Monday, June 30, 2014

Pen and Paper Style Strategy Game (Easily a Computer Game)

(Revision 1 ^)

file with two charts, a map, a sample display and full write up of the game and the revisions.

(Revision 2 ˆ)
This is a more complete file, the second revision of this perhaps a bit more polish one day. Comments will likely still go to the original.

Putting edits in the comments section....

(Revision 3 ˆ)
The two bonus maps did not make it into the file, but can be downloaded from this site. (Click the picture, on the right column [2014 > August] and one should see it.)

5th Revision is available...
(Revision 5 ˆ)


This contains a couple of images for this

Sextodeath Write Up “sexdecagon” ~~~~~ colloquially “Sextogon”
1st Ed. M.A. Thaden


16 Color/ Element - 4 combo per sex tile - 5 present elements in sextogon

    Color         RGB                Element      Letter / Symbol
  Red          255 0  0             Earth               E
  Blue         0   0  255           Water              W
Orange      255 165 0          Fire                  F
Light Blue  0 191 255          Air                    A
Teal            0  128 128       Aether             Æ
Gold       255 215 000         Time                 T
White     255 255 255          Light                L
Purple     75 0 130              Space               X
Black       0    0  0                Dark                 O
Lime        0   255 0               Life                  V
Grey       128 128 128          Death             M
Green        0   128  0            Nature            N
Brown       139 69  19            Order             R
Orchid       153 50 204          Chaos             K
Cyan         000 255 255       Technology       H
Dark Red    128 0    0           Barbarians        B    

Rolling for Color

 Determined by map layout. See map.

In general [( Left Opponent Color : Player Color : Right Opponent Color)

Where Center 2x2 Tile is 100% player color.

Odds tend to amount to a total of 6. When amounting to other number (i.e) not six. If using manual die, (say ratio is 2 : 1 : 1) for a tile. if player rolls 5 or 6, roll again.

This can also be done with a  coin  A : B : C = 2 : 1 : 1

i.e 2 : 1 : 1 Heads is A ; Tails ; flip again Heads B ; Tails C

Odds will lean towards proximity of opponent.

Proximity towards center is in favor of home color.
Proximity towards adjacent opponent leans towards adjacent opponent color

Regarding Spacing, Size, and Roll Distribution of Color

The Square of one inscribed Sextogon =  256 Dociunit squared.

 Meaning per Sextogon each square tile (Docitile) has an area of 16 x 16 Dociunit.

One Dociunit squared (Decitile) = 16 Deci unit squared.

In Size Decending Size

Sextogon = 42 Docitile = 256 Dociunit squared

One Docitile = 16 Dociunit squared = 16 Decitile

One Decitile = 16 Deciunit squared = 16 Sextile

One Sextile = one Deciunit squared

In example…. for simplicity µ = unit ( feel free to use † as tile symbol)

One Hero Unit = 1 Deciµ Squared = 1 Deciµˆ2
Building = 8 Deciµˆ2 ≤ x ≤ 64 Deciµˆ2

Creature Stacks….

Deciµˆ2 /  x Number of Creatures (Stack Size) [Max Stack size = 256]
1               x < 32
2              x  < 64
4              x  <  128
6              x <   192
8              x ≤ 256

Rolling for Color

Meaning each whole Square tile has an area of 256 Deciunit.
Area follows suit mathematically. One Docitile = 16 Deci tile


An equilateral triangle has ((16 x 16) /2 ) Dociunit area. So 128 Deciunit.
The (32 x 16) Right triangles. An area of 35 and 7/9 deciunit. The Fractional Deciunit will lie along the border, and be compensated with the neutral zone of the Diamond Wheels.

Rolling for color can be done with simplicity or with as complexity as desired.

In Example
     W  -   F - E

Minimally every Docitile could be rolled

4, every roll counts 4 times, i.e on  a 0:2:1 South by Southwest docitile (SxSW) i.e
odds W : F : A  = 0 : 2 : 1

Player picks low (1,2,3,4) = Fire ; (5,6) = Air

4 rolls - player picks high/ low or otherwise. Say rolls 3 , 5, 1 , 6

This means of the Doci†, and the 16 defining deci†; a 50/50 ; (1:1) ratio has been rolled of Fire and Air. Either to be assigned per stratagem or otherwise flippantly by the player.

Minimally 8 deci† Fire and 8 deci† Air; to be organized on the 16 x 16 grid of the Doci†

This can be distributed and refracted down to the minutiae,
down to the sex† (deciµˆ2 )
Fire : Air

Per Doci† = 8:8 Deci† - 128 : 128 Sex†

Rolling can be done per Doci†, minimally, and optionally by Deci†, and even Sex†
 RNG would be favorable for rolling the smaller denominations.

 Player Roles /Terrain / Map Layer

Map Teirs / Realms

|2| = God and immortals tier ; owned controlled by a god, enterable by player upon the God’s bidding
|1| = Earth realm / Underworld =Player Tier ; players based here, Sextogon bases,
0 = Spirit Plane / Ghost Realm’


|2| = Provide Deus Ex Machina ; plot; furnish neutral creatures, structures, happenings, (i.e) weather, disaster, anything good or bad; and  of course plot, in |1| and 0 tier. Bless/Curse or otherwise be swayed by the actions of the |1| tier players. If tempted provide aid to the heroes, capitals, or any who please the god or gods, through sacrifice or devotion; just as god may just as much hinder the player for irreverence or sacrilege. 

These players can impact the luck of dice rolls and given a proper roll impact the outcome. The formula would be for a 1/6 chance roll, a 1/2 roll from a |2| player can either upgrade the chance to 1/3 given a success from the |2| player, or choose to force the player to reroll the dice effectively creating a 1/12 chance roll.

The map of the |2| level is essentially a plane |1| players can easily access, however is malleable by the |2| level player to the point that “tests of faith” can be created where |1| level players can sacrifice time, turns, effort, and energy in order to sway the favor to the |2| level player in an allegiance of sort.

A |2| Level player can control any number of |2| level planes based upon it’s own decision and the number of |2| players.

|1| = Standard fare for battles, adventure, conquest, and the livelihood of reality, establish, construct, and maintain a capital; conquer and vanquish foes.

0 = Ghost realm, testing fortitude of heroes, fighting ground, transcendence plane between realms, the dead are swayed and manipulated by gods, lest necromantic, or otherwise divine magic is manipulated by the player.

Names :

2 : Cíeladieux
1: Übitierregarde
0: Nyxhíelgeist
-1 : Üntierregarde
-2 : Odíeumortdeus

Passage between tiers

 This is done through construction of transcendence shrines to transfer from
-1 to 0 and 0 to 1 ;
From -1 to -2, and 1 to 2; these shrines can only be placed by gods, and are under the whim of the gods.

Passage between Sextogon kingdoms

There is a wheel of neutral land that base that has no impact towards color bonus, all is neutral. This has minor impassable terrain features that are marked as the 1/4 units on the rough map provided.

The Center of the Diamond that joins the four adjacent Kingdoms can be rotated at any agreed upon rate of damage applied to the center unit that would rotate the wheel one quarter rotation.

The advantage is a ledge that overlooks the wheel, allowing units to descend while being impassable to armies that attempt to reach the wheel in the middle to turn it.

The clear areas of the map are passable by default, and the Diamond areas in the middle have an elevation of two.

Individuals can occupy the diamonds between kingdoms at their own risks. They however offer no resources nor can they be changed in terms of color or elevation.


6 Mountains
5 Heights
4 Hill
3 Flatland
2 Valley
1 Coast/ River
0 Lake / Ocean
-1 Deep Ocean

- Coast / Ocean on exterior tiles,
 i.e perimeter of the board; otherwise lake / river

Rolling for terrain
Odds per height
0 : 1 : 2 : 3 : 4 : 5 : 6

2 : 4 : 6 : 8 : 6 : 4 : 2

 For Dice
Use 32 sided dice with #s 1-32
Terrain : Dice Roll
6 : 31-32
5 : 27-30
4 : 21 - 26
3 : 13 - 20
2 : 7 - 12
1 : 3-6
0 : 1-2

Rolled in the same style as color.
Terrain is allocated per type per tile
The player choses where to place what terrain,
in what order, per stratagem.

Conditions : 
The adjacent tile must be ± 1 terrain height
 or equivocal to be place

i.e from a 4, one can place both a 5, and a 3 adjacent
however, cannot place a 0,1,2, or 6

Complementary Elements

16 Color/ Element - 4 combo per sex tile - 5 present elements in sextogon
Bold = Complementary Color in Üntierregarde;
 the same player color still applies,
mark if need be with a black two dots or if black, white

    Color         RGB                Element      Letter / Symbol     Üntierregarde Element
  Red          255 0  0               Earth               E                              Moltentae                                  
  Blue         0   0  255             Water              W                              Vapor
Orange      255 165 0            Fire                  F                               Wisp
Light Blue  0 191 255            Air                    A                               Whisper
Teal            0  128 128          Aether             Æ                                  Soul
Gold       255 215 000           Time                 T                               Timeless
White     255 255 255            Light                L                                Knowledge
Purple     75 0 130                Space               X                              Void
Black       0    0  0                  Dark                 O                              Sense
Lime        0   255 0                Life                  V                               Damnation
Grey       128 128 128           Death             M                               Revered
Green        0   128  0            Nature            N                                Sprites
Brown       139 69  19           Order             R                                Stalwarts
Orchid       153 50 204         Chaos             K                               Torments
Cyan         000 255 255       Technology       H                              Fate
Dark Red    128 0    0           Barbarians        B                             Destruction

Üntierregarde functions the same way as Übtierregarde, save the Üntier sextogon could be mandated and controlled by a separate player, if there would be enough players, otherwise it is controlled by the Player commanding the complementary Übitierregarde color.

The maps are independent, however, and one can wage war upon a players Üntierregarde fortress should they requisition their troops to assail upon the Übitierregarde lands.

In an 8 player double sex game; the player to god ratio is 4 : 1
In an 8 player single sex game the ratio stays the same,
This follows suit with a 16 and even 32 player game if acquired the players
16 colors, 16 compliments, 1 player each, 8 gods, 4 Übitierregarde gods and 4 Üntierregarde gods

1 player per sexton, controlling both the color and it’s Üntierregarde compliment

A God has power over 4 Sextogons, by default the adjoining 4 sextogons. In general swayed by the actions, devotion, and reverence of the individuals it resides over.

Change of Possession / Terrain and Tile Color 

Change of tile color.

Should a castle fall; the occupant can inhabit the space and place conquered.

This would continue to function and yield as if in the hands original occupant.

The occupant can chose to allocate production based on the yield of the tile in an attempt to change the color.

These odds are based off the color of the land, and the color of the hero / occupants.

Per land, i.e - if land yields at 12.5% , where 100% is full yield per turn; i.e fully developed; the upon rolling would be 1/8 of the tile rolled, ( based on the production “bet”  of 12.5% where all production went to the color change) would be changed to the color rolled.

[A : B : G : D ] = Conquered tile color
{A : B : G : D } = ratio, if any, of color match per hero

in this example

[ 3 : 2 : 1 : 0 ] : { 0 : 1 : 2 : 1 }
at 12.5% ; (1/8) tile yield

A and D = nil =  no odds to convert, no match, no skill or viability

B = 2 :  1 =  2(1/8) : 1 =  0.25 : 1 = 1 : 4 :
 meaning 25% chance for the hero/player/occupant to roll and take 1/8 the tile (Doci;deci; even sex) gambled as color B

G = 1 :  2 = 1(1/8) : 2 =  1 : 16 , meaning odds = 6.25% chance to roll and take 1/8th the tile as color G

For example in rolling. A 32 Sided dice.
# 1 - 8 = Success for color B conversion
# 9-10 = Success for Color G conversion
# 10-32 = Not successful, no conversion, tile yield of that turn is spent.

To increase odds, increase the production value and develop the land.

Were the land at (1/2) 50%; the odds increase.

B becomes B = 2 :  1 =  2(1/2) : 1 =  1 : 1 = 1 : 1 = 100% success rate to convert 50% of the tile to color B, if 100% of tile yield is gambled.

G = 1 :  2 = 1(1/2) : 2 =  1 : 4 , meaning odds = 25% chance to roll and take 1/8th the tile as color G.

The commitment is optional, should somebody win of course, and if they choose to roll, and win on a color they did not desire, they can nullify the win, stock the resources, and the color stays the same.

Terrain Change

(production pool) - (labor) allocated per [( Labor pull ) / (Dig or Fill ) Rate)]

Rate of (Dig/ Fill) determined by ratio

Rate being

per tile per turn the rate of change

i.e at a rate of 1x where 1x labor changes 1x tile 1 height per turn

Were the tile 3 height

0 : 1 : 2 : 3 : 4 : 5 : 6
Labor yields at a rate per x labor spent per turn

1/2 : 1  : x : 1 : 1/2 : 1/3

where it would take 3 times the amount of turns to change from a 3 to 6 than it would to change from a 3 to a 4.

The ratio pertains from whichever x elevation is being worked.

1/4 : 1/3 : 1/2 : 1 : x : 1

Useful for defensive and strategic purposes.

Labor is is effected by the strength and weakness of color chart, where labor can be effective or ineffective at changing the terrain.


Resources are gained by holding control of nodes through
 the transition, and combat movement phases of a turn: meaning resources are accrued at nodes at the end of each round of turns, ready to be utilized at the start of one’s next turn.

Items, Resources, Pick-ups, Finds, and the like are accumulated during ones turn and are accounted for given the completion of the action that would accrue such.

Structures improve nodes, yield, and resources.

There are 4 Resources Per Color, as well as Currency.

Per Each Color the resources are Structure, Energy, Luxury, and Power. Each color also has a different currency.

Currency being accrued by civil buildings, taxes, and fiscal management. These nodes are often buildings or places that economic yield is visibly present. Currency is also acquired by kills, quests, missions, errands and the like.

Currency is a resource in that it can be utilized to haggle as a form of exchange for transferrable things. Things such as items and creatures that are dependent on the four resources can be bargained for using Currency as a swaying factor in trades.

Structure resource is accumulated through nodes and is separate from Currency.

Structure and Energy are the two main forms of resources.

Energy provides a counter balance to Structure. Think of Structure as a Barracks where Energy is the training of soldiers, where one or the other is sufficient, both are not necessary for warfare, however, both play hand in hand quite well.

Luxury, and Power each are secondary resources and effect the development of structures and units alike. These function much as Structure resource, however are rarer and offer more specialization as opposed to the production value of the common Structure resource.

Resource Placement

To determine whether or not a tile has a resource, one must first flip a coin, call the coin in the air, and given the individual is correct, the individual can roll for the resource that is placed.

Construction odds are 2/6, meaning a dice roll of 1, or 2 yields the placement of a construction resource node on a tile.

Energy has the same odds as Construction, meaning a 3 or 4 yields an energy resource node on a tile.

Luxury, and Power resources both have a 1/6 chance, meaning a 5 will yield a luxury resource node on a tile, and 6 will yield a Power Resource node on a tile. Luxury would be similar to a higher quality metal to forge weapons with, where Power would be that of a charismatic or knowledgeable General to lead troops.

The color of a resource is rolled following the roll for the presence of a resource node. Given a 1:1 Color Split tile, the odds will be even, where 1,2, and 3 yield a resource of color one, and 4,5,6 yield a resource of color 2. This functions on a 1:2:1 tile the same way, where color A:B:C represented by 1A:2B:1C are rolled for on a die, given one rolls a 5 or a 6 roll the die again to yield a number 1,2,3,4 representing the two 25% probable outcomes and the outcome that is 50% probable.

For efficacy rolling for the resource lay of a tile can be done at the same rate rolling color for the tile is done. Transposed as the following.

The territory roll following the determination determines the wealth of the node, a roll of 1 through 6 determines whether the node yields one through six of the rolled resource per turn.

Given there is an unoccupied castle that one is able to capture, given that no resource nodes have been rolled for the Kingdom then one can subsequently roll for the resource placement on the newly conquered Kingdom.

Rolling for Resources

Meaning each whole Square tile has an area of 256 Deciunit.
Area follows suit mathematically. One Docitile = 16 Deci tile


An equilateral triangle has ((16 x 16) /2 ) Dociunit area. So 128 Deciunit.
The (32 x 16) Right triangles. An area of 35 and 7/9 deciunit. The Fractional Deciunit will lie along the border, and be compensated with the neutral zone of the Diamond Wheels.

No resources would lay in the fractional Deciunit, any resources in the neutral zone of the Diamond Wheel would be rolled upon by |2| players at the digression of the |2| players.

Rolling for resouces can be done with simplicity or with as complexity as desired.

A resource node takes up the same amount of map area as a structure tile. Structures can be build on top of resource nodes to improve yield.

The wealth of a node correlates with the size of the node on the map.

8 ( Wealth# of Node) is the number of Deciµ^2 a node occupies on a map.

The placement of a node is determined by either the |1| level player of the proprietary sextogon, the |1| level player with the base element color that the node is, or the |2| level player of the corresponding color as the |1| level player.

Resource Yeild

Each Color in each Plane has separate resources.
Ub: Yields solely Ub resources
Ny: Ny yields both at half rates
Un: Un yields solely Un resources

The Equation for Resource yield being

The Base Hero Bonus and Mayor bonus being 1, representing 100% yield, things such as skills, talents, items, polices, improvements, etc. can impact the yield of a tile through the Hero and Mayor Bonuses

((Node Wealth + Node Improvement Bonus)( Stationed Hero Bonus)(Mayor Bonus))

Occupied nodes are effected by the mayor and by improvements and provide resource per resource yield per turn up to a maximum of 16 turns holding 1600% of the resource base, resources being collected by visit by a hero and

It is possible to move resources from a node to another place utilizing labor which is effected by movement as all creatures however is similar to the mayor in refraining from attacking.

Creature/Structure Format

Buildings and the yield of which be it items, creatures, or passive bonuses, are determined by the resources that comprise the composition of the building. These are known as Constructs.

There are 16 levels of Construct, where the type of resource that is used to add to the composition of a Construct occupies a level of the Construct.

¢= Currency impacts trading for resources as well as societal impact such as workers and labor efficiency

€= Energy
Ω= Luxury
¶= Power

Structure provides bonuses to basic Attack Variables
Energy provides bonuses to basic Defense variable
Luxury provides bonus to Skill and Spell Development of Creatures and Heros
Power Provides bonus to Variable Aptitude, Ability, Society Progress and things such as Tile Improvement and Structure yield.

There is a 1:1 resource cost to Construct yield, meaning one resource spend on a Construct adds one level of building to the Construct in question.

The equation of bonus towards yield of constructing Constructs is

where %color is the % of the color that is the player color

((4(%tile color)) (4(%mayor color)(4%hero color)) in terms of resources spend to actualized resources . Meaning one can spend one resource and it would yield as if it were 8 resources given that tile is 100% player color and the mayor is 100% player color given that the resource being utilized is player color resource.

Mayor Bonus applies to the building supply, as well as the creature production. Labor also accounts for the rate at which resource population is accrued, one pays labor at a rate of 1:2:4 structure resource to luxury and power resources.

Structure resources return both passive benefits and offer the ability to create creatures. The strength of creatures correlating with the surroundings as well as the cost effect of the creature.


Mayors effect the resource yield at a rate of number of tiles of area the commercially yielding tile is from the center of the tile.

The Mayor Provides an effect based on the color of the mayor, this can be enhanced by other effects.

((%(passivebonus%)(%(mayor color))(%tilecolor) where passive bonus is calculated before the percent aging of the land, including any contribution or disaccord.

where resource yield is  (Rs.Yl. / Turn) + (BaseHoldings/tax/detriment)

800% resource yield per turn in  the hub 2x2 square of the center.
600% resource yield per turn in any of the hub 3x3 square of the center.
400% resource yield per turn in any hub of the 4x4 square
200% resource yield per turn in the 5x5 square,
with 100% resource in the 6x6 square.

A Mayor essentially  Occupies a 2x2 Docitile Square on a map of a 7 square shares and 4 angled corners of a hat representing the polygon.

On a battle field the Mayor is  however represents a stack of solely one unit. The mayor can be of any one of a creature or individual that is amassed by the size the owned constructs. The mayor does not fight, however, and a player can only have one mayor. Mayors stats can effect statistical yield on an effect that would effect any other and presents a radius of effect that is the same as the resource yield as a universal effect upon all of ones creatures so long as the creatures stay within the area of the effect of the resource yield.

Buildings and Creatures effected by Resources

creatures and buildings representing the lions share of knowledge the map entails, these occupants represent themselves by an informative name regarding the number and type of resources that consist of the creature.

Resource Name of the creature was simply the 5 stats with currency holdings separate from the rest (¢) [((§)(€)(Ω)(¶))]
with the statistical symbols are the sum total of worth of each broad statistical number.

any affixes would be addressed as a benefit or detriment on the slate representing the character or creature, effecting the creature after the benefit.

Each statistic weighs evenly in a fight, while specifics can be manipulated only by Attack and Defense given any benefit of an item, attribute, effect, or ability

Building name is represented upon the building. For a building to advance a building must achieve a Resource name (X¢) [((X§)(X€)(XΩ)(X¶))] with all currency equating a number. This represents the sum amount of work or sacrifice upon the advance.

The number 17RT with the Rt representing the resource tag whether or not on play. A 17 alone representing a 17 as each stat across the board would be an Empty simple 17.

An RT can represent two colored letters given the two major constituents by a percentage breakdown.

A 17 RT is where the sum # of resources  equals 500%  the sum of the buildings resources would be in a CT or Construction Tag.

A creature with an RT in the tag representing an equal number range of 500% of the level number in front of the RT. Essentially.

 (500%)(Sum of Res)(XLevel)=(500%)(Sum of Res)(RT XLevel).

The Four Stats giving a different one of the 4 Major Stats

Construction Gains

Each level gives an opportunity to invest in construction as well as creature production in order to further ones abilities and power in the game. Each Stat represents key benefits while determining attributes, abilities, and aptitude for spells and items.

Each Stat was a 64 Level tower with 4 sub stats represented as selected bonuses added per level of the creature.

 The points are attributed per resource spent when the resource is added to the stock of resources present in the form of any construct yielding bonuses into the stats in whichever selected variable at the time of exchange at any rate equivocal to the Level %stat raise where each level added a flat bonus at 17% on top of the stats as a bonus as part of the resource tag when given into questioning.

The (17%stats attributed by a level 17 or a level 17RT) is determined by the level.

Each Resource could be seen as

So long as Resources = (1¢) [((1§)(1€)(1Ω)(1¶))] = (¢V) [((W§)(X€)(YΩ)(Z¶))] per creature, the amount of represent resources was true as the stats lay as seen, each sub stat mirroring the larger stat in terms of attack abilities against special defense would be Represented as 1Xlv= [(W§(Z¶ ))] with the bolded aspect representing the major stat, and the plain styled representing the lower investment.

A Resource offers a 1:1:1:1 yield per every creature regardless of anything. The Resource can be moved into specific so long as 1 Resource = (1§) = [((1§)(1€)(1Ω)(1¶))] = (¢V) [((W§)(X€)(YΩ)(Z¶))].

Strength Offering
The strength offering impacts the calculations, essentially adding levels of depth into statistical calculation.

the represented strength of resources being determined for a specific individual 
1 Resource § = (1§) [((1§)(1€)(1Ω)(1¶))] =   (1§) = [((W§)(X€)(YΩ)(Z¶))]  where the equation represents the expenditure of a resource.

Neutral Dwellings

Neutral Dwellings can be created by |2| level players in the same way they are created by the |1| level players. Neutral Dwellings can produce creatures to roam about and terrorize the |1| level adventurers. Neutral Dwellings consume resources and can receive improvements at the same rates as |1| Player controlled dwellings, as well as be seized and captured by |1| level players.

Neutral Dwellings that have been captured can revolt and return to being neutral given that the garrison of creatures spawned Neutrally achieves a combat victory over the |1| player’s units that are garrisoned. |2| players can control Neutral Dwellings on the |1| level of the map of the correlating color that the |2| player controls.

Development and Progress

Development revolves around the 4 branches; Resource, Labor, Order, and Organization

 Each development branch with 4 sub branches representing the impact of the resources spend towards the development of such an aspect.

Each Development branch is based around the central color of an individual player’s origin Castle in the center of the Sextogon.

Resource Tree

The Resource development branch includes the Army, Heroes, The Town, and General Development.

The yield is generally 1% per resource spent across each field, impacting the resource that was invested. With a maximum at 64% bonus. Resource development is calculated before active effects and item bonuses.

Investing Structure into the Army Aspect of Resource yields a 1% decrease on cost of creature creation/recruitment, structure building, and structure upgrade that accumulates per turn (e.g having 10% decrease from structure resource investment means a 10 structure cost will only cost 9 due to the investment),

Investment cost rounds down, while statistics round up,  so having the 10% decrease on a unit that costs 5 structure resource, effectively costing 4.5 resources will only cost 4 structure resources, where were the bonus 5%, the cost of a 5 structure resource at 4.75 will still cost 5 structure resource.

Investing in Heroes will yield the same rates, save replacing creatures with the cost of recruiting and training heroes, as well as benefiting the statistics of the heroes.

Investing in the Town yields the same rates on any construction and improvement that occurs on any tile that is 100% Town color, with a % yield per any mixed color tiles, e.g. a 50% town color tile would receive 50% bonus.

Investing in the Development yields at 25% of the above rate, however, development effects all fields including creatures, structures, costs, heroes, etc.

Labor Tree
The Labor Tree effects that labor rates, the rates at which buildings and improvements can be established, as well as the rates at which resources can be transported from place to place.

Laborers are created in the Castle, and can be captured. A Labor unit costing one structure resource and move one structure resource, and utilize one structure resource in construction and improvement of a tile, including terrain modification.

Labor rates are effected by the same color based chart that determines strengths and weaknesses of combat of different colors against each other. This also determines the efficacy of the labor and the rates at which labor yields.

Labor bonus accumulations do not round, however extra labor bonus accumulations do not disappear and simply count towards the next labor bonus accumulation.

The Labor tiers are : Number; Skill; Cost; and Efficacy

Number increases the amount of laborers one is able to create. Where the 1% rate applies, this accumulates as fractions of a worker. (e.g at 10%, every 9 resources spent creating workers yields one free worker ; this applies to each specific color resource individually and accumulates per labor unit created)

Skill effects the rate at which Laborers are able to impact tiles, a 10% rate means per every 9 units of labor of the specific resource that is utilized one unit of labor is accumulated of the specific resource ( e.g utilizing 9 green structure units of labor yields a tenth unit of green structure labor)

Cost effects the cost of impacting tiles via labor. At a 10% rate, for every 9 units of resources utilized by the labor, a tenth is accumulated. (e.g utilizing 9 green structure resources effectively provides and extra tenth resource at the site where the green structure resource was utilized, as a free green structure resource)

Efficacy improves the rate at which labor occurs. A 10% rate in efficacy provides a bonus that accumulates over turns that provides an extra unit of labor. (e.g. a 10% bonus invested in green construction labor efficacy means that per 9 green construction resources utilized by labor, an additional labor unit is accumulated and able to be utilized in the place that the labor bonus was achieved at, where a construction that costs 10 green construction resources would be completed with 9 green construction labor units.)


Order effects the rate at which resources are stolen or lost to crime, as well as the rates at which misdeeds will occur by any subversive occupation of an enemy. Order also effects all aspects of the mayor including resource bonuses at a rate of 1/10%

Stealing and Murder in this case work much like a spell or ability, where an enemy can utilize these skills to thwart, capture, or murder labor as well as steal resources from a construction site given they are undetected or unopposed in their attempts.

Law will reduce the rate at which labor and creatures are murdered by usurpers, as well as the rates at which enemy usurpers are detected and apprehended. (essentially a bonus to detection rolls on a tile. Providing a 1% bonus where at 10%, a success rate of 10% for detection and apprehension becomes a 12% success rate for detecting and apprehending usurpers.

Order prevents the loss of resources to negligence and luck rolls of discontent in society. (essentially at 10% order, a 10% chance of losing a resource to criminals and usurpers becomes a 9% chance of losing resource to criminals or usurpers.)

Executive effects the rates at which the mayor accumulates the mayor bonus. This effect applies at a 1/10% due to the broad spectrum of mayor bonuses, this accumulates just as labor bonuses do. ( At a 10% rate, (1%) the 800% resource bonus of the mayor becomes a 808% resource bonus per turn.

Diplomacy provides additional bonuses at a rate of 1% into the resource that is being utilized to barter, haggle, or otherwise attempt to coerce peace out of any rival player. (a 10% bonus invested in Diplomacy by Green Construction Resource will upon any gift or trade of 90 Green Construction resource to another player be received by the other player as 100 Green Construction resource.

Organization provides bonuses to Creatures, Structures, Policies, and many aspects that fall under its spectrum.

The aspects of Organization: Spiritual; Societal; Military; and Political

Spiritual provides a bonus to luck rolls with any sorts of spell, magic, luck, non-physical effect, and with interactions with |2| level players at a rate of 1% on luck rolls that impact the color resource invested as well as luck rolls of creatures and structures that have the same color resource invested in their respective Resource tag.

This works at the same rates the military below, however impacting non-physical combat and out of combat effects.

Societal provides a 1% bonus towards non-mayor, non-military bonuses provided by structures  that have the same color resource invested in their respective Resource tag. This includes statistical bonuses provided by buildings such as defense and resource improvements.

Military provides a 1% bonus towards non-mayor, military bonuses such as the improvement of creatures, heroes and statistics that have the same color resource invested in their respective Resource tag.

Investing into the Military yields a 1% increase in the representative stat that correlates with the resource spent across each creature that contains the specific home color resource in their Resource Tag. (e.g 10% bonus from green construction will yield +2 attack statistics were a creature to have a base of 20 attack provided by green construction before any benefit, effectively establishing the base attack statistic at 22 before any new gains from other sources.)

Political provides a bonus similar to the executive effect in the order tree, providing the (1/10%) rate as a bonus towards investment of Development trees that utilize the same color resource as is invested in Political branch of the Order development branch.


There are four major statical groups, each is represented by four sub statistics that summate to provide a statistical reading as well as provide the basis of aptitude for utilization of items, spells, weapons, etc.

The main stat groups are: Physical Damage; Magic Damage; Defense; and Character

Physical Damage consists of the four stats Strength; Dexterity; Speed; and Finesse

Magic Damage consists of Intellect; Potency; Concentration; and Prowess

Defense consists of Constitution; Evasion; Magic Resist; and Guile

Character Statistics consists of Charisma; Wisdom; Luck; and Presence

Stat Layout

Each Hero and Character is defined by the four major stat groups, where one selects, rolls for, or creates a creature defined by a primary, secondary, tertiary, and quaternary statistic.

A Hero can select which statistic one chooses as primary, secondary, tertiary, and quaternary, where a Creature or Building has P,S,T,Q stats defined by the resources it takes to create such a Creature or Building

A hero allocates statistics, while a creature is defined by the resource cost.

Upon recruitment a new hero has the following unspent statistical points to allocate.

Primary Stat group is given 32 Points to allocate across the sub-stats
Secondary Stat group is given 24 points to allocate across the sub-stats
Tertiary Stat group is given 16 Points to allocate across the sub-stats
Quaternary Stat group is given 8 Points to allocate across the sub-stats

Both heroes and creatures statistics are effected by bonuses such as items, training, and active abilities. Items being a bonus that is can be traded and drops upon death, where training dies with the unit. Both items and training are achieved through resource investment.

A single resource investment provides four statistical points that can be utilized in any of the sub-stats of the major stat group that correlates with the invested resource.

Stats can be translated from primary into secondary, Secondary into tertiary, and tertiary into quaternary. This sacrifices 6.25% of the statistics being translated in order to move. a Minimum of 8 Stats is required to translate, and this number rounds down, e.g move 8 from P to S, yield of 7.5 S, rounds down to 7 S.

Other Stats
Other Stats are also prevalent.

Skill power determines the power of specific abilities.

The Equation of Base Skill power is

((Color Bonus(Airs(Align(ItemsBonus(Effects(Terrain( Roll)))))))(Ability))

Roll would be the Result of the Combat Grid

Ability will be a a separate number, whether defensive of offensive, impactcting the calculation of combat, Defensive spells are % less than 100% and Offensive Spells are % Greater than 100%

Airs and Algin impact certain spells and not others, these are by default a 1, however given a creature or hero is aligned with any sort of alignment or has correlating airs, these will yield 2x bonus for match of airs or alignment, where a contrasting alignment will yield a bonus of 0.5x where alignment is a factor in the ability of spell (e.g civilian murder or dark magic for a good character, blessings for an evil character: the same applies to airs)

Terrain can impact combat, attacking uphill will yield a 0.5 modifier. The base is one. Attacking Downhill yields a 2 modifier.

Item bonus would be a benefit of a skill provided by an item.

Effects include buffs, curses, and any skill modification provided by a non item source
Color bonus is determined by % of the Res Tag that matches the color of the spell or ability. The greatest % of the color Res Tag is the primary, where in defending order greater color % yield primary, secondary, tertiary, or base color%

8x bonus for Primary color
4x bonus for Secondary Color
2x bonus for Tertiary Color
1x Bonus for base color or no match to color

Combat Grid

Combat Grid can be represented as a 4x4 grid representing the four main statistical groups.

Where Bold represents the attacking player and Italics represent the defending player, P,S,T,Q representing each players primary, secondary, tertiary, and quaternary statistics.

P-P = A
(S+A)-S =B
(T+B)-T = C
(Q+C)-Q = D

D= the Combat Roll utilized in the above expression for skill power.

The Combat Grid also determines base attack given no spells or abilities are used rather than a simple attack.

The Statistics are the base Statistic before items or bonuses, which come into effect during the calculations of base skill attack power.

Given an attack has an area of effect, one rolls a combat grid against each monster in the area of effect of the attack.

Combat Roll

The Combat Roll is what is utilized after the Combat Grid and impacts the base attack

Rolling a six sided die

Roll: Multiplier
1: 0.5
3: 1.5
4: 2
5: 2.5
6: 3

Attack Roll Formula
(Roll Multiplier(Ability Power)) = (Ability) in Base Skill Power

Roll: Multiplier
6: 2

These both input into the Base Skill Power equation in the (Ability place). Use the appropriate multiplier for Attacking or Defensive spells.


Movement of a Unit Stack or Hero is determined by the color strength and weakness chart.  Base movement is 16 Decitile per turn, represented at 16 movement units.

Movement is effected by the type of terrain being crossed.
By level where T is the Terrain Level

T6= 4 movement units per decitile crossed
T5= 2 movement units per decitile crossed
T4= 1 movement unit per decitile crossed
T3= 0.5 movement unit per decitile crossed
T2= 0.5 movement per decitile crossed
T1=  2 movement per decitile crossed

T0 surrounds the map and can be traversed by boat, which is a labor unit that can cross the ocean. Boats must be created on the edge units of a Sextogon.
A boat also provides a battlefield of the color determined by the Res Tag of the defending boat that is created.

Effect of Color

The net color of an individual, be it a creature, hero, structure, item, or anything, is determined by the %breakdown of color. Where (X Color Res / Total # of Res) is the %color for each color involved in the Res Tag of a creature, hero, structure, item, or anything.

The Attacking or Traversing color is the input against the constant of the terrain or defending color.

There is a color strength and weakness chart.

Skills and Abilities

Skills and Abilities are created by choosing a sub-stat and applying a formula.

Skills and abilities are each assigned different Primary, Secondary, Tertiary, and Quaternary sub-stats based on the type of spell. Each type of spell and ability will be represented by the one of the major stat groups and is effected by the sub sets

the formula of ((4( P )) (3 ( S)) (2 ( T)) (1 (Q)) )= Ability Power

Abilities can provide offensive, defensive, or otherwise non-combat bonuses. A unit that has abilities can utilize one ability after the combat grid during the Base Skill Power calculation.

Abilities can curse opponents to lower stats, deal damage, heal or buff allies statistics, summon creatures, and provide tactical advantages among other things (be creative)

Movement as a result of ability power would be done as one ability power= one sextile of movement.

The Strength of Creatures that could be summoned based upon the roll would effectively be the statistical strength of the spell that casts them. Creatures are summoned indefinitely and last until killed or the end of the turn.

In Size Decending Size

Sextogon = 42 Docitile = 256 Dociunit squared

One Docitile = 16 Dociunit squared = 16 Decitile = (One (1x1) graph paper square unit on map)

One Decitile = 16 Deciunit squared = 16 Sextile

One Sextile = one Deciunit squared

In example…. for simplicity µ = unit ( feel free to use † as tile symbol)

One Hero Unit = 1 Deciµ Squared = 1 Deciµˆ2, a hero representing an army of followers moving throughout the land.

Construct / Building = 8 Deciµˆ2 ≤ x ≤ 64 Deciµˆ2

 Tile ~ Graph Paper square units
~4 x (2x1)  Tiles (eight 2x1 triangles) = 2 (2x2 Squares)
4 (1x1)  Tiles (four 1x1 right triangles) = ( 4 ( 2x2 Squares)
4 (1x2)  tiles (1x2 rectangles.) = ( 4 ( 2x2) squares)
4 (4x4) tiles (8x8 squares) = ( 16 (2x2) squares)
12 (2x2) Square tiles ( 12 ( 2x2 Squares)
4 center (2x2 Squares) ( 4 ( 2x2) Squares)

30 + 12 = 42 tiles

Creature Stacks….

Deciµˆ2 /  x Number of Creatures (Stack Size) [Max Stack size = 256]
1               x < 32
2              x  < 64
4              x  <  128
6              x <   192
8              x ≤ 256

Incendiary Armor Piercing Round Deisign

Friday, June 27, 2014

Sword Mechanics (~Ivy from Soul Calibur)

Blade Encasing Bullet Design

Corporal Punishment and Actualizing the Conditioning of an Individual

Where such conditional conditioning is appropriate, classy conditioning can be the difference between successful conditioning and failing to condition the individual.

Conditioning is usually applied with a swift light strike from a  small, strong, stick, such as a sturdy dowel rod, to the point it snaps and stings, but does not draw blood or leave much of a mark if any

Conditioning targets many places respectively. Also, always be sure the subject knows exactly why it is being conditioned as to offer a strong vocal reminder when thinking of such inappropriate action, as well as the consequences of such.

Conditioning the neck occurs when the subject has been inappropriately talking; smug, snide, or in anyway showing inappropriate emotions or sentiments; as well as inappropriately questioning, contradicting, or arguing with the conditioner. The severity of the inappropriate behavior determines the amount and with what strength the individual is conditioned.
Conditioning the wrists occurs when there has been an issue with the hands, in terms of making inappropriate mistakes, poor workmanship, a lack of diligence in surmounting a product, as well as stealing, striking, hitting, scratching, or even making threatening or inappropriate gestures with the hands.
Conditioning the bottom of the wrist is for more so serious inappropriate actions as opposed to the top of the wrist as the skin is more sensitive.

Conditioning the sides of the body below the ribs and above the hips occurs given poor posture,  or having a disagreeable or displeasing personality and body language.
Conditioning the hindquarters and the upper thigh occurs for disobedience, failure to succeed where success is demanded, as well as being troublesome, aggressive, argumentative, feeling entitled, indigence,  and disrespect.

Conditioning the back and sides of the knees and ankles occurs due to laziness, poor performance, idleness, and inappropriate time investments.

Conditioning the bottoms of the feet occurs when an individual has failed to heed the phrase “tread lightly” or has made their presence more so bothersome, burdensome, troubling, or hazardous than it could be.
Given these are applied out of conditioning due to poor performance rather than out of anger, upsetness, or aggression; these techniques can benefit the recipient in warding off poor aptitude in a social environment. These instill personableness, reliability, diligence,  reasonableness, cautiousness, foresight, recognition, and respect by solely being utilized given an obviously appropriate time to condition an individual away from such inappropriate actions.

Tuesday, June 10, 2014

Computer; I’ll make a Man out of You

Computer; I’ll make a Man out of You

A Conjecture Regarding The Turing Test and Feasibility

An Individual is defined as W

W consists of X,Y, and Z with the option of R

nouns X
adjectives Y
adjectival phrases Z
prepositional phrases(optional given movement incapability) R

Action is defined as V

V consists of S,T, and U with the option of R

verbs S
adverbs T
adverbal phrases U
prepositional phrases(optional given movement incapability) R

XYZ and STU are defined as D definition with E synonyms.

Words are chosen by


A is a word. B is the set of words that accompany it. C is the chance of the word or synonym of a word being found in succession or sequence inside the set of the words, B, that accompanies word A. The set of A, B, and C is addressable as D, for Definition. B for perhaps a box of words, and A being the pronoun involved.

Example Sources proving A,B,C, STU:V, and W: XYZ : Online Dictionaries and online print sources such as Project Gutenberg.

A word, A, meets the criterion of XYZ and STU, there by defining W and V.

C symbolizing the chance, consistency, and probability of a word represents what topics and subjects a given word accompanies. Selecting a specific, precise word is applicable and pertinent where vague words and unspecific words provide less applicability.

By defining V, a W may become apparent. Equating : Mathematics. Equalizing : Solution. Balancing : Ratio.

This may require an assisted turing machine to fully integrate the initial calibrations and correlation, where after enough trials, the response of the computer will function much like search history for each word.

Utilizing G to represent a Goal, endgame, purpose or the meaning of a command. Bold represents logical words. Underlined is the goal. Italics is a non-logic verb.

Where M represents a Man or Individual. N represents Data.

Simple Turing

Suggest =~= Provide / Produce

M provides N input. (Audio or Keyboard)

M: Computer ; wake up, computer. (stop hibernate)

M: Computer: Suggest entertainment; tonight, computer.

Given a pause in input, Produce “Is this all, M?”

Given a response of “Yes”; then M has completed N Input.

Given W of Personal History. Correlate V history of successful actions correlating to entertainment.

Given W of Personal History = 0, Relay Data from Data Bank by correlation to W.(i.e internet or hard drive).

Produce V.

Given a response of No; Correlate E of G. Produce W of V of E of G. (Noun of Verb of Synonym of Goal) (Name of Verb of Synonym of Goal). Given a response of No; Repeat until Yes or Terminate.

Confusion Resolution

Where M represents a Man or Individual. N represents Data.

Given M provides N, W or V that is undefined or unknown; produce “Did you mean : W or V?” where W and V are defined as W or V defined by estimation calculated by % correlation to N Audio from Databank.

 Given M provides “Yes”; then M has completed N Input. N is defined as  N, W, or V. Given M provides “No”; then negate computer output #1; then reiterate previous question given output #1 is negated. Given any output is negated; then list in a column entitled “Negated Responses to Input N”

Given nil input produced by M; Then reiterate the original question.

Turing Test Applicability

For this to interact with a Turing test the Computer must be defined as a man, or individual M.  A Specialist would be Defined as (DW + DV = DM). Emotions would be imitated from literature and that of populations. The limitation is that of audio deciphering due to the computing strain of interpreting audio as opposed to text.

Logic Breakdown
where # = number of words


Given a one word set


Given a multiple word

where £ represents the variables S,T,U,V,W,X,Y,Z
given the multiplicity is utilized, the variables S,T,U,V,W,X,Y,Z become sets of words.

(D(£ˆ#) replaces (D£) in the above equations.


correlation would be done on a communal democratic scale relying on individuals that make similar choices, the words of the press and population, as well as the history of an individuals choices. Correlation would be perhaps seen on a 10 to -10 scale where 10 is a perfect synonym. 8 is an approximate synonym, 5 is a commonly correlating word, 3 is an occasionally correlating word, 1 is a rarely correlating word, 0 is an impertinent, non-impactful , or irrelevant word. Negatively -10 is a perfect antonym, -8 is an approximate antonym, -5 is a commonly correlating word apparently mathematically modally exclusive to an antonymic field (eg. science : literature), -3 is an occasionally correlating word apparently mathematically modally exclusive to an antonymic field, and  -1 is a rarely correlating word apparently mathematically modally exclusive to an antonymic field.

The Correlation scores per word would be averaged per phrase, sentence, statement, and/or paragraph. These would provide a baseline as to plausible acceptable and correct results from the input of individual M.


While this may not provide true  “sentience” or free-will capability in a computer. The ability to rapidly mimic, emulate, and provide insight would give the illusion that the computer is thinking. The ability of this to recognize emotional words and even correlate audio tones in a method similar to the way a search engine “crawls” through the data on the internet to organize and “file” it by organizational terms could prove useful were anything along the lines of this conjecture to function properly.

(I've no computer code skills, nor programmable logic programs so I've no way to validate conjectures such as these)

Thursday, June 5, 2014

The Sirens of the Sirens Still Sing in the Darkness

The Sirens of the Sirens Still Sing in the Darkness

These are not the good times, these are the wood times. Times like these can easily be erected in all of their glorious splendor as easily as times like these can be burned to the ground. The only determining factor is that of the civility of the people. As much as it takes a village to raise a child, it only takes one man to burn a village to the ground. Even the man with the intellect, mentality, or mindset of a child is capable of this.

Were one to dwell solely amongst one’s compatriots, the anarchists would establish and maintain disorder amongst their own kind as much as the fascists would establish order throughout their supporters. This is freedom, however, the liberty of man that induces all mortal fulfillment is the same liberty that allows a man to poison wells and torment the mind, body, and souls of his brethren.

Tangibility is the fact that the water that gives and sustains life to each and every organism on the planet is the same water that drowns children, induces floods, and denies itself unto the thirsty in the throes and pangs of death wicking humanity, civility, and peace from this mortal coil.

Those that see and speak yet do nothing are thine that are but brine sifting into the water that sustains life as we speak. Each and every utterance and glare of these individuals shall face the rebuttal sincerely daring these entitled disparate parties to abide and survive living on but their own airs and the air that surrounds us. To say that it its one’s airs that put fervor behind the sail of a boat have simply yet to spend days on end idle upon still seas.

Times like these would see to it that one’s personage be but nothing more than a partridge, a quaint sight, however unremarkable. One’s personage instilled by society machined into machination by the fallacious imagination of those unable to distinguish dreams from the realm where sentience draws all meaning and sustenance while sapience  manifests it’s existence, profligation, profluence, and success. It is from the earth which all have been raised, just as it is the earth unto which all shall return. 

The factor is simply time, the rate at which a fire burns is the rate at which a fire is allowed access to fuel and oxygen. Fire is that which reared this species from but humble apes by inducing the eschewance of the wild, uncouth, primal recklessness that defines all from the cockroach to the most savage and deadly of animals. This fire empowers, cleans, and enriches the food and water that sustains this species. Yet this fire still cripples, maims, and flippantly kills women, children and the elderly.

Fire is the root of the greatness of humanity. Seemingly limitless fire to venerate, to revere, to fear, to worship, to respect, to squander, to relinquish, and to extinguish. Yet fire in all of it’s glory is bound by chains of it’s necessities, just as humanity is by it’s own needs. These factors are controllable by the sapient hands amongst us, yet as wildfires still burn, it is clear that such an effort is a perpetual ordeal, rather than simply a key to a lock, a signature on a paper, or a name selected on a ballot.

Handedness is aptitude, as skill endears success. Successive success is consistency, where consistent consistency is sustainability. These veritable aspects of merit and accomplishment are gloriously marked throughout history, however, every historical tale stands stalwartly silent amongst the aphorism of the penitent impatient among us. Idle hands are indeed the devil’s workshop, laboring for whichever party such idleness may please.

Action may ring in one’s ears as a choir of angels singing songs of piety, alas, ye humble, do remember, that the devil, Lucifer himself, was indeed an angel, still to this day an angel, and every time one remarks that one’s child is an angel that has fallen from heaven. Indeed the fallen angels still sing to this day. The fallen angels sing in church. The plight of humanity is simply watching how far can an angel fall, for even God in heaven had the fullest faith in even Lucifer until that fateful day the fallen angel challenged the authority and knowledge of his own celestial compatriots.