry with one cannonball. Artillery is not subject to diplomatic statuses.

Example: Suppose player A moves an artillery unit from another territory to a territory adjacent to player B, then launches an attack. Player B's territory contains 4 infantry troops. Suppose player B does nothing. Then player B will lose 3 of his infantry and the artillery will remain active for use the next turn.

Example: Suppose player A sees player B having two artillery units stationed next to him, and decides to kill them. If player A has six troops to use, he will be able to neutralize the artillery units.

Example: Suppose player A has one artillery unit and player B has only two cavalry units and one infantry unit. Then player A can render the enemy land neutral with one cannonball shot.

Example: Suppose player A has one artillery unit and player B has four cavalry units and two infantry units. Then player A can choose between killing 3 cavalry, or killingn 2 infantry and 1 cavalry. The default choice (see below) will target the cavalry first. 

 

The addition, and in particular, the non-commutativity of the new troops will mean there will be a slightly new order of moves. One land may contain all three different types of troops! The order in which the units will be used in battle, and will target other units by default, will be the following:

(1) DYNAMITE -- (2) ARTILLERY -- (3) CAVALRY --  (4) INFANTRY

Example: you see a (diplomatically neutral) land with 20 infantry troops, and you attack it with one dynamite, 2 artillery units, 3 cavalry units and 2 infantry units from one land at the same time, and the opponent does nothing, the following would happen:

1) The dynamite kills 4 of the troops, leaving 16.

2) The artillery cannons will shoot cannonballs, killing a total of 6 troops, leaving 10. The cannons will remain intact.

3) The cavalry units will have a 3v10 battle at a 3:3 ratio. This means that the 3 cavalry units will kill 3 troops before they die. This leaves 7 enemy troops.

4) The two infantry units will slay two more enemy troops, but leave 5 remaining. Evidently, this attack was a failure.

 

When the enemy territory has multiple types of units as well, the same order will be considered as for which units of the enemy are attacked, unless the invading player specifies a certain order of target types to me (e.g. cavalry-infantry-artillery; you cannot specify which of your units attack which enemy units, that will get a bit too complicated for me to process).

Example: you have one dynamite, 2 artillery units, 4 cavalry units and 2 infantry units to use. You attack a diplomatically neutral land that has 4 artillery units, no cavalry, and 6 infantry units. The following would happen:

1) Your dynamite will destroy 2 of the opponent's artillery units.

2) Your artillery will each destroy one more artillery unit, so they are all destroyed. Your artillery will remain intact.

3) Your cavalry will run into the enemy infantry. This is a 4v6 battle at 3:3 ratio. 4v6 will thus lead to 0v2, The enemy will have two troops remaining after this.

4) Your two infantry units attack the last enemy troops. Hooray! The enemy is defeated! But so are you. The target land is made neural.

 

When in a skirmish, the order of operations will be fixed, no matter if you specified a specific order of targets when moving to the target territory. Additionally, the ratio between the same unit types will remain at 1:1 ratio (regardless of diplomatic status), but the ratio between other-typed units will act as if an invasion is taking place by the higher-priority unit to the lower-priority unit. So, if, in the scenario above, the enemy also attacked you (with all its forces, except one infantry troop), then the skirmish leads to the following:

1) I have specified that dynamites can't skirmish each other. So, even if the opponent had a dynamite used on you also, your dynamite will destroy 2 of the opponent's artillery units.

2) Your artillery will fight against his artillery. You both have two left. This means they will destroy each other.

3) Your 4 cavalry units will fight against his 5 infantry (as he has no cavalry, and one infantry troop was left behind by the enemy). 4v5 leads to 0v1. The enemy has one infantry left.

4) His infantry troop skirmishes with one of yours. You have one left. You can kill the leftover enemy troop. Hooray! The target land is made neutral once more.

 

The difference between these two scenarios, as you can tell, is, in this case, the fact that the skirmish will lead to your two artillery units being destroyed, whereas without a skirmish they would stay intact.

 

NOTE: For cavalry and infantry units, we know the rule that if the amount of troops drops below the ratio of attack, the remaining troops will be reduced 1-for-1 until a winner is declared. For example, three infantry units against one infantry unit will see both armies reduced by one. However, this will not be applied to the artillery. If an artillery unit is attacked by, for example, two infantry units (or two cavalry units, or one cavalry and one infantry), then the artillery will not be destroyed, but the 2 attacking troops will be lost.

This is to prevent 'smart' kamikaze of one troop into a territory containing artillery.

 

In a nutshell, he's a list of the ratios of all possible attacks and skirmishes.

 

RATIO OF LOST TROOPS IN INVASIONS (attacker left, defender right):

artillery 1-1 artillery

artillery 1-3 cavalry

artillery 1-3 infantry

cavalry 3-1 artillery*

cavalry 3-2 cavalry*

cavalry 3-3 infantry*

infantry 3-1 artillery*

infantry 3-2 cavalry*

infantry 3-2 infantry*

 

RATIO OF LOST TROOPS IN SKIRMISHES:

artillery 1-1 artillery

cavalry 1-1 cavalry

infantry 1-1 infantry

cavalry 3-1 artillery*

infantry 3-1 artillery*

cavalry 3-3 infantry*

 

* These ratios are subject to diplomatic statuses. If the players in question are at WAR, subtract one on the left. If the players in question are in ALLIANCE, add one on the left.


Edited by Aluce, 14 April 2017 - 10:05 PM.

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#4 usb

usb

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Posted 25 March 2017 - 11:33 PM

e.e /join

I want #34.
Corruptium didn't even had it's chance, am I right?

Edited by usb, 25 March 2017 - 11:51 PM.

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#5 Sotherogue

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Posted 25 March 2017 - 11:45 PM

Lol, Debug you're about to get so dead. I have already chosen spot 39!! Let blood rain down from the heavens. I will choose class order when 8 people have joined right?

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#6 usb

usb

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Posted 25 March 2017 - 11:49 PM

Well then... ... WTF don't fraq with me muffin!

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#7 Aluce

Aluce

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Posted 25 March 2017 - 11:59 PM

As you guys are used from me, I will update the map at the same URL. Use CTRL+F5 to refresh. I will add your starting territories as fast as I can, to make it easier for others to choose.

 

Headquarter symbol will be added in not long from now ;)


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#8 usb

usb

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Posted 26 March 2017 - 12:03 AM

Is East and West connected like in previous GD?

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#9 Aluce

Aluce

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Posted 26 March 2017 - 12:06 AM

Nope. East and West are not connected, and neither are North and South.


thief1.png 70,000,000 | Jedi Mind Tricks "Give a man a fire and he is warm for a day. But set fire to him and he will be warm for the rest of his life." - Terry Pratchett

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#10 Segaco

Segaco

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Posted 26 March 2017 - 12:19 AM

/join 5



#11 Aluce

Aluce

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Posted 26 March 2017 - 12:29 AM

usb sent me a PM asking to be put into #5 several minutes before you joined, Segaco. Sorry about that (if /join 5 means you wanted to spawn at #5). You'll have to choose a different location. :(


thief1.png 70,000,000 | Jedi Mind Tricks "Give a man a fire and he is warm for a day. But set fire to him and he will be warm for the rest of his life." - Terry Pratchett

eyebit.png Comprehensive Kot Guide (March 1st 2017) | eyebit.png Community Wish List | eyebit.png Base Default Trap Database | uhi2PI8.png?1 @alucen


#12 Segaco

Segaco

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Posted 26 March 2017 - 12:34 AM

Oh right the name

Mhhh

Segatia

 

.,mj


Edited by Segaco, 26 March 2017 - 12:35 AM.


#13 ZelevenZ11

ZelevenZ11

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Posted 26 March 2017 - 12:34 AM

I would like to settle down in #13, if that's good for everyone?

I'm hosting "Fight to survive!", if you're interested to play FtS! be sure to check out the forum games section :D

 


#14 Segaco

Segaco

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Posted 26 March 2017 - 12:40 AM

/join 21 then



#15 ZelevenZ11

ZelevenZ11

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Posted 26 March 2017 - 12:41 AM

And name it: "Black Mountain Castle"

Edited by ZelevenZ11, 26 March 2017 - 12:45 AM.

I'm hosting "Fight to survive!", if you're interested to play FtS! be sure to check out the forum games section :D

 


#16 ZelevenZ11

ZelevenZ11

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Posted 26 March 2017 - 12:47 AM

We can't build forts and bivouacs from the beginning, can we?

Edited by ZelevenZ11, 26 March 2017 - 12:48 AM.

I'm hosting "Fight to survive!", if you're interested to play FtS! be sure to check out the forum games section :D

 


#17 Sotherogue

Sotherogue

    Kappa

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Posted 26 March 2017 - 01:34 AM

Oh right the name
Mhhh
Segatia
 
.,mj

Did this guy actually just take my name
  • usb likes this

Level 192, Gem Score: 21,600,000, proud member of Brown Bear
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#18 Segaco

Segaco

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Posted 26 March 2017 - 03:10 AM

Maybe



#19 Brew_Thief

Brew_Thief

    Pickpocket

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Posted 26 March 2017 - 05:10 AM

/join #10

#20 MrKukurykpl

MrKukurykpl

    Geometric

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  • LocationSomewhere in this Universe, hopefully.

Posted 26 March 2017 - 06:38 AM

Is it just me or Pacifist class is underpowered? There is just a small chance that a benefiting event will occur, and probably the most commonly used type of action in game is punished with loosing extra troops. On top of this, reward doesn't seem too big.

NXTxMnk.png

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