(IR) 3rd IR, Turn 1 - 2 (thread 1)

Creamsteak

Explorer
To Serpenteye/Mr. Draco...

I accept this treaty,

A peace treaty of the fighting between me and you till the end of turn 3.

I give up the Grandwoods (PL 1), but I get to withdraw my men into Delrune and Calrune.

I give up the Celadon Forest (PL 1), but I get to withdraw my men into Delrune and Calrune.

You give me 3 PL of Adamantine Weapons and Mithral Armors/Shields.

I guess this will have to do for now. I feel I could have caused far more than 3 PL worth of casualties with these units next turn, but I am better to keep them than to fight wars that have no purpose. My men will be escorted by both your forces and my forces into my territory. I will send supplement units from Calrune to join my men for their march. A parade and festival waits for both my men and your escorts if they choose to attend in Southern Calrune.

(Statistics results)
Grandwood Forest becomes Purple (No PL)
Celadon Forest becomes Purple (No PL)
Calrune is Reinforced (2 PL)
Adamantine and Mithral are attached to the Giant Eagle Riders unit (+ 3 PL)

Done deal as soon as you agree.
 

log in or register to remove this ad

Creamsteak

Explorer
To Sollir,

We have not had much talk about this so I believe we are going to maintain a simple truce.

I will pull back my trebuchets that have been firing at the Riftcrag out of range. I halt any conflicts that are going on. All fighting is halted while Prisoners from both sides are exchanged. Food is shipped into your territory to deal with any starvation issues. Patrons from both of our armies are allowed to inspect the others prison facilities to make sure they are up to par, and generally afirm that both sides are not using POW's for experimentation, games, or slaves.

If this is agreeable, simply state so and it is done. This will last through the turn.
 

Creamsteak

Explorer
To Edena,

There are advantages to using the dice method. I agree that you need a difinitively fair way to decide conflicts. Dice work, random probability works.

There are advantages to using a d6. A d6 are readily found anywhere, are the cheepest, and the most mass produced. A d6 are quickly read and can be rolled fast.

There are advantages to using a d10 or a d20. I feel that these dice leave you more room for circumstances. You can add a +2 or -2 to favorable odds such as having the high ground. This lets you keep the feel of creativity being important and valid.

I believe that for each day of the turn that fighting occurs you should only have to roll a certain number of dice. I hate to reference risk, but Risk made use of this. In DnD only 8 opponents can attack one unit at a time under normal circumstances. This would be my basis for saying that you can only have 8/1 odds on rolling. So the cap would be that in a day only 8PL per PL can be rolled.

That might be confusing... I'll do an example...

Me and Sollir, lets say we have 25 PL on one side and 425 PL on the other side. That means Sollir could hit me with all 400 PL but that left over 25 is over the 8/1 cap so it is not possible for him to hit me with that part. I was thinking 8/1 per turn is the most a unit can be hit with.... That sounds fair enough, and still allows a large force to quickly dominate a small force, but maybe not all at once....

So consider the d20, but you may just stick with the d6 because they are plentiful... and that is a major major major concern...

And consider my 8/1 damage cap.... seems fair enough....

Anyone else feel anything about either of these?
 
Last edited:


Black Omega

First Post
creamsteak said:
And consider my 8/1 damage cap.... seems fair enough....

Anyone else feel anything about either of these?
Reminds me of an old logic examplefrom school. If it takes one man one day to built one brick wall, how fast would it take a thousand men to build the same wall. Logically, the wall would go up in a flash and most of the men would never even get close to it.:) I think this is very reasonable, there is only so much you can throw at a place at one time. The advantage of niumbers past a point is just that you can lose more and keep attacking while every PL they lose is a heavy blow.
 

Ok....?

Who of us can sense the polymorphed self/alterself with 10th level magic of a 1000th level mage...? Anyone..?

Call me paranoia but Vecna = the embodiment of evil.... and Edena as well :D
 


Serpenteye

First Post
creamsteak said:
To Serpenteye/Mr. Draco...

I accept this treaty,

A peace treaty of the fighting between me and you till the end of turn 3.

I give up the Grandwoods (PL 1), but I get to withdraw my men into Delrune and Calrune.

I give up the Celadon Forest (PL 1), but I get to withdraw my men into Delrune and Calrune.

You give me 3 PL of Adamantine Weapons and Mithral Armors/Shields.

I guess this will have to do for now. I feel I could have caused far more than 3 PL worth of casualties with these units next turn, but I am better to keep them than to fight wars that have no purpose. My men will be escorted by both your forces and my forces into my territory. I will send supplement units from Calrune to join my men for their march. A parade and festival waits for both my men and your escorts if they choose to attend in Southern Calrune.

(Statistics results)
Grandwood Forest becomes Purple (No PL)
Celadon Forest becomes Purple (No PL)
Calrune is Reinforced (2 PL)
Adamantine and Mithral are attached to the Giant Eagle Riders unit (+ 3 PL)

Done deal as soon as you agree.


The God Emperor of the Dark Union agrees. The adamantite and mithral is subtracted from the Ahlissa, Nyrond, and North Kingdom armies (1 from each).

If that doesn't work, I transfer control over 3 points worth of armies to be moved to your territories. Or give you 3 permanent powerpoints to your magics armsrace.
 
Last edited:

To Willam Ronald, Alyx, Gnomeworks and Turrosh Mak:

Would you accept the truce for 3rd turn?

Shade ambassador supports inviting Vecna`s messenger. We should be able to check if it is Vecna or not, we will contact our God( Commune) We want to hear his statement, we respect him for his power and heart full of Darkness.

To Forsaken One

I believe Shade transformation would change Vaergoth`s alignment to evil, it brings one much closer to Darkness.

To Serpenteye

Where can we locate our embassy? Are religions other than yours illegal in Dark Union?

To Kalanyr, Forsaken, Festy Dog, Iuz and Anabstecorian and Sollir Shade want to place embassies in your lands. Choose a place if you agree.
 

Kalanyr

Explorer
" The Drow are not allowing embassies at this time. Perhaps after we obseve the Truce/Peace Talks of Turn 3 we will allow embassies to enter"

"However I believe Forsaken or festy may or may not wish an embassy at the moment, ask them"
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top