Rise of the Daimyo

Hey,

You attack & post a declaration of WAR. Give a battle report
& send your turn.

Battle Reports can be simple or made to look hard. Some PBEM one could
get away with something like this from the "Uncas" F&I pbem.

Lost a CDB and then killed a skirmisher near Niagara.
Lost another in a pointless attack on a militia.

Here all the info is contained but is not put in combat form. Plus the units
of the game are limited & are un-upgradable. There is nothing else needed.

Now there is the combat version which looks something like this from
the "C3C PBEM "Gift Horse" Rise of Rome Scenario"

You really think you can sneak-attack me like that Blaze?

Hah!

I saw that move coming from a mile away!

Your army of 4 Hoplites and 8 Heavy Cavalry now lie rotting in the hills above Carthago while only 4 Carthaginian Heavy Cavalrys did not return to the great city alive.

Meanwhile, in Italy, after a great many cavalry-charges and bombardment against the defenders of Mediolanum, a group of Numidian Mercenaries finally manged to take control of the city.

4/4 HC vs 5/5 Legionary III (3/5)
5/5 HC vs 3/5 Legionary III (3/6)
4/4 HC (1/4) vs 4/4 Garrison (2/4)
4/4 HC (1/4) vs 4/4 Garrison (4/4)
4/4 HC vs 4/4 Garrison (2/4)
4/4 HC (2/4) vs 2/6(bombarded) Legionary III
4/4 HC (2/4) vs 3/3 Garrison
4/4 HC vs 3/4(bombarded) Garrison (2/5)
4/4 HC (1/4) vs 3/4(bombarded) Garrison
4/5 HC (2/5) vs 3/4 Garrison
4/4 HC (1/5) vs 2/4 Garrison
5/5 WE vs 2/4 Garrison (2/5)
3/4 HC (2/4) vs 2/5 Garrison
4/4 Numidian Merc (2/4) vs 2/5 Garrison

As you can see every attack is recorded. This is used mostly with large
numbers of units or various types. The dead have been underlined.
There are many ways to record this but its all pretty basic.
Attacker name (health, 4/4) Damage taken, vs Defender (Health 4/4) damage taken

Look at other PBEM games for an idea or 2. But remember BATTLE REPORTS are
important.

One house rule we used in the Roman games was units attacking out of a town
don't have to report damage.


Blaze Injun
 
Ok, thanks, I'll do that.

However, that looks like an awful lot of tedious work (almost like playing a GOTM... :lol:). Perhaps I should try the "peaceful approach" once more... :D
 
Hey,

What do you think of a random draft? Before the game we can do a lot. We separated the players by number (1 to 8) and clans by letter (between A and H). Then another person who chooses not play in sequences (8C, 7A ...)

Blaze Injun,I do not understand how much that report. So I suggest this:

We can also use the label Strike

4/4 Numidian Merc (2/4) vs 2/5 Garrison

Code:
[S]Garrison[/ S]
 
Hey,

What do you think of a random draft? Before the game we can do a lot. We separated the players by number (1 to 8) and clans by letter (between A and H). Then another person who chooses not play in sequences (8C, 7A ...)

Blaze Injun,I do not understand how much that report. So I suggest this:

We can also use the label Strike

4/4 Numidian Merc (2/4) vs 2/5 Garrison

Code:
[S]Garrison[/S]
 
Hey,

Strike is fine. I don't know how to but it works. :)

OK simple report example:

You have 1 unit say a Bushi, who has a health of 3/3 who was going to attack
a Spearman with health of 3/3. This is wrote as follows with colors representing
different clans.

Bushi (3/3) vs Spearman (3/3)

During combat your Bushi takes 2 points of damage & the Spearman is killed.
Which is detailed as followed with the total of the victors health represented.

Bushi (3/3), -2, 1/3 vs Spearman

Units killed can be Striked, underlined or made bold.


Blaze Injun
 
Bushi 3/3 vs Spearman 3/3 = Bushi 1/3

I think Chamnix showed me that format. Maybe denyd or Calis... or something close to it.

EDIT:
Here's an actual post I made in the Saber Death Match PBEM -

By Isin:
4/4 Knight vs 4/4 Pikeman = 1/4 Knight.

By Umma:
4/4 Knight vs 3/3 Sperman = 2/4 Knight.

By Summer:
4/4 Knight vs 4/4 Rider = 2/4 Knight.
4/4 Knight vs 4/4 Rider = 1/4 Knight.

gps to Chamnix.
 
You guys are all correct, so as long as the attacked or defender knows the end result. I believe this battle report was employed to of coarse accurately report those things that occurred that you can't see but in addition it adds a psychological effect although this isn't obvious, it is like a taunt.

As for me, as I close in on a unit I'll go to that unit and give him a name or if I'm being attacked and I see it I'll rename the unit. A Spearman or a Bushi is a rank to me so I'll say;

Bushi Haru3/3 attacked the leading Bushi3/3 and after the swords were unsheathed Oda's Bushi0/3 was given an honorable resting place.

The Battle reportsare excellent but loading the info in a program is difficult for (me) I even sometimes don't remember to check that units original strength, in that case I'll discribe its location and hopefully that helps identify it

@Cyc I can't take the credit, I use "Google Translator" and the ROD thing came just as I was typing it. Hehe

@Lanzelot I'm glad you here as well!!!
I think a peaceful approach will be tough, you'll want Iron if it is not near you, than you must take it.


Obviously this game is different than most games, Ronin uprising, the limited strategic resources, how the clans are placed makes this very compelling

I do not want to take to much from the original design but I do agree random Clan or shuffle resources would be nice.

Random clan = everyone imediately knows still where the important resources are, it is just a matter who now is controlling that area.

Shuffling resources = unpredictable outcome in all maners of resources luxeries and strategic. I think these were all placed for effect. look at the southern tip, the iron is covered by goody huts and barbarian camps so you can see how this will effect the game.

vs

knowing were everthing is located but who now is located there. We should weigh this.

as for peace time duration this is another tough subject, this is my idea but only based on the desire to have all players in the game for a longer duration(more fun for all longer), but as I said previously no one will peacefully allow thier neighbor to get such an upperhand.
Ray

ps. Cyc you mentioned "for the story" look here and here it is my Pirate game and as for story this one will become second to none due to its never ending battles starting right from turn ONE. "The Guardian" completely reworked this scenario and in my opinion many will join this thread to read about its action
 
Hey,

This is basic & not cutting Eclipse with his names. He uses Bushi so no need to worry
there. I only name elites in my pbems so I use names too. ;)


Naming Rule

Quote:
Originally Posted by Soul Warrior
Blaze, and everyone -

just to clarify the entire naming thing.

rules for names
1- city names.
when built you may name the towns ANY NAME YOU WANT.
you MAY NOT change that name later.

2- unit names
generic names are ok.
ASLONG AS THEY ARE CLEALRY LABELED.
examples of a valid type:
Yorktown SPears 1,<numbers are fine, and you can use these freely>
Soul's Riders (h), <h> is to denote HORSEMEN. change it to K when its upgraded.
default civ names, etc. - no change is good for all involved.

examples of BAD NAMES
soul's marauders - no details at all, unless you look at the stats. im usually too lazy for that...
misleading thorough a wrong name that will hide an attribute such as changing a knight's name to Medieval Infantry - given by BEF, this is beyond evil.
edit -
and DO NOT, EVER, change a units name drastically.
e.g. - souls riders H to souls riders K is ok.
souls riders to mambojive unit killer is NOT OK.

basic rule is:
keep those names constant.
keep them clear.
DONT make them misleading.




Blaze Injun
 
Two more thoughts:
  • If we reshuffle the resources, no one will know where they are, until he has researched the corresponding tech and explored the map a bit. That will definitely add extra spice to the game. However, we ought to make sure that they are distributed in a similar challenging way as in the original and that they are "protected" by barb camps as well. Perhaps we can ask someone who will not participate, to make the resource distribution by hand, rather than entrusting it on a random number generator?! The creator of this scenario has shown great mastery in setting up the map the way it is, and I aggree with Eclipse: if we interfere too much here, we might easily mess something up and spoil the fun.
  • Last time I said the starting positions are well-balanced. Well, after analysing the other start positions a bit closer I want to refine that assessment: all positions have their strong points and their weaknesses and offer basically equal chances, if you find the right way to play them. But while most of the start positions just "play themselves", Hojo and Imagawa are extremely difficult to play in my opinion. (No wonder no human player wanted them in the first game... And no wonder the AI is performing so pathetically in those locations... :D) In order to play these two positions well, you need to hit upon the one and only right strategy, otherwise you'll end up like the AI did in the first game. (While for the other positions there are many different strategies which should all be quite ok.) The question is: can we live with that, now that we have "random player assignment"? I mean, if someone voluntarily chooses his start position, he knows what he was asking for. But I would like to avoid a situation where our most in-experienced participant ends up with let's say Imagawa, doesn't know how to play it right and the others are just "passing him by on the fast lane".
    I think everybody ought to be aware of this before aggreeing to letting the dice decide about the start positions.

Cheers, Lanzelot
 
Hey,

See many ways to keep it simple or make it look hard. :D

As I read that, I sensed one of your eyes pop sightly out of it's socket, sending your monacle flying, when you brought your riding crop down on the side of your leg as you said the word "hard". :D

The main reason I posted that is becuse it happened in real time with the discussion, and I was happy I had won all the battles. Chamnix is about to extinguish my Sumerian nation like a cigarette that reminded him he needs to quit smoking.

And I do like that way of posting battle logs, as opposed to yours, Blaze. Using my way, I'm not drawn off by the side issue of wondering if it looks more like chicken scratch or hieroglyphics. :mischief:
 
I'd prefer to just report losses and kills. Unless it adds to the drama of course.

As in "attacked with 4 catapults hit once. Lost 2 Bushi, killed 4 Bushi and took :):):):)ushima".

After all your enemy wouldn't know how badly mauled your troops were if they were all dead would they. Why tell the enemy that all your last 2 Bushi were one 1 bar so they could attack and retake the city.

We could prop up dead bodies to make us look stronger and put you off attacking ;)
 
hi all :) Eclipse had asked me about the resource distribution thing you guys have been discussing. specifically, it was asked whether there'a a way to randomly distribute the resources upon initialization of the scenario. to be honest, i don't know...although i am sure there is a way to do it somehow. but i am not fully certain. nonetheless, the thought of someone not associated with the pbem preplacing them crossed my mind as well. that said, i would do it for you guys if you want :D just give me a set of specs to run off of (ie keep same resources, have them protected by barb camps etc).
 
nonetheless, the thought of someone not associated with the pbem preplacing them crossed my mind as well. that said, i would do it for you guys if you want :D

El Justo, what a great honor to have you here! (In fact the AoI Scenario was the first one I downloaded, and the associated thread was among the first ones I read when I first came to Civfanatics! I still consider it a classic.)
If you do the resource distribution, I would be confident we'll end up with a great map!

I suggest the following guidelines:
  • Luxuries are abundant in this scenario and everyone has fast access to at least 3-4 of them, and for most it shouldn't be a problem to get even 6. I think the original intent was that everyone just has them and never needs to worry about war-weariness. They were probably not meant for trading. So this is very different from games where there are nearly all ivories in one part of the map, all dyes in another, etc, and players are required to do trading if they want to be successful. I think we should leave it this way.
  • If you look at the map, you'll see that most iron is located somewhat directly between two start locations. There are a few exceptions, but in general there will be a race between two contenders for the nearest iron source. However, there is sufficient iron for everybody. If you get unlucky in the start race, you can still trade or get one from further away.
  • There are only two sources of saltpeter, iirc. I didn't yet understand, what the creator intended here. But in the game we are currently playing, I figured the game will be decided long before saltpeter becomes available (the tech that makes it visible is right at the end of the tech tree), so I didn't give this much thought yet. No idea.
  • Horses and Jade seem to be distributed randomly?! I think they add a bit flavor, allowing different strategies to different people, but will probably not be game-deciding.
In any case, the strategic resources are protected by a barb camp each, while the luxuries are not.

Thanks and best Regards, Lanzelot
 
i just opened up the Shogun biq. i could randomize just the strat resources, them and luxes, or all resources - the latter of which i suppose but need clarification before resorting them all. my thought would be to remove, say, Iron from tile 76x/80y and place it elsewhere on the map (completely random).

one thought for you guys to possibly chew on would be to have random start locations. this, in connection w/ new resource placements, would be a real doozy :) just a thought :D
 
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