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

Finished challenges between two competitive clans.

Moderator: Clan Directors

Forum rules
Please read the Community Guidelines before posting.
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Post by IcePack »

Turn 3 Notification
We have a 15th clan anonymously sign up! =D>
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Post by IcePack »

Day 3 officially started, you have until 2400 CCT tonight :)
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Post by IcePack »

Approx 8 hour to deadline
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

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

Post by IcePack »

Whew that was a tough update!

Starting Turn 4 Clan Submit Info for Sun Feb 5rd Now Due @ 2400 CCT

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.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
hopalong
Posts: 1240
Joined: Thu Apr 28, 2011 10:15 am
Location: not sure ... but it feels kindof good.

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

Post by hopalong »

do barbs/nomads move randomly, or are they omnipresent, self-aware, and privy to seeing the whole map and its inhabitants?
Image
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

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

Post by IcePack »

hopalong wrote:do barbs/nomads move randomly, or are they omnipresent, self-aware, and privy to seeing the whole map and its inhabitants?


Not much is known about barbarians and nomads by the Houses. I can't say to much about it, theres an element of random but they show signs of intelligence as well. Both barbarians and nomads have their own, independant way of thinking.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D

Post by IcePack »

Today was an exciting day =D>

Our first clan met a barbarian.
Our first clan met a nomad.
Our first clan met another House.
Our first exchange of diplomacy.

Exciting times in the Realm!
- Singing Bards
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
4red
Posts: 174
Joined: Sun Sep 09, 2007 5:57 am
Gender: Male
Location: Adelaide South Australia

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D

Post by 4red »

in please
User avatar
benga
Posts: 6925
Joined: Tue Nov 17, 2009 4:15 pm

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D

Post by benga »

IcePack wrote:Today was an exciting day =D>

Our first clan met a barbarian.
Our first clan met a nomad.
Our first clan met another House.
Our first exchange of diplomacy.

Exciting times in the Realm!
- Singing Bards


can't wait for after game timelapse
User avatar
Fyrdraca
Posts: 196
Joined: Fri Jan 28, 2011 11:39 am
Gender: Male
Location: Missouri, USA

Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D

Post by Fyrdraca »

IcePack wrote:
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.


For clarification, since you collect GP at the end of turn, do you collect GP for any structures (i.e., cities) built at the beginning of that turn?

Example, build a city at start of turn 4. Collect 1 GP for city at end of turn 4 for use turn 5? Or not collect for city until turn 5?
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D

Post by IcePack »

You collect @ end of turn, so if you built the city in turn 4, you possess it @ end of turn so you'd have +3 GP heading into turn 5.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
Fyrdraca
Posts: 196
Joined: Fri Jan 28, 2011 11:39 am
Gender: Male
Location: Missouri, USA

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D

Post by Fyrdraca »

Thanks!
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 IcePack Update

Post by IcePack »

To many people enjoying super bowl drinks? Had a few misses today even w/ a reminder.

Working on my update now
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 4 IcePack Update

Post by IcePack »

Today was an exciting day =D>

Our first City was built!
Our first major engagement has begun!
The first truce of the realm has flourished!

Exciting times in the Realm!
- Singing Bards
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

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

Post by IcePack »

Starting Turn 5 Clan Submit Info for Tues Feb 7th Now Due @ 2400 CCT

No new notes for today. Good luck out there, its getting dicey. :twisted:

Thanks!
IcePack
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D

Post by IcePack »

Btw - lots of great questions & suggestions for v 2.0 (potentially, if we do it) coming in. Really appreciate it. I will gather all and provide a update tonight on those.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D

Post by IcePack »

Q: Other than the fame, what happens if we attack a barbarian/nomad ? Who will we face? On what map do we play? if we are attacking the nomad , can we decide what map like we do for a lord? What happens if we get attacked by a barbarian?
And most importantly, what can we gain from attacking a nomad/barbarian ?

A: Some of the info you are looking for are purposely vague regarding these. In the realm, "not much is known" about them.
Its mysterious and strange to the Houses. So very little info is provided, including what happens when you meet them, who represents them, etc. maps that are played etc. Barbarians and Nomads are different in both how they act, and one is more qualified then the other to fight etc.

In game terms, if you attack them there is potential for your Lord to die obviously with a loss. Attacking a barbarian and nomad does both affect fame. Nomads have items that might be gained (potentially) with their death, although its unclear exactly what you will find. The 1d100 table I use is not made public for this.

Defeating barbarians keeps your area safe for awhile, although theres no guarentee that they wont come back eventually.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D

Post by IcePack »

Q: How does diplomacy work with inactive Houses?
A: You send a diplomatic message the same as you do any other House. I contact the inactive clans (just like I do if you approach their castle letting them know it might be their last chance to defend the castle and join in). If they choose to participate, they might respond to your message.
If they provide a message it will get passed on. They might join and still ignore it providing no response. If the clan confirms they will not participate at all, then I have some prepared responses to different proposals / requests and generally like everything else - roll to see which response is provided.

Q: How do you present Bannermen when they are found on the map? Do they fly their vassal state Banner, or theirs, or both? (IE: Does it Lord Bob from House Club who pledged as Bannermen to House Conquer, when you met them does it say "Lord Bob of House Club", "Lord Bob of House Conquer", or "Lord Bob of House Club, Bannermen of Conquer"?
A: They will show up as "Lord Bob of House Club, Bannermen of Conquer". As the army travels, they carry their own banner but place yours (the vassal state) above their own as a pledge to you.

Q: You mention you can request protection from our Bannermen, what does that mean?
A: It can mean a variety of things. You can strike a deal that they will take down a specific Castle, or stay near you in order to help defend some territory, the options are endless.

Q: Does that mean Bannermen can enter my Castle/City and help me defend it?
A: Yes

Q: Can they be the only defense in my Castle / City? Will they gather Gold for me?
A: Yes, they can. And yes, you will still have a military force there to impose your tax on the locals, so they will be able to collect your gold for you. However, they can also throw away the Bannermen agreement at any time, so placing them as your only line of defense in your main Castle carries a huge amount of trust. As they can turn on you and instantly take the Castle with no defenses (along with a section of your gold and kidnapped Lords through the appropriate rules etc).

Q: If my Lord and a Bannermens Lord are both in my Castle and someone attacks, we get to pick who defends my Castle? Can that be in the agreement?
A: Yes, and yes.

Q: For travelling with a Lord, if my Lord and my Bannermen are travelling. Can part of our agreement be that the Bannermen protects the Lord (takes on the challenges / games) from an ambush etc? How does this work with travelling, if one of them has higher initiative then the other will my Lord be exposed if he moves before the Bannermen even though there is the protection agreement?
A: This is something I didn't contemplate in the original design for diplomatic agreements. However, I think its a fair agreement that could be reached between two Houses potentially. So what I would say is, they would / could move together if both clans direct me to do so, but at the lower clans intiative. A clan can't move faster / higher in the iniatitive ladder then they were assigned, but I suppose for something like this, they could potentially choose to go slower.

Q: Did you think of making a scenario out of the Siege! map in order to play the battle with pre determined regions? Such as the defending Lord could always start with the throne, etc?
A: Thats a brilliant idea that I didn't think of. I guess I'll take that as another suggestion for the v2.0 (if we do one).
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D

Post by IcePack »

Added a diplomacy tracker so everyone can get an idea of alliances etc through the singing bards
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D

Post by IcePack »

Q: In our dealings do we always have to deal in full GP, or can we do 0,5 (0.5) GP?
A: I don't mind using 0.5's, but please no smaller denominations etc. and avoid 0.75 etc etc. Either a full or a half would be appreciated.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D

Post by IcePack »

Something like ~7 hours remaining to get your submittal in.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 5 IcePack Update

Post by IcePack »

Ok, updating! :) We almost had 100% participation that round...so close...
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

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

Post by IcePack »

Starting Turn 6 Clan Submit Info for Thurs Feb 9th Now Due @ 2400 CCT

Thanks!
IcePack
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
User avatar
TX AG 90
Posts: 468
Joined: Wed Aug 18, 2010 9:59 pm
Gender: Male
Location: Houston Metro - League City

Re: CLAN REALMS at WAR: the Bannermen [Turn 6 Clan Submit Da

Post by TX AG 90 »

IcePack,

I'm assuming there is an unwritten rule that if we haven't made contact with another House in order to establish Diplomacy, we shouldn't be exchanging in-game information. For instance Clan A and Clan B are friends and even though they are on opposite sides of the Map, they PM each other and share info.

To me, this would be akin to Secret Diplomacy. However, sine it's not explicitly pointed out in the Rules, some may think that by doing it they are practicing "gamesmanship".

If my assumption is correct and we shouldn't be doing that, can you put it into the rules?

I know it will be impossible to enforce, but for some that will be enough of a deterrent.

Thanks!

TX
User avatar
IcePack
Multi Hunter
Multi Hunter
Posts: 16689
Joined: Wed Aug 04, 2010 7:42 pm
Gender: Male
Location: California

Re: CLAN REALMS at WAR: the Bannermen [Turn 6 Clan Submit Da

Post by IcePack »

TX AG 90 wrote:IcePack,

I'm assuming there is an unwritten rule that if we haven't made contact with another House in order to establish Diplomacy, we shouldn't be exchanging in-game information. For instance Clan A and Clan B are friends and even though they are on opposite sides of the Map, they PM each other and share info.

To me, this would be akin to Secret Diplomacy. However, sine it's not explicitly pointed out in the Rules, some may think that by doing it they are practicing "gamesmanship".

If my assumption is correct and we shouldn't be doing that, can you put it into the rules?

I know it will be impossible to enforce, but for some that will be enough of a deterrent.

Thanks!

TX


You are correct - diplomacy should only be conducted with Houses you've met on the map. You should not be randomly sharing your map with friends or revealing what House you are etc until the game mechanics naturally allows for it.

I'll add it to the rules on my next update day.

I hope that this is not occurring. There's no way to control it but I would be disappointed if people took advantage of that type of thing w something so new / that we are working through together as a group to make better as we go.
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
Post Reply

Return to “Complete Challenges”