Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)
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TripleA Turn Summary: Crowton round 7
TripleA Turn Summary for game: Dragon War, version: 1.2.3
Game History
Round: 7 Combat Move - Crowton 1 unit repaired. Trigger Crowton fishing in Sea Zone 19: Crowton has 1 Whales placed in Sea Zone 19 1 Lgt-Infantry moved from East Parnesis Desert to Ironhorn 1 Air-Balloon and 1 General moved from Maragorn to Ironhorn 1 Marines moved from Maragorn to Sea Zone 26 1 Lgt-Infantry moved from Lost Mountains to Sea Zone 21 2 Large-Ships and 1 Lgt-Infantry moved from Sea Zone 21 to Sea Zone 22 1 Auxiliaries moved from Stormwood to Sea Zone 22 1 Lgt-Cavalry moved from Oldengard to Sea Zone 22 1 Large-Ship and 1 Marines moved from Sea Zone 26 to Sea Zone 22 1 Auxiliaries moved from Oldengard to Sea Zone 22 2 Auxiliariess, 3 Large-Ships, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Marines moved from Sea Zone 22 to Sea Zone 28 2 Auxiliariess, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Marines moved from Sea Zone 28 to Ironhorn 1 Green-Dragon moved from Sea Zone 22 to Ironhorn 1 Marines moved from Glassville to Sea Zone 19 1 Marines and 1 Small-Ship moved from Sea Zone 19 to Sea Zone 28 Crowton take Sea Zone 20 from Pirates Crowton take Sea Zone 23 from Pirates 1 Marines moved from Sea Zone 28 to Ironhorn 1 Auxiliaries and 1 Hvy-Infantry moved from The Outlands to North Durlan Hills Crowton take North Durlan Hills from Elves 1 Water-Dragon moved from Sea Zone 21 to Sea Zone 31 Combat - Crowton Battle in Ironhorn Crowton attack with 1 Air-Balloon, 2 Auxiliariess, 1 General, 1 Green-Dragon, 1 Lgt-Cavalry, 2 Lgt-Infantrys and 2 Mariness Dwarves defend with 1 Auxiliaries, 1 Ballista, 1 Cannon, 1 Capital-City, 1 Castle and 1 Halflings; Lionia defend with 1 Brown-Dragon and 1 Red-Dragon Crowton roll dice for 1 Air-Balloon, 2 Auxiliariess, 1 General, 1 Green-Dragon, 1 Lgt-Cavalry, 2 Lgt-Infantrys and 2 Mariness in Ironhorn, round 2 : 6/10 hits, 4.13 expected hits Dwarves roll dice for 1 Auxiliaries, 1 Ballista, 1 Brown-Dragon, 1 Cannon, 1 Castle, 1 Halflings and 1 Red-Dragon in Ironhorn, round 2 : 5/6 hits, 4.63 expected hits 2 Auxiliariess owned by the Crowton, 1 Auxiliaries owned by the Dwarves, 2 Mariness owned by the Crowton, 1 Red-Dragon owned by the Lionia, 1 Cannon owned by the Dwarves, 1 Brown-Dragon owned by the Lionia, 1 Halflings owned by the Dwarves, 1 Air-Balloon owned by the Crowton and 1 Ballista owned by the Dwarves lost in Ironhorn Crowton captures one of Dwarves capitals Crowton win, taking Ironhorn from Dwarves with 1 General, 1 Green-Dragon, 1 Lgt-Cavalry and 2 Lgt-Infantrys remaining. Battle score for attacker is 3 Casualties for Crowton: 1 Air-Balloon, 2 Auxiliariess and 2 Mariness Casualties for Dwarves: 1 Auxiliaries, 1 Ballista, 1 Cannon and 1 Halflings Casualties for Lionia: 1 Brown-Dragon and 1 Red-Dragon Non Combat Move - Crowton Purchase Units - Crowton Crowton buy 2 Crossbowmens; Remaining resources: 0 PUs; 5 Food; 5 Wood; 9 Metal; Place Units - Crowton 1 Crossbowmen placed in Ironhorn 1 Crossbowmen placed in Glassville Turn Complete - Crowton Crowton collect 40 PUs; end with 40 PUs Units generate 7 Food; Crowton end with 12 Food Units generate -30 PUs; Crowton end with 10 PUs Units generate 6 Wood; Crowton end with 11 Wood Units generate 6 Metal; Crowton end with 15 MetalCombat Hit Differential Summary :
Crowton : 1.88 Dwarves : 0.38 -
@Black_Elk Yeah, didn't work out too well. Being able to purchase the turn you capture a factory is interesting and at least made it closer.
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R.I.P. Good Dragons

A nation holding his own capital costs 15 PUs per turn. Holding two costs 30 PUs. This should favour the underdog a bit, and put strains on the nation strong enough to capture a capital. I am curious to hear if this strain can be felt, and if the capital-less nation feels the PU boost?
(I know that it is maybe overshadowed by the strong dragons at the moment.)
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@Frostion It definitely does. Crowton's income took a big hit with that -30PU/turn. It actually almost feels like capturing a capital was a bad move. I thought about it a bit and came to this calculation for Crowton/Dwarve:
- Crowton gets the 6PU but -15PU so -9PU total
- Dwarve gets - 6PU but +15PU so +9PU total
- Dwarve loses free weak unit each turn probably worth ~5PU & 5 other resources so maybe worth ~15PU so -15PU total
- Crowton gains and Dwarve loses capital unit production building probably worth a few PUs/turn
So that leaves Crowton -9PU, Dwarve -6PU, and swapping ownership of capital unit production so essentially close to a wash depending how you value the free unit and capital production. I can see wanting capital capture to not be complete game over but this feels a bit too harsh on the capturing side. Really going after the free unit generation territories outside of the capital is way better.
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Yeah I'd say its a done deal. I'd keep it going, but I have to travel for the holidays, so probably easier to call it now. We can start another when I return in a week or so, if you're into it.
I hadn't considered the cost of the capital, guess I didn't read the notes very carefully hehe. Figured a revenge kill on some of those enemy dragons would at least show us a nice couple battles for the climax.
Fun stuff! Will be interested to see how I hold up in a rematch now that I have a slightly better grasp on what's what.
Good game man
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@Black_Elk GG. Yeah, interesting map. Definitely needs a bit of balancing but kind of a unique setting and mechanics. Enjoy your holidays!
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Yes @Black_Elk Have a good time! I will see if I can update Dragon War within a couple of days.
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back from my trip if you want to get something going again. Looks like dragon war got an update, so I could be down for a rematch.
I'm also keen to hit Iron War again, though still waiting to see if any of those suggestions are taken up. I think there are definitely some marked differences between the PvP and the AI solo for overall-balance, but I think some of that map stuff would be cool for either playstyle with more +5 tiles. The AI does well when it can push new production along several fronts, and I think having more factory capable spots usually adds gameplay interest for both sides in PvP, cause factories are just fun units to build/destroy hehe.
I'm also curious how the AI purchasing might differ with a steel tweak x10, like going double digits for the steel costs of the current steel units, and single digits for the all rest of the stuff that doesn't have a cost in steel right now.
I think thats the main thing the map needs... upping the total steel such that stuff which currently costs 1 steel would cost 10-19, or 2 steel would be 20-29, 3 steel 30-39 etc, and then using infantry as the base at the low end, with a cost of 1 steel for basic fodder under the new regime. Building it up from there and filling out the gaps. Maybe aircraft cost 8 or 9 steel? AAguns 3 or 4? whatever, but basically finding a way to price things out so that every unit needs at least some steel to enter play. What do you think of the idea?
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@Black_Elk Let's give the new Dragon War another shot to test out @Frostion's changes. I think it'll play significantly different due to the AI now having a more reasonable value on its neutral units. Feel free to start one up as figure we can switch sides and evil goes first (all 3 in a row).
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Right on. I'll bang out a turn when I get back later this evening
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