-
ALLAHU AKBAR.
Protip: For income (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdGdvZHJyY2xoWTNjWUN5MC1HYXQ4Y3c#gid=0), and for prices (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdHhPWGpLX3VSUWl3YzVVQ3QyQ21hbWc#gid=0).
A lot of the rules are just notes for me, as otherwise I couldn't do the calculations and run the game properly.
The goal of this game is simple: You need to claim every zone on the board. There is also one other way of winning which will be discussed later.
Welcome to Map War C.
Rules
Zones
Zones are the regions on the board that are separated by #808080 or 128, 128, 128. Their interior is either (#FFFFFF 255, 255, 255) if they are a land zone or (#000000 0, 0, 0) if they are a sea zone.
Tiny zones are the ones without any structures on them. If the tiny zones are near to the coast, which is when they're inside a coastal sea zone, then they're actually part of the closest zone to them. If they're not near the coast, then they are part of the sea zone they're inside.
Example of zones:
(http://i.imgur.com/RbWhp.png)
Both land and sea zones with nothing extra built or being built on them use and produce this:
+1 currency per turn, +0.07 technology per turn. -5 currency to construct over 1 turn.
For a full table of what benefits and costs each of the below items entail, visit this spreadsheet: another link durr (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdHhPWGpLX3VSUWl3YzVVQ3QyQ21hbWc#gid=0)
There are six types of zone structures, which are detailed below:
Cities
These cover every claimable land zone, and can have varying levels between one and six. Each city has about twice the benefits of the previous.
They look like these:
(http://i.imgur.com/Wnk8n.png)
Seabase
These cute blue things happen to cover every single sea zone, and are about the only thing you may fill in on sea zones unless there are other evilly cute things on the zone. There may also be small, black areas inside the continents representing lakes that are black but un-claimable. They cost five currency to claim and have no additional levels that you can build.
They look like this:
(http://i.imgur.com/riSh2.png)
Industry
Yes, the fires of industry! This is based off of the extractor in the previous game. Sadly, the more industry they have, the worse the zone is for the environment. These can have between one and four levels. Industry may also be on a sea zone, with the real-life counterpart for this being an oil rig. Each level has roughly double the benefits, but only one increment more of the bad.
They look like these:
(http://i.imgur.com/No38B.png)
Agriculture
There is also industry's lowly counterpart, agriculture. It is based off of some idea mentioned to me to split resources into three parts in the IRC , and I obliged.
They look like these:
(http://i.imgur.com/XBERW.png)
Commerce
This wealth-generating unit will never be paired with agriculture. It is the most vulnerable unless there is a defense unit paired with it. It has a maximum of five levels, between industry's four and research's six.
They look like these:
(http://i.imgur.com/EcpK6.png)
Defense
This military unit is the best defense, and can beef up both land and sea zones. They may appear on any zone, but only have three levels of development. The benefits and costs of each level are very steep, with level 1 costing just 5 but level 3 costing hundreds of currency.
They look like these:
(http://i.imgur.com/XDQkK.png)
Research
These units are expensive and easy to capture but have the highest technological impact. They have a total of 6 different structure levels.
They look like these:
(http://i.imgur.com/ne6u0.png)
Conquering
The main aim of this game is to become the only player by conquering all other player zones. You start off by claiming 1 zone or sea zone, both of which give 1 product and currency per turn. Also, technology does not matter when conquering any zone. However, if you do not have the required technology that a zone requires, it will degrade by 1 structure each turn.
Pollution
Pollution
Pollution is the nasty thing produced by industry, oil rigs (sea industry), and big agriculture. It will spread, with each point of pollution moving away from where it was before by 1 zone each turn. Also, it likes to go into zones that have less pollution than the current zone so that it will spread across the globe if you don't try to contain it. Pollution also has harming effects on the zone it is over, reducing the zone's production by 1% for every unit of pollution. Therefore, if a zone has 14 pollution on it, the zone's productivity will be reduced by 14%. However, it doesn't affect industry until 10 units of pollution and defense until 16 units. Also, the effects of pollution stop getting worse when there are 80 units of pollution on a tile.
Luckily, there are two ways to reduce pollution. The first of which occurs automatically in which a sea zone absorbs 1 pollution unit per turn if unclaimed and 1.5 (1 on odd turns, 2 on even turns) pollution units per turn if claimed. High level research bases (4 to 6) and level 6 and 7 cities will also absorb pollution.
Resources
There are four types of resources: products, currency, oil, and food.
Products
Products are used in the conquering of zones (think weaponry), upgrading defense bases (weaponry, again) and in supplying cities and research bases. They are also only produced by industry. Extra products will sit around, doing nothing until they need to be used, or get traded. If you run out of products and start having negative leftover products, then you will go into debt and your efficiency will be reduced by 1% on all zones for every 5 products you need.
Currency
This is the main type of production. Both cities and commerce will produce currency, with commerce being specifically designed to produce it. Currency can be freely traded with other nations with nothing happening to it. You also need currency to conquer zones as it is basically building a zone on top of someone else's. You need currency to improve anything in your nation, except for reducing pollution as this is automatic. If you run out of currency and begin to go into debt, your industry, defense, agriculture, and research will stop producing anything for as many turns as needed until you are completely out of debt.
Food
Yes, food. Everyone loves food, and this means that your cities, research (the scientists live there unlike real life), and defense will need food to be maintained. The only one to produce food is agriculture, meaning that it is extremely important for the overall welfare of your nation. If you run out of food, there will be a 5% chance of a riot in any city, per nation, each turn unless the food requirements are met again. Then, riots will no longer be possible and your nation will return to normal.
Big Oil
Sea industry is the only producer of this type of resource, which isn't as much of a resource as the other things. Each piece of extracted oil gives your economy a +1 currency boost per oil unit. The number of oil extracted per turn is based on the amount of industry structures that your zone has developed. Also, you will eventually run out of oil on that zone and it will turn into a normal industry zone. Unlike real life, there are no disastrous effects when the world runs low on oil, because there is no form of transportation, and industry does not use it up.
The amount of oil in each zone is determined by this equation: neighboring industry zones*5 + 1d20 - neighboring defense zones*2 + levels in neighboring industry*6 + levels in this industry zone*12.
NPCs
Riots
When a riot occurs, that zone is seized by the light grey nation Barbaria (#C0C0C0, 192, 192, 192) and counts as a separate nation. You may take this zone back like you would any other players' zone at the normal cost. Barbaria does not need to maintain its production, and has a 10% chance each turn to spread to an adjacent zone if it exists. When it disappears again it has a higher chance to reappear once conditions are met for a riot in that zone, increasing by a 2% chance each time the zone has become Barbaria. However, this only matters when the conditions are met in your nation for a rebellion, as otherwise it is always a 0% chance.
Rulerless Nations
These nations are nations whose owners have decided they no longer want to play. These nations cannot be attacked for the first four turns they are without owners. After these 4 turns, the owner may rejoin, a new player may claim the nation, or the nation will begin to decay. The decay begins when 2 riots appear in the nation. The nation can then be attacked by others. The riots then spread until they fill the entire nation if it is not conquered.
Complete NPC Nations
These nations are owned by nobody from the start, and must obey all rules as listed above. However, they will not join alliances or make trades, and it must obey a rule set that does not mention any players for claiming zones, so are functionally independent from the rest of the game unless war is declared on them. Each turn, they have a 2% chance to change to a rulerless nation.
Okay, now that I've wasted your time because you read all the tables and charts (I know who you are), you finally get to find out how a turn works! Yay important stuff!
Taking your Turn
First off, land zones are claimed by coloring in the area around the structures. Sea zones are claimed by coloring in the white on the little sea base. When conquering zones, you must change all structures and the zone itself to the color of your nation. To upgrade a structure in a zone, you must first get the required currency then color in the bottom-most rectangle on the structure that is not filled in. You may only claim zones that are directly adjacent to your nation unless you are willing to pay a multiplied cost. The cost for taking a zone not adjacent to your current territory is 3 times the cost of taking zones adjacent to your territory, and rises to 5 for 4 or more away. On the first turn, you can either choose one of these colors, or, if none of them satisfy you, you may use your own color. Here are the colors:
(http://images4.wikia.nocookie.net/bla/images/e/e8/Map_War_2_Color_Chart.png)
(taken from Bla)
When you take your turn, you should take the current turn map, and then add in your nation or do whatever action you need/want to do. When you take your turn, you will submit your changes to your nation in the topic on the map within a week of the round beginning, and at the end of the week, anyone who has not taken their turn will be declared inactive and the next round will begin. If everyone finishes their turns before the end of the week, the game will advance to the next turn.
This is the formula for the amount of currency you may spend:
x = Sc/2 + Pc + ⌊Tc⌋/10 - Oc*2
Where c = currency, S = saved, T = traded, P = produced, and O = overspent.
If there is something wrong with the submitted maps, there will be 4 days to fix it. If everyone fixes their maps before the four days are up, the game will move on.
At the end of each turn, I will post two maps: pollution and structures (control). The scoreboard will then shortly be posted and the game moves on to the next turn.
Alliances
This one is pretty self-explanatory, but I'll enumerate on it anyways. Nations may declare an alliance between each other, or may form groups of nations all allied to each other. When there is a group of allied nations, a leader of the alliance has to be declared. In an allied group, all players of the alliance are automatically trading each other. The leader is the one to declare wars and operate external trades. All other things are left up to the nations of the alliance.
Trading
Trading is that thing that nations in real life tend to do a lot to gain benefits. Well, in this game, nations may trade as well. You may trade products, currency, food, or even zones. You will benefit from the first three, and maybe even the fourth one as well. Here are the benefits:
Food: 15% more food is generated for both nations in trade.
Currency: 10% more currency is gained by both nations, with a cap of 600, in trade.
Products: 10% more products for both nations, with a cap of 400, when in trade.
Zones: Everything in the zone will be transferred over to the receiving person over 1 turn. Construction in given zones will halt for that turn and then continue the next turn.
Selling
Selling is a sub-set of trade in which you will receive currency for given food, products, or zones, and is one turn only rather than continuing turn after turn. You may only sell food or products when you have extra. You will benefit from all three:
Food: You will receive 75% of the amount of the food in currency.
Products: You will receive 2/3 of the amount of the products in currency.
Zones: You will receive 2/3 of the value of the zone (currency/turn+products/turn+food/turn)*3 in currency when gifting it to another nation. Construction in given zones will halt for that turn and then continue the next turn.
Trade Blockade
Trades and selling may also be stopped when a nation has claimed all land that would allow access between the two, if the offending nation owner posts some variation of the word "blockade".
It's okay, you've nearly reached the end of the rules! Only three more sections (two are short) to go.
Special Nation Beginnings and Ends
Revolt
Like the riots, someone that wishes to join the game after all zones are claimed, or even before all are claimed, may do so by a revolt. In a revolt, you may take 1/8 of a player's zones, and 1/10 of its extra resources and technology will be transferred to you. You may only revolt after four turns have passed since you were eliminated from the game. Additionally, you may only do this twice.
Complete Annihilation
When a nation is completely conquered, 1/4 of their technology and extra resources are transferred to the nation that conquered them. The conquered nation is removed from the scoreboard and may only join next game, unless they revolt.
Surrendering
When a nation owner surrenders, the nation becomes an ownerless nation and will follow the process detailed in a previous section. They can still join the game later by revolt.
Inactivity
If a nation goes inactive for 10 or more turns, it will turn into an ownerless nation and will follow the process detailed in a previous section.
Transferring
When a nation is transferred from one player to the other, 90% of its saved resources are given to the new player, and attacks may not occur on the nation in the turn it is being transferred. They can still join the game later by revolt on any nation that isn't the one they transferred to.
Special Rules
Tech into Resources
Once you have surpassed the amount of technology needed for the highest technology required on a structure, technology may be converted into products, currency, or food as necessary. However, only 1/5 of the technology will be converted and the rest will be lost to the vast void known as nothing.
Victory!
Victory occurs when the worth of someone's nation reaches 32000, 80% of players agree the game should end, or when only one player remains. National worth is determined by the total of saved resources a nation has and the total amount of resources produced per turn, with currency, products, and food all being worth exactly the same. The amount of players that is 80% is always rounded up.
When the worth of someone's nation reaches 22000, they get as many victory points as 1/10 of their nations' worth. When the required amount of nations agree to end the game, they get as many victory points as 1/8 of their nations' worth. When a nation conquers all other nations, they get 1/2 as many victory points as their nations' worth.
Costcalc
https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdEdMY2pDbzF4enNmYnhNb05fZWg2Y0E#gid=0 (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdEdMY2pDbzF4enNmYnhNb05fZWg2Y0E#gid=0)
Click "Make a copy" for personal use.
Yay, extras!
Victory Points
==None yet==
Game .gifs
==None yet==
The map
This is the map and turn map of the current game:
Structures (http://i.imgur.com/y4mMQ.png)
Pollution (http://i.imgur.com/fffsT.png)
The current maps
Past maps
These are the blank maps of the past games:
-
40k chars gooooo
-
ok i think 80k chars is more than enough
-
or i could host the rules from previous games on lower posts 100k chars
-
if you want 260k chars you'll have to go through me
-
if you want 260k chars you'll have to go through me
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '94595'.
-
My brain hurts is this nrml?
-
no they're just spamming
-
lol we're the ones spamming ok
-
no i'm just spamming
-
i'll go maybe
-
Post
-
ok
-
trade currency with atomic
-
sure
i thought this game was going to be on xkcdforums
-
it was but then it got ignored because too complex.
-
Uhh trade with tutoland and with darvincelands and with nueland
and alliance with 'em
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '95021'.
-
request trade with fiah'
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '95027'.
-
That's part of the zone with the level 6 city and research structures, actually. If the tiny zones are near the coast, and the tiny ones are the ones with no structures, they're actually part of the closest zone. If they're not near the coast (you know which ones I mean), then they are part of the sea zone.
-
We start with how much food?
-
You start with 5 of everything excluding oil since it isn't necessary. So you start with 5 food.
-
I would play if you added 'vacation days?' where the game could be paused. maybe 14 per year or something
-
You start with 5 of everything excluding oil since it isn't necessary. So you start with 5 food.
so, next turn everyone will have 6 currency, 4 food, 5.05 tecnology and 5 products, right?
-
left
-
You start with 5 of everything excluding oil since it isn't necessary. So you start with 5 food.
so, next turn everyone will have 6 currency, 4 food, 5.05 tecnology and 5 products, right?
no 0.05 technology and 5 food since empty zones don't use up food
I would play if you added 'vacation days?' where the game could be paused. maybe 14 per year or something
if you're worried about falling behind due to being inactive you could turn your nation into an NPC nation until you get back
Anyways, Map War C turn 2 will start on January 6, 2013 (20130106).
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '95053'.
-
...kol that wasn't a yes or no question
-
dArViNcE how long did it take you to make the map?
-
go look at the subject for happy forumbots thread
-
You start with 5 of everything excluding oil since it isn't necessary. So you start with 5 food.
so, next turn everyone will have 6 currency, 4 food, 5.05 tecnology and 5 products, right?
no 0.05 technology and 5 food since empty zones don't use up food
I would play if you added 'vacation days?' where the game could be paused. maybe 14 per year or something
if you're worried about falling behind due to being inactive you could turn your nation into an NPC nation until you get back
Anyways, Map War C turn 2 will start on January 6, 2013 (20130106).
so can I turn my nation into a complete npc during vacation, and then resume control of it at any time?
-
yes
-
is there anything that prevents a one zone nation receiving resources from a large power, and then attacking a large enemy? If the large enemy hits back the small nation will revolt, and cause even more damage. If the large enemy does not fight back the small nation can worm into all the most valuable zones and structures. This exploit was used by fiah against me in game 5? of mw2
-
also since complete npcs have no owner who does their turn
-
i do their turn, using a bot code like the map war bot thread
-
How are randomness factors like the 2% chance of a npc turning ruler less determined.
-
public dice logs
-
also, in a 20 day vacation, which one might take once a year, there is a 1/3 chance of my npc turning into ruler less at some point. Is there someway to prevent this or?
-
ok if you declare your nation a complete npc there is a 0% chance of this happening then, but if it's been complete npc since turn 1 then it has the 2% chance.
-
is there anything that prevents a one zone nation receiving resources from a large power, and then attacking a large enemy? If the large enemy hits back the small nation will revolt, and cause even more damage. If the large enemy does not fight back the small nation can worm into all the most valuable zones and structures. This exploit was used by fiah against me in game 5? of mw2
why can't the large nation just keep cutting the small nation back to 1 zone
-
after each turn the small nation gives a big nation it is allied to its original zone so it is left with the single zone it just conquered, allowing it to creep forwards
-
that's called tentacle invasion with a tip
-
ok so is it a legit tactic? It seems to allow the side with more players to gain an advanatge, regardless of production
-
well go look at the revolt rules again. i made it so you can't revolt until 4 turns have passed since your nation died.
-
yes mommy
-
so you and fiah are joining or not.....
?
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '95237'.
-
then post a map, i don't know what color you want
-
i'm joining but i'm lazy so you'lll have to wait a day or so how the pony are we on turn 5 already
-
game 1
round 0 (idk this should be 1)
turn 5 (4 people have joined)
the T does mean turn
but the T of turn means the turn in the round
each round gets 1 calculation
at the beginning
of everything that's going on in the game
-
make the whole game zero-based numbering!
-
like python?
-
okay since im bored
(like naru is 50% of the time)
i will READ IT WITHOUT THE TO LONG TO READ VERSION:/me waits for applus
-
dardar
-
hi mommie
and yes you did it rite
-
yay
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '95335'.
-
poo
-
[14:56] <sugg> vh|craft you need to join map war c by the end of the day or you're not in the game
[14:57] <+vh|craft> well fuck^
-
can we go now
-
shit, i forgot about this, i'll guess i'll be in for game 2
-
I'm pretty sure you can still join.
-
you can join until the end of tomorrow
-
questions that need to be answered and have already been asked on the irc but this is just a reminder post for me:
how is oil running out determined
how is air pollution diffusion determined
post the public random number generator
-
also how is rounding determiend when you say 1/4th of technology is transferred or 1/3rd of whatever is given
Currency: 10% more currency is gained by both nations, with a cap of 600, in trade.
Products: 10% more products for both nations, with a cap of 400, when in trade.
also is the cap for total currency/production or cap on total gained from trade
-
the cap is on total gained during trade
rounding is determined by dividing the number by x (in these cases, 4 and 3), using conventional rounding (although for tech it is rounded to the hundredths place)
-
Give me your emails so that you can see the map war c dice log:
http://dicelog.com/joinlogdice (http://dicelog.com/joinlogdice)
-
c16-18033-99@g-mai-l.co-m
remove hypens
-
how is air pollution diffusion determined
one more remaining unsolved dilema
-
ok you mother
air pollution diffusion works like this:
first, all pollution from industry is added to the pollution totals before diffusion.
now the rules of diffusion are as so:
pollution will only move to zones that have less pollution than the current zone.
up to 50% of the pollution on the current zone may move away each turn.
at 9 and less pollution on a zone, no pollution will move.
between 10 and 19, 1 points of pollution will move to each neighboring zone per turn.
between 20 and 29, 2 points of pollution will move to each neighboring zone per turn.
between 30 and 39, 3 points
and this is extrapolated all the way to infinity.
last, all pollution above sea zones, high level cities, and high level research is subtracted from the air.
-
protip: poo me a cookie
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '95953'.
-
protip: post the map for i am not omniscient
what if we use active transport and force the pollution to congregate over your enemy
protip: there's a thing called i don't want to take an entire day off my schedule to calculate
-
protip: post the map for i am not omniscient
what if we use active transport and force the pollution to congregate over your enemy
protip: there's a thing called i don't want to take an entire day off my schedule to calculate
protip: build various levels of cities to create a pollution gradient that you will all of a sudden release by upgrading and downgrading various cities so that you can force the wave of pollution to devastate the enemy.
-
brilliant
-
oh yes forgot to post oil amounts for each zone so that kip can brute force the best zone to start in
(big number is order in which they are in the dice log, small number is amount of oil in that zone)
-
derpa
oh yes forgot to post oil amounts for each zone so that kip can brute force the best zone to start in
(big number is order in which they are in the dice log, small number is amount of oil in that zone)
i hope you realize this does nothing for us because the big numbers are arranged randomly so you could have just rolled a dicelog and then place the big numbers afterwards in order to manipulate where the oil goes
-
no, i did not manipulate where oil is. i placed the big numbers BEFORE doing the rng.
sorry, but i have no conclusive proof of this as i do not record everything that i am doing while working on map war c.
-
ok mommy
-
the truth for untrusting kipzes:
[21:15] mudkipz for example, notice where the heaviest concentration of oil is.
[21:15] it's by nue, not by me. and that happened simply because of a large amount of industry there.
[21:16] and the average contribution of randomness to the amount of oil per each zone is only 12.17%
(average roll, which was 1d20, came out as 10.83, and there are 67 oil zones. 5961/67 is about 88.97)
SCOREBOARD:
Total oil extracted: 0
Total oil left: 5961
Worldwide pollution: 0
(http://i.imgur.com/DDZCU.png)
-
send trade and alliance to atomic, darvince, hellpotatoe, tuto
-
/accept trade
/accept alliance
-
så enkelt som en två tre!
acceptera allians och handel
-
äççè¶t kï¶zë'§ trådé åñÐ ållïänçë rëqüè§t
-
this is ridiculous why are we playing map war google translayt
-
Jag kommer att spela hela spelet när han talade svenska.
är det förmodligen fel, men ändå, jag ska
-
I will play the whole game when he spoke Swedish.
it's probably wrong, but still, I'll
ok
-
Jag visste det.
-
I SURRENDER TO MATTY406, FORCING HIM TO PLAY.
MUAHAHAHAHAHHA
-
Bong, that is an invalid turn action. You can't surrender to someone that's not even playing.
Tuto sent me what he wants to do on IRC.
Tuto expands southwest, and accepts kipz's incoming requests.
-
poong and fiah gooo!
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '96040'.
-
I will after i get to school and back home
-
I will after I complete the circuit called "7 hours of doing something but you're really doing nothing"
-
send trades and accept all trades and all whatever
-
send trades to whom
-
everyone, I think
/accepts bekause kakti
-
everyone
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '96167'.
-
everyone, I think
/accepts bekause kakti
-
Bong did not take his turn, the game will no longer wait for him. He goes inactive.
SCOREBOARD:
Total oil extracted: 0
Total oil left: 5961
Worldwide pollution: 0
(http://i.imgur.com/ixQk4.png) (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdGdvZHJyY2xoWTNjWUN5MC1HYXQ4Y3c)
All maps were valid. Round 3 now begins. You have until 20130120 (January 20) to take your turn.
-
fuck, where is the turn limit
-
Trade with tuto, fiah, bong
-
fuck you all and also all your constituents.
map war c ends.
-
map war c is revived, take your turns before 23:00 GMT (in 55 minutes) or you're kicked out of the game.
-
inb4 vh posts map
-
[05:18.23] <Darvince> the next turn now starts at midnight, bla's time.
[05:18.34] <Darvince> 40 minutes
-
[05:23.24] <Darvince> actually i'll extend it by an hour so that fiah can take his tur
-
YOU MIGHT DELETE YOUR POST, MUDKIPZ, BUT I HAVE EVIDENCE! IN THE FORM OF THIS MAP. FOR LAZY-ASS ATOMIC, WHO SIT ON THEIR ASS ALL DAY.
-
omg darvince went for me i quit
-
no i didn't go for you, you posted that map except without the third SKA province.
-
im podlasie
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '97401'.
-
map war c is revived, take your turns before 23:00 GMT (in 55 minutes) or you're kicked out of the game.
Am I an exception?
-
mfw i've taken my turn for everyone except hellpotatoe and mudkipz
-
somone take the zone above me for me kthxbai
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '97406'.
-
protip: these two links are very helpful
http://i.imgur.com/ixQk4.png (http://i.imgur.com/ixQk4.png)
https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdHhPWGpLX3VSUWl3YzVVQ3QyQ21hbWc#gid=0 (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdHhPWGpLX3VSUWl3YzVVQ3QyQ21hbWc#gid=0)
-
must into round 4 before 7 am, dartime, tommorow, or i quit
-
Next time all of you lazy asses better take your own damn turns.
-
bong's turn
-
protip:
SCOREBOARD:
Total oil extracted: 0
Total oil left: 5961
Worldwide pollution: 0
(http://i.imgur.com/3WGp2w6.png) (https://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdGdvZHJyY2xoWTNjWUN5MC1HYXQ4Y3c)
All maps were valid. Round 4 now begins. You have until 20130131 (January 31) to take your turn.
-
http://i.imgur.com/kOEY6en.png (http://i.imgur.com/kOEY6en.png) also nue's attempt at it for his efforts
-
taken
-
mfw you didn't put me as allied to atomic and darvince on the scoreboard remedy this.
-
-snip-
Hey, I've taken my turn +10 days ago.
Wheres the turn limit? D:
-
trade with fiah and bong send.
-
derp
-
@hellpotatoe a new turn just started you can go again.
-
i have no goddamn clue what a turn limit is, but i think this is what you're asking: you can go once a round. the topic indicates what round it is. round 3 is over, so you must go again.
-
also darvince you and atomic accepted my alliance offer but its not on scoreboard what is this sorcery
-
Send trade to fiah, bong.
-
protip for hellpotatoe, mudkipz: both of you could take two zones. the first post is useful, believe it or not.
-
i thought a zone was 5 currency
-
you had 10 currency available
-
accept all trades :D
-
protip: send out trades to everyone i don't already have trades with
-
Given.
-
Taken.
Given.
Fiah, tuto, bong, atomic, take your turns now or suffer the consequences.
-
Post
-
kolkute
-
kolkute
Thanks.
-
this aint fair
i demand a zone from the barbarians!
(like in Bla's map wars, you know, demads)
-
atomic7732, FiahOwl, and bong, please take your turns or I will rip out your throats.
Also bong, you being able to claim only one zone is your own damn fault. Stop trying to blame others for your own mistakes.
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '97601'.
-
protip for fiah: you never accepted anyone's trades so your income is low
-
darvince who'se
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '97604'.
-
^ send all tradesssss
-
Sorry i don't feel like trying to figure out how all the stuff different from MW2 works, and i'd rather not hold up your game, so have my land.
-
wow you are a laz
-
Sorry i don't feel like trying to figure out how all the stuff different from MW2 works, and i'd rather not hold up your game, so have my land.
OH NOES GIVE IT TO ME D:
-
Should I turn nue's nation into Barbaria or into an NPC nation?
-
Should I turn nue's nation into Barbaria or into an NPC nation?
NPC, to make trades contiNUE working
-
reviver
does anyone want to take over nue's nation?
-
reviver
does anyone want to take over nue's nation?
NPC TO MAKE HIS NATION TO CONTI-NUE WORKING!
-
i'll take it :)
-
who's naw?
-
no vh i mean people that aren't already playing
-
bump
-
bump
-
bump
-
this is a mess
-
bump
-
ok nue's removal has been accepted. calcing round 5 soon.
-
ok nue's removal has been accepted. calcing round 5 soon.
fina-fucking-lly
-
kol this game
-
shud I restart this game
-
no
empire attack
-
no empire attack is himmler
-
ok but still no
-
it's not my turn you ponies
-
bump i kinda wanna try this
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '158144'.
-
it's probably unbalanced as crap and is going to fall apart as soon as we start building structures
-
let's traer this
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '160740'.
-
I'm restarting this, if anyone else wants to join, please say so below by saying "in". I won't accept new players after the first turn to keep things more balanced for everyone.
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '161040'.
-
in
-
is too complex :'(
-
quick, lets make resources and production complex numbers
-
This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '161057'.
-
u suck
-
it's actually p simple it just looks really complex
i might ahve to iron out conquering and pollution before we begin though
or just get rid of pollution entirely
-
i am definitely going to revise the rules before we begin, and make it somewhat simpler, so keep that in mind
-
In
-
[20:09] Darvince i want to see if map war c even works
-
turn 1
tech: 0
-
do we just watch you play
cause i'd be up for that
-
round 2
tech: 0.07
-
no wars rip
-
yes you do
-
tech: 0.21
resources: 7
-
tech: 0.42
resources: 9
-
tech: 0.7
spendable: 12
-
tech: 1.12
currency: 12+2
food: 0+5
products: 0+5
spendable: 15
-
tech: 1.78
currency: 16+0
food: 5+5
products: 0+5
spendable: 19
added: 2 L1 cities, 1 zone
-
tech: 2.71
currency: 20+4
food: -3+10
products: 2+5
spendable: 25
added: 1 L1 agriculture, 4 zones
-
tech: 4.02
currency: 28+0
food: 2+7
products: 2+7
spendable: 32
added: 1 L1 agriculture, 2 L1 city, 3 zones
-
tech: 5.84
currency: 36+2
food: -1+9
products: 4+9
spendable: 42
added: 3 L1 agriculture, 4 L1 city, 1 zone
-
tech: 8.43
currency: 42+1 (43)
food: -2+8 (6)
products: 8+13 (21)
spendable: 49
added: 2 L1 cities, 7 zones
-
round 12
tech: 11.71
currency: 58+4 (62)
food: -10+6 (-4)
products: 10+21 (31)
spendable: 68
Due to negative food, test for riot generation on zones with builtup cities (success on result of 20):
(https://i.gyazo.com/113175443e8b872daf1406c672bccb55.png)
No riots appear.
added: 1 L1 agriculture, 2 L2 agriculture, 6 L1 city
total spent: 67
-
round 13
tech: 15.49
currency: 64+1 (65)
food: 5-4 (1)
products: 16+31 (47)
spendable: 77
added: 2 L2 agriculture, 1 L1 city, 4 L1 commerce
total spent:77
-
round 14
tech: 19.17
currency: 85+0 (85)
food: 35+1 (36)
products: 17+47 (64)
spendable: 114
added: 4 L1 city, 4 L2 city, 5 L1 commerce
total spent: 114
-
round 15
tech: 23.61
currency: 118+0 (118)
food: 3+36 (39)
products: 25+64 (89)
spendable: 148
added: 8 zones, 3 L2 agriculture, 2 L2 commerce, 1 L1 industry
total spent: 142
-
i'm actually going to add a second player b/c as it is there is no reason to make industry or defenses
and i want to discover pollution
the way i'm going to calculate pollution (so that it doesn't take a billion years) is as a national modifier rather than a provincial modifier
i.e. add up all the pollution over a nation then divide 100 units of pollution by that and whatever the resulting number is, decrease national production by that amount with products getting half the penalty of everything else
-
round 16 (second player to come soon™)
tech: 28.35
currency: 147+6 (153)
food: 54+39 (93)
products: 32+89 (121)
spendable: 197
pollution map attached below
-
hi second player
round 1
tech: 0
spendable: 5
round 2
tech: 0.07
spendable: 5
round 3
tech: 0.21
spendable: 6
round 4
tech: 0.42
spendable: 9
-
more second player catchup
round 5
tech: 0.7
spendable: 12
round 6
tech: 1.12
spendable: 15
round 7
tech: 1.75
spendable: 20
added: 3 zones, 1 L1 city
round 8
tech: 2.69
currency: 25+0 (25)
food: -4+5 (1)
products: 1+5 (6)
spendable: 27
added: 3 L1 agriculture, 2 L1 city
total spent: 25
-
second player catchup again
round 9
tech: 4.13
currency: 27+2 (29)
food: 3+1 (4)
products: 3+6 (9)
spendable: 31
added: 3 zones, 3 L1 agriculture
total spent: 30
-
stellaris made me want to finish this
-
you sure do have ideas
-
ok i think i understand it again
(second player...)
round 10
tech: 6.08
currency: 33+1 (34)
food: 4+18 (22)
products: 9+3 (12)
spendable: 37
added: 2 zones, 2 L2 cities, 1 L1 agriculture
total spent: 37
-
second player...
round 11
tech: 8.45
currency: 39+0 (39)
food: 22+15 (37)
products: 12+5 (17)
spendable: 46
added: 5 zones, 4 L1 cities
total spent: 45
-
this is like playing chess with yourself
-
second player...,...
round 12
tech: 11.57
currency: 53+1 (54)
food: 37+-1 (36)
products: 17+9 (26)
spendable: 65
added: 4 zones, 2 L1 agriculture, 2 L2 agriculture
total spent: 62
-
well here i can adjust the rules in the middle of the game if something seems to be broken
round 13
tech: 14.97
currency: 61+3 (64)
food: 36+43 (79)
products: 26+9 (35)
spendable: 76
added: 4 zones, 7 L1 cities, 2 L2 cities
total spent: 77
-
oh so this is like a play test thing?
-
round 14
tech: 19.53
currency: 78-(1*2) (76)
food: 79+7 (86)
products: 35+18 (53)
spendable: 99
added: 6 zones, 3 L2 agriculture, 2 L1 commerce
total spent: 98
-
yes cuz i made it too complex to be able to imagine a game and see any flaws there
round 15
tech: 24.21
currency: 100+1 (101)
food: 86+58 (144)
products: 53+18 (71)
spendable: 130
added: 5 zones, 4 L1 agriculture, 1 L2 agriculture, 7 L1 cities, 1 L2 city, 1 L3 city
total spent: 130
-
round 16
player 1
tech: 28.35
currency: 147+6 (153)
food: 54+39 (93)
products: 89+32 (121)
max spendable: 198
average pollution of 0.06 over 32 zones, production reduced by 0%
actual spendable: 198
player 2
tech: 30.50
currency: 120+0 (120)
food: 144+55 (199)
products: 71+27 (98)
max spendable: 164
average pollution of 0 over 41 zones, production reduced by 0%
actual spendable: 164
-
round 16
player 1
added: 9 zones, 1 L1 agriculture, 7 L1 cities, 1 L2 city, 4 L2 commerce, 1 L1 defense
total spent: 192
player 2
added: 9 zones, 2 L1 agriculture, 5 L2 agriculture, 1 L3 city
total spent: 158
(player 1's actions not posted as a separate image so that i'm posting less images)
-
did i ever say how pollution moves 'cause i don't think i did, although i remember rules for pollution's movement
(1 unit moves each turn for every 10 units on the tile, it picks either a random direction or the direction with the least pollution to move to, pollution moves and then increases/decreases)
anyway here's round 17's pollution map
round 17
player 1
tech: 34.74
currency: 197+6 (203)
food: 93+25 (118)
products: 121+40 (161)
max spendable: 262
average pollution of 0.098 over 41 zones, production reduced by 0%
actual spendable: 262
player 2
tech: 37.29
currency: 140+6 (146)
food: 199+98 (297)
products: 98+28 (126)
max spendable: 226
average pollution of 0 over 50 zones, production reduced by 0%
actual spendable: 226
-
round 17
player 1
available: 262
added: 12 zones, 5 L1 agriculture, 1 L2 agriculture, 2 L1 cities, 5 L2 cities, 2 L3 cities, 4 L1 commerce, 1 L1 sea industry
total spent: 262
player 2
available: 226
added: 8 zones, 2 L2 agriculture, 20 L1 cities, 4 L2 cities, 1 L1 commerce
total spent: 226
i think i'm done for today
-
wow pollution diffusion
let's code a map war/map war 2/map war c bot for irc
-
did i ever say how pollution moves 'cause i don't think i did, although i remember rules for pollution's movement
(1 unit moves each turn for every 10 units on the tile, it picks either a random direction or the direction with the least pollution to move to, pollution moves and then increases/decreases)
it was never explicitly stated anywhere so i think it will be movement, then increase, then decrease (cuz like sea industry does pollute i think) (and there are definitely cases where there are high level cities and any industry or high level commerce sharing a tile)
-
round 18
player 1
tech: 43.40
currency: 253+0 (253)
oil: 1 this turn, 1 total
food: 118+23 (141)
products: 161+56 (217)
max spendable: 335
average pollution of 0.113 over 53 zones, production reduced by 0%
actual spendable: 335
player 2
tech: 46.80
currency: 185+0 (185)
food: 297+97 (394)
products: 126+52 (178)
max spendable: 298
average pollution of 0 over 58 zones, production reduced by 0%
actual spendable: 298
i made an error somewhere in player 2's agriculture, somehow there are 14 L2 and 1 L1 when the sheet said 11 L2 and 2 L1, so food is not 297+36 but rather 297+97
-
round 18
player 1
available: 335
added: 10 zones, 4 L1 agriculture, 2 L2 agriculture, 9 L1 cities, 4 L2 cities, 3 L3 cities, 3 L2 commerce, 1 L1 defense
total spent: 334
player 2
available: 298
added: 11 zones, 1 L1 agriculture, 7 L1 cities, 9 L2 cities, 8 L1 commerce, 1 L2 commerce
total spent: 296
player 1 has sent a trade request to player 2
-
round 19
player 1
tech: 54.86
currency: 310+1 (311)
oil: 1 this turn, 2 total
food: 141-89 (52)
products: 217+72 (289)
max spendable: 396
average pollution of 0.143 over 63 zones, production reduced by 0%
actual spendable: 396
player 2
tech: 58.59
currency: 269+2 (271)
food: 394+38 (432)
products: 178+68 (246)
max spendable: 407
average pollution of 0 over 69 zones, production reduced by 0%
actual spendable: 407
-
round 19
player 2 has accepted player 1's trade request
player 1
available: 396
added: 23 zones, 1 L1 agriculture, 6 L2 agriculture, 5 L1 cities, 3 L2 cities, 1 L4 city, 3 L1 commerce, 2 L1 industry, 2 L1 research
total spent: 395
player 2
available: 407
added: 16 zones, 1 L1 agriculture, 1 L2 agriculture, 9 L2 cities, 6 L2 commerce, 8 L1 research
total spent: 404