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Toarobot18

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  1. The rules as written would make the only solution appealing to your fellow players to send you some widgets. I will add the following feature. APPEAL TO ARTAKHA: In the event a city has no economic buildings and also has no widgets, the owner of the city may make an appeal to Artakha in the topic. Such an appeal can only be made once every three days. If the city has any buildings at all (besides temples to Artakha), Artakha will restore the city to productive condition by destroying a random building (other than a temple to Artakha) and replacing it with a Workshop. If the city has no buildings, or only temples to Artakha, Artakha will give the city a Workshop, but the city will be three widgets in debt to Artakha, and the first three widgets the city earns with the new Workshop will go to paying off that debt. In the unlikely event a city had all eight slots dedicated to temples to Artakha, then Artakha would randomly destroy one of the temples as in the first scenario. EDIT: Pulse, your purchases and city name are fine.
  2. Welcome to the game! First post updated. To be clear, up to 16 players may join the game.
  3. Alright. Technically, purchases don't begin until the game starts, but to speed things up I think it would be fine if people said what they would like to purchase first before the game begins, and then all those purchases will technically be processed immediately upon game start.
  4. Added. Coordinates coming soon . . . EDIT: Coordinates are here. Eventually, I plan to put player owners and city names on the map as well.
  5. Thanks for joining! Have a city name? Yeah, it should. For now though, Row X, Column Y will do.
  6. BZCITIES Another Toarobot18 Game! Note: these rules will probably seem daunting at first. I will walk players through the rules as we go and answer any questions, so do not be deterred from joining if you do not understand all of the rules. In this game, players control small city-states and may raid, colonize, or conquer neighboring cities. To begin, each player chooses a location for their city by selecting one of the 16 squares on this grid. MAP: The color of each square corresponds to element that governs the environment in that location. Red is fire, white is ice, green is air, and blue is water. The yellow lines crossing squares mark bridges. Black lines indicated the absence of a bridge where one has been destroyed. PURCHASES: Within his city, a player may construct up to 8 buildings before having to tear down a building to accommodate a new one. These are the buildings available. The number in brackets indicates the cost for construction in widgets. Tearing down a building costs [5]. Defense Buildings [20] Tower: +1 defense [25] Large Tower: +2 defense [30] Wall: +3 defense [35] High Wall: +4 defense [40] Citadel: +5 defense [45] Large Citadel: +6 defense Economic Buildings [3] Workshop: +[1] per day [15] Large Workshop: +[3] per day [35] Factory: +[5] per day [63] Market: +[7] per day Temples [20] Shrine: 2.5% chance of intervention [25] Small Temple: 5% chance of intervention [30] Large Temple: 10% chance of intervention [35] Great Temple: 20% chance of intervention [50] Nui Temple: 30% chance of intervention [70] Grand Nui Temple: 40% chance of intervention When constructing one of the temples above, the player chooses whether the temple is for Mata Nui, Makuta, Artakha, or Karzahni. This choice affects the type of intervention that the temple may induce, which will be explained later on. Here are the four military units that may be purchased for a city, and the prices for their properties. When purchasing a military unit for a city, a player must specify the type of unit and the properties he is purchasing for the unit, because properties cannot be added later on. Each unit must have at least one propery. Units may have more than one of the same property, although having more than one of the special properties would be purposeless. Units automatically have resistance to the element of the city they are in when they are purchased, and this automatic resistance does not take up one of their properties. Units [1] Squad: one property [3] Battalion: two properties [9] Division: three properties [27] Army: four properties Properties [1] Light Attack Ability: +0 defense / +2 attack [5] Medium Attack Ability: +2 defense / +4 attack [7] Heavy Attack Ability: +4 defense / +6 attack [1] Light Battle Ability: +1 defense / +1 attack [5] Medium Battle Ability: +3 defense / +3 attack [7] Heavy Battle Ability: +5 defense / +5 attack [1] Light Defense Ability: +2 defense / +0 attack [5] Medium Defense Ability: +4 defense / +2 attack [7] Heavy Defense Ability: +6 defense / +4 attack Special Properties [5] Elemental Resistance: unit is resistant to an element in addition to that of its city (specify) [9] Bridge Destroying: unit can destroy a bridge [27] Bridge Constructing: unit can construct a bridge GAMEPLAY: When the game begins, each player will start with [30] and may purchase any combination of buildings and units for his city, at any time. All purchases are made in this topic. The game is divided into “days,” which each last 24 hours and end at 11:00 P.M. EST. At the end of the day all attacks made in that day take effect simultaneously and cities gain their widgets (though my posting of these updates may sometimes be delayed). Players may, at any time, transfer widgets from one of their cities to another one of their cities, or to a city controlled by another player, by making a post in this topic. Once every two days, a city may raid, colonize, or conquer any adjacent city not already controlled by the attacking player (provided there is a bridge or one will be constructed). Whenever a player is thus attacking another city, three military units are randomly chosen from all of the attacking city's units, and these are the three military units whose statistics I will use when determining if the attack was successful. Likewise, when a city is attacked, three out of all its units are randomly chosen to perform the defense. Military units can be thought of as properties of the city itself, and they do not therefore “move” into the city they are attacking. Even if a player has multiple cities, he cannot transfer military units from one city to another, and military units are never disbanded except when a city is conquered. Because military units are always attached to the city in which they were purchased, all of a city's units are available to be randomly chosen as the three for a defense even if the defending city is also performing an attack during the same day. When a battle takes place, I will randomly pick three units from the attacking city and three units from the defending city, and then add up the attack power from the three attacking units' abilities, and the defense power from the three defending units' abilities, adding points to either city if an intervention (explained later) takes place, and adding points to the defending city if it has defense buildings. If the attacking city has a greater attack power than the defending city's defense power, then the attack is successful. Ties go to the defender. [Notes: If a city has less than three units, it only gains the power from the units it has. If an attacking unit does not have resistance to the element of the city it is attacking, it is not counted in the battle.] When making an attack, the attacking city sends me a P.M. and specifies which city his city is attacking and which sort of attack to make: raid, conquer, or colonize. Attacks will not be successful if there is no bridge between the attacking and defending cities. If there is no bridge between the cities, the attack fails, unless one of the three attacking units randomly chosen possesses the Bridge Constructing ability, in which case a bridge will be constructed before the battle and will usually remain in place after the battle—that is, unless one of the three attacking units had the Bridge Destroying ability and was directed to use it. A player attacking a city may specify that he would like to destroy the bridge on the way out. If the player specifies this and one of his randomly chosen units had the Bridge Destroying ability, then after the battle, the bridge between the attacking and defending cities is destroyed. Special attack: attack for/against the bridge. If a player would like to destroy a bridge without attacking the city on the other side, his city may make an attack against the bridge itself, which is successful if one of the three randomly chosen units had the Bridge Destroying ability. Likewise, a city may “attack for” a non-existent bridge in order to construct a bridge, without crossing that new bridge to attack the city on the other side, and this attack is successful if a unit with the Bridge Constructing ability is randomly chosen. These attacks count as the city's one attack for a two-day period. Here is what happens if each of the three types of normal attacks are successful: RAID: All the widgets that the defending city had not spent yet are transferred to the attacking city. 50% of the defending city's buildings, rounded up, are destroyed. CONQUER: All the widgets that the defending city had not spent yet are destroyed. 75% of the defending city's buildings, rounded up, are destroyed. All the units in the defending city are destroyed. The defending city is now owned by the attacking player. NOTE: this is the only instance when military units are transferred! The three units that were randomly chosen for the attack are now reassigned to the newly-conquered city. COLONIZE: One third of the widgets that the defending city had not spent yet, rounded up, are transferred to the attacking city. Going forward, 20% of all widgets earned by the defending city, rounded up, are automatically transferred to the attacking city (the colonizing city) as they are earned. This process continues until the colonizing city is raided, conquered, or colonized by any city (including the city it colonized), whereupon the colonized city no longer has to pay dues. The colonization also fails immediately if the colonizing city is itself colonized during the same day that it did the colonization. [Note: if City A colonizes City B, and afterward City B colonizes City C, the dues paid to City B by City C are counted among the “widgets earned” by City B, 20% of which will go to City A.] [Note: if two cities both successfully attack each other during the same day, and either city was performing a conquering or colonizing attack, the two attacks cancel each other out and neither attack was successful. However, if both cities were performing a raid, both attacks are successful.] Special attack: coordinated attack. When a city is attacked by more than one other city in the same day, the various attacks are generally assumed to be uncoordinated. If, for example, three cities attacked the same city, and two out of those three attacks independently failed, and the third attack independently succeeded, then the third attack would be unaffected by the fact that two other cities attacked. However, if multiple cities simultaneously succeed in an uncoordinated attack on the same city during the same day, then their attacks cancel each other out, and no attack succeeds that day. The exception to this rule is coordinated attacks. When a player has one of his cities (in this example, “X City”) attack another city (“Target City”), and he expects that another city (“Y City”), whether also controlled by him or by another player, will also attack Target City in the same day, the player may specify in his P.M. to me that the attack of X City is intended to support the attack of Y City against Target City. This forms a coordinated attack. In a coordinated attack, Y City attacks with all the attack power of both X and Y Cities, and if the combined attack power is greater than Target City's defense power, than Y City's form of attack (raid, conquer, colonize) is successful and carried out. Now, if Y City did not end up attacking after all, and so X City attacked alone, but still succeeded, then whatever form of attack X City specified succeeds and is carried out. Otherwise, in a coordinated attack, the type of attack X City is performing does not matter, since X City is simply supporting Y City. Multiple “X Cities” may support a single “Y City” in making an attack. Special “attack”: coordinated defense. A city may use its one attack (during a two-day period) in order to send an army to defend another city for the day in which the army was sent. Every time the defended city is attacked during that day, in addition to having the power of its own units, it also has the defense power of three units randomly chosen from the city which is assisting in its defense. However, while interventions on behalf of the city assisting in its defense may still benefit the defended city, only the defense buildings in the actual city attacked contribute to its defense power. INTERVENTIONS: When a temple is constructed, the buyer specifies whether the temple is for Mata Nui, Makuta, Artakha, or Karzahni. Every time a city is involved in an attack or defense (except an attack for/against a bridge), there is a percent chance (specified by the temple type), that an intervention will take place (if the city has no temples which apply, that percent chance is 0%). Additionally, every day when cities gain widgets from their economic buildings, there is a percent chance that an intervention will take place. If an intervention does take place, there is an equal chance it will be a small, large, or great intervention. MATA NUI: Small Intervention: +5 defense Large Intervention: +10 defense Great Intervention: +15 defense MAKUTA: Small Intervention: +5 attack Large Intervention: +10 attack Great Intervention: +15 attack ARTAKHA: Small Intervention: +[3] Large Intervention: +[5] Great Intervention: +[7] KARZAHNI: If Karzahni intervenes in the affairs of a city with a temple dedicated to him, he does so by reducing the widget production of a random “enemy” city of the city which he is intervening for. Any city which has ever attacked or been attacked by the city Karzahni is helping is normally considered an enemy city, but players may declare in the topic that their cities consider certain cities to be enemies or not to be enemies, and thereby modify which cities Karzahni affects. If a city has its widget production reduced by Karzahni, but made less widgets than the amount by which Karzahni was reducing its production, then the city goes into negative widgets and these must be paid/produced off before the city can have positive widgets again. Small Intervention: -[3] Large Intervention: -[5] Great Intervention: -[7] APPEAL TO ARTAKHA: In the event a city has no economic buildings and also has no widgets, the owner of the city may make an appeal to Artakha in the topic. Such an appeal can only be made once every three days. If the city has any buildings at all (besides temples to Artakha), Artakha will restore the city to productive condition by destroying a random building (other than a temple to Artakha) and replacing it with a Workshop. If the city has no buildings, or only temples to Artakha, Artakha will give the city a Workshop, but the city will be three widgets in debt to Artakha, and the first three widgets the city earns with the new Workshop will go to paying off that debt. In the unlikely event a city had all eight slots dedicated to temples to Artakha, then Artakha would randomly destroy one of the temples as in the first scenario. NEUTRAL CITIES: The game can start with a minimum of three players. All cities that are not claimed when the game begins are “Neutral Cities.” More players may join and claim any Neutral City at any time, and if a player loses all his cities, he may also claim a Neutral City. Neutral Cities will never attack even if provoked, and will split resources between military units, defense buildings, defensive temples (Mata Nui / Artakha), and economic buildings according to a formula. Neutral Cities may be raided, colonized, and conquered by the player-controlled cities on the map. If a player makes no action in the game for five consecutive days without giving notice that he will be away, and other players are interested in taking over, I may revert the inactive player's cities into Neutral Cities so that they may be claimed. GAME CONCLUSION: The game concludes when one player controls all the cities on the map, or when multiple players, collectively controlling all the cities on the map, agree to a draw. PLAYER LIST: When you join, remember to pick a city. You are encouraged to name your city. City names should be related to Bionicle or BZPower and are especially great if they are related to their city's element. Cities will also be listed in this post along with their current widgets, military units, and buildings. Questions? 1. Shadowhawk Marauder's Waste - (4,4) - Widgets: [47]. - Units: 1st Army (Heavy Attack, Heavy Attack, Heavy Attack, Water Resistance), 2nd Army (Heavy Attack, Heavy Attack, Heavy Attack, Water Resistance), 3rd Army (Heavy Defense, Heavy Defense, Heavy Defense, Heavy Defense). - Buildings: Market, Workshop, Workshop, Factory, Factory, Large Citadel, Large Citadel, Large Citadel. 2. Makuta Luroka Luri-Metru - (4,1) - Widgets: [101] - Units: 1st Battalion (Light Attack, Light Battle), 6th Division (Heavy Attack, Heavy Attack, Water Resistance), 1st Army (Heavy Attack, Heavy Attack, Medium Attack, Water Resistance). - Buildings: Large Workshop, Large Workshop, Factory, Factory, Factory, Market, Market. Harakeke Metru - (4,2) - Widgets: [11] - Units: 1st Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance). - Buildings: Large Workshop, Large Workshop, Factory. New Tahu - (3,2) - Widgets: [8] - Units: - Buildings: Large Workshop, Factory. Nui Gaga - (3,1) - Widgets: [11] - Units: 2nd Battalion (Light Attack, Light Battle) [The preceeding unit was purchased in Luri-Metru and have Fire Resistance]. - Buildings: Large Workshop, Large Workshop, Factory. Kaukau Falls - (4,3) - Widgets: [7] - Units: 1st Division (Heavy Attack, Heavy Battle, Water Resistance), 5th Division (Heavy Attack, Heavy Attack, Water Resistance), 2nd Army (Heavy Attack, Heavy Attack, Heavy Attack, Water Resistance). [The preceeding units were all purchased in Luri-Metru and have Fire Resistance] 1st Army (Heavy Attack, Heavy Attack, Heavy Attack, Heavy Attack), 2nd Division (Heavy Attack, Heavy Attack, Ice Resistance), 2nd Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance), 3rd Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance), 4th Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance), 5th Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance), 6th Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance). - Buildings: Market. Koburg - (2,2) - Widgets: [0] - Units: 3rd Battalion (Light Attack, Light Battle), 4th Battalion (Heavy Attack, Heavy Attack) [The preceeding units were all purchased in Luri-Metru and have Fire Resistance], 1st Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance), 2nd Army (Heavy Attack, Heavy Attack, Heavy Attack, Fire Resistance). - Buildings: Matoro-Koro - (3,3) - Widgets: [0] - Units: 2nd Division (Heavy Attack, Heavy Attack, Water Resistance), 3rd Division (Heavy Attack, Heavy Attack, Water Resistance), 1st Army (Heavy Attack, Heavy Attack, Heavy Attack, Water Resistance) [The preceeding units were all purchased in Luri-Metru/New Tahu and have Fire Resistance], 2nd Army (Heavy Attack, Heavy Attack, Heavy Attack, Heavy Attack), 1st Division (Heavy Attack, Heavy Attack, Heavy Attack), 3rd Army (Heavy Attack, Heavy Attack, Heavy Attack, Heavy Attack), 4th Army (Heavy Attack, Heavy Attack, Heavy Attack, Heavy Attack). - Buildings: Manas Metru - (2,3) - Widgets: [3] - Units: 4th Division (Heavy Attack, Heavy Attack, Water Resistance), 1st Army, (Heavy Attack, Heavy Attack, Heavy Attack, Heavy Attack), 2nd Army (Heavy Attack, Heavy Attack, Heavy Attack, Ice Resistance). - Buildings: Large Workshop. 3. Pulsating Cheddar Hurricane - (1,3) - Widgets: [239] - Units: 1st Squad (Medium Battle), 2nd Squad (Heavy Defense), 3rd Squad (Heavy Defense), 4th Squad (Heavy Battle), 5th Squad (Bridge Destroying), 1st Battalion (Light Defense, Light Battle), 3rd Battalion (Medium Attack, Light Defense), 5th Battalion (Heavy Attack, Heavy Defense). - Buildings: Large Workshop, Large Workshop, Factory, Factory, Factory, Large Citadel. Lia - (1,2) - Widgets: [322] - Units: 5th Squad (Heavy Battle), 4th Battalion (Heavy Attack, Bridge Destroying), 2nd Division (Heavy Battle, Heavy Battle, Heavy Battle). - Buildings: Large Workshop, Factory, Factory, Factory, Factory. Graalok-Koro - (2,1) - Widgets: [276] - Units: 1st Squad (Bridge Destroying), 1st Battalion (Heavy Defense, Heavy Defense), 2nd Battalion (Medium Attack, Light Defense), 1st Division (Heavy Attack, Heavy Attack, Heavy Defense), 1st Army (Heavy Attack, Heavy Attack, Heavy Attack, Heavy Attack). - Buildings: Large Citadel, Factory, Factory, Factory, Factory. 4. Neo ShadowVezon The Town with No Name - (1,4) - Widgets: [208]. - Units: 2nd Battalion (Heavy Attack, Heavy Defense), 1st Division (Heavy Attack, Heavy Defense, Air Resistance), 2nd Division (Heavy Attack, Heavy Defense, Air Resistance). - Buildings: Workshop, Workshop, Large Workshop, Large Workshop, Large Workshop, Market. New Artakha - (2,4) - Widgets: [125] - Units: 1st Division (Heavy Attack, Heavy Defense, Air Resistance), 4th Dvision (Heavy Attack, Heavy Defense, Air Resistance), 1st Army (Heavy Attack, Heavy Battle, Heavy Defense, Air Resistance). [The preceeding units were all purchased in The Town with No Name and have Fire Resistance] - Buildings: Workshop, Workshop, Large Workshop, Large Workshop, Large Workshop. 5. Philips Christmas Town - (1,1) - Widgets: [25]. - Units: 1st Squad (Bridge Destroying), 1st Battalion (Heavy Defense, Heavy Defense), 1st Division (Heavy Attack, Heavy Battle, Medium Defense), 2nd Division (Heavy Defense, Heavy Defense, Heavy Defense), 1st Army (Heavy Defense, Heavy Defense, Heavy Defense, Heavy Defense), 2nd Army (Heavy Defense, Heavy Defense, Heavy Defense, Heavy Defense). - Buildings: Workshop, Workshop, Workshop, Workshop, Large Workshop, Grand Nui Temple (Mata Nui), Large Citadel. 6. ToaKapura1234 Metru Kapura - (3,4) - Widgets: [42] - Units: 1st Squad (Medium Defense), 2nd Squad (Medium Defense), 3rd Squad (Light Defense), 1st Battalion (Heavy Defense, Light Defense), 2nd Battalion (Heavy Defense, Light Defense), 3rd Battalion (Heavy Defense, Heavy Defense), 4th Battalion (Heavy Defense, Heavy Defense), 5th Battalion (Heavy Defense, Heavy Defense), 6th Battalion (Heavy Defense, Heavy Defense), 7th Battalion (Heavy Defense, Heavy Defense), 1st Division (Heavy Defense, Heavy Defense, Light Defense), 2nd Division (Heavy Defense, Heavy Defense, Heavy Defense), 3rd Division (Heavy Defense, Heavy Defense, Heavy Defense), 4th Division (Heavy Defense, Heavy Defense, Heavy Defense), 5th Division (Heavy Defense, Heavy Defense, Heavy Defense), 6th Division (Heavy Defense, Heavy Defense, Heavy Defense), 1st Army (Heavy Defense, Heavy Defense, Heavy Defense, Heavy Defense), 2nd Army (Heavy Defense, Heavy Defense, Heavy Defense, Heavy Defense), 8th Battalion (Ice Resistance, Bridge Destroying). - Buildings: Large Workshop, Large Workshop, Large Workshop, Workshop, Workshop, Workshop, Workshop, Workshop.
  7. It might be easier to start over from scratch than go about repealing a whole bunch of rules, unless we managed to negate most of the existing rules at once with an immutable rule of some sort.
  8. Hmm. That is not a whole ton of interest. However, between the three of us, rule changes could be made to make the game into a form more suvivable/appealing, hypothetically.
  9. By my calculation, it is now exactly sixty days since the last post in this topic, and thus the last day it can be revived. Since the game has been inactive for that long, I assume no one is still interested in playing. If that is not the case, however, speak now or forever hold your peace.
  10. I definitely am not up for hosting at the moment due to time constraints. Congratulations, evil Ehks, for winning. So close . . . so close . . .
  11. ShadowVezon is correct. I am rather busy at the moment. Hence, the first post is not updated. However: ShadowVezon mined 4 ores. Toa K mined 3 ores. You should indeed specify the proposal number you are seconding. I mine for ores. I mined 9 ores. Once upon a time, Kopaka was sleeping in quiet bliss. Then, out of nowhere, what should appear but a terrible terrifying burnak? It would have successfully robbed Kopaka of ten of his widgets, were it not for Kopaka's terrifying kardas dragon, which bravely fought the burnak off.
  12. Don't worry too much about them. No one will care if you make mistakes. Really, the worst that could happen is you get killed by a Scary/Terrifying Rahi due to missing the rule about buying your own armor/rahi to protect yourself, but being dead isn't much worse than never having joined. And now you've been warned, anyway.
  13. Let's try to avoid making this a general discussion forum. That will reduce the chance of it being closed, and if we leave it alone Lloyd will have the full revival period to return and start it back up if he wishes to.
  14. I think Pupwa, Ehks, Dapper-San, The Lorax, Valendale, Lhikevikk, Calvirick, and Norik have broken Law 3. As I am the only judge at the moment, I decide all the cases. I declare Pupwa, Ehks, Dapper-San, The Lorax, Valendale, Lhikevikk, Calvirick, and Norik guilty of breaking Law 3. I impose a dodging tax fine of 50 widgets on every one of these players. As not all these players had 50 widgets, yet rule 63 requires that the chosen penalty be "immediately enforced," I simply transferred 50 widgets to the Treasury from each player (for a total of 400 widgets) and drew the players' accounts down into negative widgets as necessary. I mine for ores. I mined 5 ores.
  15. But the Brotherhood has early copies of Destiny. And I predict that you're destiny happens be to buried under 6 feet of dirt. I can say with some certainty that I am not, in fact, my destiny, and therefore am not buried. But out of concern for its sake, I have dug it up and retrieved it. After examining it closely, I determined that my destiny is to be a member of the winning team in this game. Long live the village!
  16. Seems legitimate to me. After all, the game hasn't started. Bravo, Pulse!
  17. Wait wait wait they're lying to you. Do you want to join the team that lies to you?
  18. Oh, sorry. I was replying to your post "We're already starting XVI," which I took as a response to my post on the previous page.
  19. The fact that we've started the next game doesn't mean that this game couldn't or shouldn't continue, should Lloyd come back in time and desire to continue it.
  20. The village is giving away copies of Unity and Duty.
  21. I suggest we refrain from revealing roles or anything and just leave this game alone. If Lloyd returns before the 60 days are up, we can pick this game back up again.
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