Lands of the Galaxy: Circuitria (A CircuiNES)

Thank you all for the compliments. Writing the update was quite fun. I'm glad many of you are looking forward to playing, because right now I'm looking forward to modding. :D

I feel I failed to clarify a detail about units: you can only give orders to units that have already been deployed (that is, you can see them on the most recent map). While units you build can defend (hint: when an attacker is coming for an HQ, building lots of garrisons can save you), they cannot be given movement or attack orders until the next turn.

The same also goes with constructing buildings, improvements, and also for claiming ruins and presenting their terms. You cannot assume that those are under your control until after those hexes have fallen under your control (in essence, after the dot with your color appears by the hex's number). That clarification has been added to the rules. If you sent orders with these assumptions, you don't have to resend them. You're fine. This is just for future information.

I also reduced the defense of Regulars from three to two, for balance purposes.

On the map size: I will make maps slightly larger, and instead of using Photobucket use Image Shack.

Also, kudos to Abaddon for attaching a map with his troop movements. That was quite handy. Don't worry if you didn't attach a map with troop movements this turn, but in the future, you may want to consider it.

A little reminder: there are story bonuses for any interested.
 
You could also list everyone's units in their stats and their locations. Just an idea. :)
 
So my units won't be able to move as planned this turn? Have the two grunts who were going to load up, claim as much as possible around my base while still making it back. (So next turn they can load)
 
You could also list everyone's units in their stats and their locations. Just an idea. :)

Within a few turns that will be an impossibly long list!
 
You could also list everyone's units in their stats and their locations. Just an idea. :)

That's a bit too much work, in my opinion. I've already found a solution for visual overflow: a hex with overflow will have an overflow icon in it (you'll know it when you see it), and the overflowed units will appear in the black area as still in the hex. Thanks for the suggestion, though.

So my units won't be able to move as planned this turn? Have the two grunts who were going to load up, claim as much as possible around my base while still making it back. (So next turn they can load)

Will do.
 
Great update! *sends orders*

Hmmm, maybe I should've gone for L13. I just wanted to avoid war I guess. Oh right, I remember, I was worried somebody would ninja the east and then I'd be flanked. Well, that's good reasoning I couldn't have foreseen wouldn't materialize I suppose and I wouldn't be surprised if we suddenly have more players that would otherwise have done so.
 
Right. I've sent them now (didn't expect you to get on so soon ;')). Come to think of, people may want to know: Do we get to take bids for ruins the round we seize them if nothing can stop us?
Also, how exactly do movement modifiers work?
 
Right. I've sent them now (didn't expect you to get on so soon ;')). Come to think of, people may want to know: Do we get to take bids for ruins the round we seize them if nothing can stop us?
Also, movement modifiers modify the 1 point it would otherwise take to traverse them and not the unit itself, right? As in jungle takes 2 points to move through, while swamps take 3, so a unit with 3 movement could go through one plains and one jungle, but a unit with 1 movement could go through 1 swamp a turn, rather than the terrain modifiers dividing unit movement as such so that it 3 movement through swamp is reduced to 1 while it'd take a 1 movement 3 turns to get through 1 swamp?
Thank you.

Movement modifiers are movement cost, like you suggest, not a statement as to what units can move through them. So a unit with 3 movement can move through three grasslands (grass=1 mp), a grassland and a jungle (grass=1 mp, jungle=2 mp), or a swamp (swamp=3 mp).

You can send terms for ruins when you attempt to acquire them, if you'd like, but no one will respond until you actually have control of the ruin.

And right now I don't have much of a life, some I tend to frequent here. I've already got the orders for those people who sent them completed. :p
 
What about jungle then swamp?

is the 1 point of movement wasted? or do we make it onto the swamp?
 
Do you need orders soon Circuit?

Deadline's Thursday, but if I get them early, the update may come sooner.

What about jungle then swamp?

is the 1 point of movement wasted? or do we make it onto the swamp?

You can move into the swamp. The movement point is not wasted. You just stop in the swamp.
 
who you waiting on?
 
Hmmmm, I guess I really should have started a few hexes to the left, that would've taken care of both avoiding outflanking placements as well as improving my startup mobility.

Is it allowed to move through the ruins btw, as long as we don't fight in them?
 
No, they are demilitarised zones. No entry is allowed, so we have to move around them.
 
One more question, do we have to stop on areas to claim them or will move-throughs suffice?
Thanks.
 
For most units, simply moving through a hex is sufficient to claim it. The exception is transport hovercraft, which don't claim hexes they move through; they only claim the hex they land on.
 
Thanks for the larger map, still...maybe could there be more contrast on the unit icons, maybe instead of black for the text, use white?

Orders Sent. :)
 
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