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


  1. Creatures receive stats based on the resources used to create them. Given one creates a creature accumulating structure on a resource node, one statistic per Resource in the Tag, corresponding with the type of resource. the Number of creatures created per 7 turns (week) is 64 / #of res in the Res Tag.

  2. Players can recruit one hero per week (7 turns) and the hero appears in the castle.

  3. Fuck if i know for health units...
    10 health per resource in the resource tag of a creature, 50 in the resource tag of a building and 500 per resource tag in that of a hero

  4. Maybe 100 health for the hero, i don't know honestly, so many creatures is why the high number.

    The in the |0| realm, all creatures and heroes that die dwell in the |0| realm and act as neutral creatures. The realm is manipulable by |2| level players, as are the dead creatures and heroes. The |2| level players that have color alignment are able to command the dead that have primary color alignment to the kingdoms the |2| level players occupy.

  5. The heroes and creatures that occupy the |0| level act as normal heroes and creatures, however do not leave the |0| level once occupied. Were the space to become too full the |2| players can play the castle area on the |0| level without a stack count limit to house the dead.


  6. Out of combat effects such as stealing, murdering, abduction, and possibly teleportation, movement, and transportation bonuses are agreed upon by the players, establishing a level of X statistic in field A,B,C,etc. will allow for stealing, civilian murder, civilian abduction, and possibly teleportation, movement, and transportation bonuses. |2| players can also be utilized to decide this.

    Stealing, murdering, and abduction have a base success rate of 50%. This rate is effected by the Base Skill Power equation.

    Spells and Abilities are kept in tomes. Tomes are items that are dropped on death. Tomes can be upgraded in the same way as statistics, each ability yielding based on resource investment. Tomes that are found can be utilized by the player that finds them given the player has proficient statistics to cast the spell.

    Luck effects any probability rolls. a statistic of 10 will provide a 10% bonus to a probability roll. An effect with a success rate of 50% is calculated as a success rate of 55% given that the individual has a 10% bonus to luck. Luck is a static and caps at 64, or 64%. Luck is also part of an ability

    (Ability)= (Ability) = (Luck%(prob success), given an individual rolls successfully, the ability is cast or used.


  7. One unit of a resource takes up the same amount of space as one labor unit.

    After the map has been set up, the players each start with one labor unit, and are able to roll for a mayor.

    A mayor is rolled in the same way as land color, as mayors lack stats, as they are civilians.

    Mayors can be recruited from the castle just as Heroes, however an individual can only have one mayor active at a time. An inactive mayor functions as a labor unit. A mayor cost nothing to build, and a player can recruit one a week.

    The Starting building in the center area is a 32 Deciµˆ2 building called a castle. this occupies an 8x8 Deciµˆ2 area that can be placed anywhere in the 4x4 Docitile unit area. Castles can be upgraded as all buildings, where resource investment increases the statistics of the building, castles function as non-creature generating structures, as they only garrison units and recruit labor, mayors, and heroes.

  8. labor can be created by bringing any single color resource to the castle. This can then be spent to create a worker of the respective color resource. Resources within the castle itself can instantaneously be utilized to create labor. Given an individual has no resources within the castle one labor of the castle color will be given, of which type, the odds are 25% per each type of resource of the castle color.

  9. items function in the same way as establishing statistical gains. Items are crafted at one time, providing the statistics used and allocated by the resources, and are carried by a hero or creature. creatures can carry items as well as heroes, however a specific creature must hold the item, rather than a group. There is no limit to the number of items a creature or hero can use. Items are dropped upon death and are able to be used by the individual that picks them up.


  10. Given a square area of X by X units has Y resources in it, provided any party qualified sees fit, the X by X unit area can become a neutral creature dwelling given that X by X is not greater than maximum building size. Usually a |2| player would decide this, however, being neutral, a |1| player can roll to place these in opposing enemy territory by sacrificing Y amount of labor of the same color with a 50% success rate. These dwellings will remain neutral.

    Items do not take up space and occupy the tile that they are dropped in, by death or otherwise, items can be moved through. The items on a tile would be listed in a list view much like other tile information, however the item list is malleable as individuals can take items to and from tiles.

    Paper dolls or carry weight can be implemented given an abundance of items.

  11. alignment changed from DnD to Social / Anti-social

  12. airs * being Social/ Anti-social
    alignment being Good / Evil

  13. River = a (1/6) chance to get a river per tile rolled, a river doesn’t occupy any tile space and sits along side the line at the edge of a tile, rivers can be placed by hand when rolling for tile color and height.

    Crossing a river results in having remaining movement halved

    Walls can function as structures with strength determined by stats. Walls are unable to attack, however can be attacked and destroyed. Walls are impassable.


  14. Perhaps a new revision soon, something might be coming along


    Sight is determined by the height of the tile and any additive buffs from items, spells of abilities.
    The distance is (Height of a tile- Height of distance viewed)

    A a unit on a tile with a height of 6 can see 6 tiles away in the direction east

    Six being the mountain

    Tile height - hight of adjacent tiles viewed ≥ 0 = visibility of a unit =

    visibility + additive buff is the visibility

    were this the heights of 4 adjacent tiles 6 321 : a 6 can see the one tile

    A unit is in combat when it is struck or moving to attack an enemy.
    A unit can target an enemy to attack that one can see, putting ones self in a combat stance, able to utilize in combat movement rather than basic out of combat movement.

    Any creature can break combat by choosing to, being put in combat when being struck. targeting, or attacking.

    the sighted unit that is targeted and is not in combat until attacked or it targets a unit to attack.

    In combat movement

    given a unit is attempting to attack an enemy

    the movement formula is

    unit color defends against terrain color for move bonus

    D6 Roll % bonus
    1 50%
    2 75%
    3 100%
    4 100%
    5 125%
    6 150%

    (((hero or creature movement per turn)(move bonus) (%buffs)) (Terrain move cost)) (D6 Roll Bonus)) + (Additive Buffs)

    Creature den info

    The strength of the creatures produced by a den are determined by the strength of the den that produces them. The stats of creatures can be upgraded at the dens of creatures by the same methods that heroes use to accrue stats.

    Creatures can carry items, and items can benefit the stats of the creature den. The stats of an item carrying over as

    ((Item Stat value) / (# of creatures produced)) = base spawned creature bonus

    Spell info

    Stat based spells benefit at a rate of

    stat and non combat spells roll in the same method as attack, however they attack the terrain when out of combat, determining the efficacy.

    A non combat spell can be cast on any unit or structure within visibility

    (+bonus) / ((#units effected) / (amount of time))

    Bonus to stats being

    ~? +64% of stat of unit or hero given as bound at max level of spell (64 stacked resources in development)

    Costs of spells/ magic/ and abilities

    one magic base power ( sum of 4 magic sub-stats / 4 ) = 1 MP

    One cast of a non combat spell costing (1x MP per level of spell)

    (e.g. level 3 spell costs 3 MP)

    Full magic returns after a turn.

    this is the same formula for strength, defense, and Role abilities and power

  15. curses could apply negative stats, untill the stat was 0


  16. Item requirements

    Items would carry a requirement of the minimum sub-stat on the item

    were the lowest of the 16 stats a 7 of Guile, then any creature or hero with a 7 for guile could wear the item.


  17. |2| level communication

    |2| players can roll for dwellings and structures on the |2|, |1| realms using the same rolls as resources, allowing for buildings to be concentrated by 25%, so given a 16x16 area had 12 green structure and 8 red energy, the building could be as small as a 4x4 building, where the resource yield is the same as the D6 roll bonus, any bonus above 100% of the tile yield is manifest in creatures that are above the strength of the den, as well as the addition of any items found in the structure.

    Winning the favors of |2| players can result in them aiding you conquest, and possibly allowing their structure to be friendly to you

    the |2| realm can constantly be rerolled for terrain and resources as one sees fit. Allowing the |2| player up to one roll per |2| tile per turn. |2| players can also use the same means as |1| players to modify terrain and create units and structures, as well as roll for creature dens in the |2| realm using the same style as the |1| rolling.\

    units created in the |2| realm cannot transcend into the |2| realm without losing all affiliation with the |2| player and acting as neutral creatures. The can be changed via diplomacy, or spiritual means, allowing creatures of X strength as one’s diplomat or spiritual envoy.

    X for the number of creatures allowed by a diplomat or spiritual envoy is the same as a spell bonus

    (+bonus) / ((#units effected) / (amount of time))

    the yield is up to 134% of the color strength of the |2| unit able to be summoned from the |2| realm, costing the same number of spell points as the spell.

    The |2| player can choose to deny these things.

    The |2| player can choose out of his own arsenal any units that can fulfill the summoning up to the maximum amount summoned, as well as offer less than the maximum amount.

    Simple summoning works by the same spell bonus, however simple summoning has a base that is half of what |2| level summoning can bring.

    Neutral Creatures

    Creature types

    All creatures naturally have a tendency of one of the following.

    Hostile units will attack anything in sight
    Neutral and Civilized units will attack when attacked or provoked (theft)

    Hostile 50%
    Neutral 100%
    Civilized 200%

    Diplomacy/ Guile/ Charm or other non combat dimploatic yields per resources traded/spent to encourage friendliness from neutral units.

    Spells or items based in Diplomacy/ Guile / Charm etc, can attempt to make hostile units neutral, and convince neutral and civilized units to join you and be friendly (taking commands while satisfied with trade)

    Diplomacy and Bartering spells are cast against neutral dens to attempt to convince the creatures in it to join you, once friendly, one can upgrade the creature den as one pleases.

    Diplomacy and Bartering also can be used on individual neutral units.

    Diplomat Bonus

    If ((Ability strength) (Diplomat bonus)) / ((#units effected) / (amount of time)) = B

    Given B is ≥ Minimum Success Value (25% of creature res tag worth)

    then B is successful

    Bonuses being something like an unlocked ability or spell, or an increase in the rate of creature accrual, these spells can be anything that would be possible to utilize given the creatures stats.

    For neutral creatures

    result = % of resource or appeasement skill requirement met by action

    (+friendly)=25% ~creature becomes friendly
    (+bonus 1) = 50%
    (+bonus 2) = 100%

    For Hostile creatures
    (+neutral) =25%
    (+friendly) = 50%
    (+bonus 1) = 100%

  18. |2| players can also roll for tile color per turn in the same way as rolling for terrain and resources, based on the map odds that the |2| realm mirrors per turn.

  19. on |2| contributing units the 134% is a 128%


  20. Elemental Damage and Defense

    (Spell Damage ) ( Elemental Damage Bonus) = damage done

    Non elemental damage is a 0

    Elements range from a hot to cool from -4 to 4

    elements interact with each other to provide some benefit or detriment based on the type,

    the cooler element being a -4 where the hotter element being a 4

    ice perhaps a -3 where snow a -4, heat fire at a -3 and molten metal or explosive at a 4

    Elemental damage is something one can choose when creating a spell or ability, fire on arrows, glass vial arrows with nitrogen, even rainbow unicorn mint glaze.

    steam for water, slowly burning liquid hydrogen for fire, leather jacket cooled

    this to give an offset to a color dominated atmosphere

    have a pdf, working on the put together




    one picks an elemental type when creating spells, defensively elemental type can mitigate damage from spells,

    one picks an elemental type when creating a hero, mayor, or unit dwelling.

    That mayors icy cold brow.


  22. Longshot of

    Console Controller accesibility

    RTS simulated by the amount of queued turns by players, e.g. give workers a long goal to work in an area for a while (place buildings from layout plans)

    Elder Scrolls or FPS style fighting with a hero for melee, ranged, or spell casting

    if both play manual aim +150% damage for headshots

    damage is still dealt by the game dealings

    a bird or something flying to issue troop orders from a top down view by hero, by ally, or automatically (crafted levels, saved |2| level challenges)


  23. add in spell and effects to ones liking


    (((spell power) (ability)) / (duration) ) / (Size of Target)

    size of target being the # of resources in the resource tag.

    Spellpower being ≤64 bonus based on the level of spell

    bonus applied as a %reduction or benefit or in the form of tiles

    e.g. teleport 2 tile per level of ability

    knock back 1 tile per level levels of ability

    fear creature runs away x tiles

    the bonus applies the turn it is successful

    64 units of knock back, teleport
    anything one can think of, just attempt to give it an appropriate stat and name

    flat rate effects such as silence or stun would have a %rate of success

    stun cannot attack or move for a turn, silence cannot use spells for a turn.

    cripple lose % of movement

    astonish lose % of (Ability Power) regeneration

  24. camouflage or stealth for guile or equivocal

    unit is invisible to enemies

    guile skill

    4 invisible at a distance of 6
    8 invisible at a distance of 5
    12 invisible at a distance of 4
    16 invisible at a distance of 3
    20 invisible at a distance of 2
    24 invisible at a distance of 1
    28 invisible at a distance of 0
    32 invisible until unit attacks

  25. Idk if this is in there.

    A hero would take up the same amount of space as a minimum creature stack. If this makes them too vulnerable, a hero would need ~%3000 of the health of a single creature to make it balanced though, so either this or a hero can stack in any creature stack as a creature, however can attack separately.

    E.g. the creatures can attack separately from the hero, and one can choose to defend attacks with the creature stack rather than risk taking damage to the hero.


  26. Tile Modification through weather

    for weather a luck roll of

    luck/ 8 out of 6 rounding up for terrain

    this would be impacted by the development of spirituality being a luck roll that is not physical, nor is it effecting combat.

    this can come from hero or unit, at shrine, with an item, or with skill

    then the |2| player can roll the same roll if choosing to modify the terrain one turn as the |2| player pleases ,

    This roll can also apply to rivers adjacent to other rivers being an addition or the drying of one.

    one can attempt to arrange custom sets of units allowing the ability to mix creatures within a creature stack

    The |2| player can also choose whether or not to kill any units on the tile that is being modified.

    this is the same roll as the luck roll for praying for terrain

    luck or any character stat will do


  27. range on a unit would be done by /8 of any stat other than physical damage provides a range of 100% of the unit’s size.

    e.g. 36 luck as a unit's stat would give 4.5x, a range. The unit can also use abilities withing 4.5x of the unit’s size as a range to use abilities so long as the ability qualified by having /8 of a stat other than physical damage in the spell.

    with a unit size of one unit, the 4.5 range rounds down.

  28. Alignment and Airs can function on a 64 point system

    receiving up to 8 points for an action that is either good, evil, or otherwise on the spectrum. Individuals can invent their own events and give them a number ranking.

    One can capture an enemy unit in place of killing it, given the unit has successfully rolled a fatal strike. torturing a unit will give information on one group of units, the location that the unit being tortured last saw the group. The group is chosen by strength,

    Group Choosing formula (Strength of group / Distance from capture point of unit)

    Torture has a 50% success rate that diminishes by 50% each time the unit is tortured. The chance of the unit dying is 10%.
    1st torture - 50% success
    2nd torture - 25% success
    3rd torture - 12.5% success


    8 Divine Summoning
    6 Release a captive prisoner in an area that is not one’s sextogon
    4 Help a friendly NPC (defend from danger, aid NPC via quest given by |2|
    2 Giving a resource for free from diplomacy
    1 rescuing captured workers

    8 Necromancy
    6 Torture prisoners for information
    4 Kill a friendly NPC
    2 Stealing a resource
    1 Killing enemy workers

    (Buildings are neutral so long as it is not constructed by any |1| level player that is still playing the game)

    8 Upgrade neutral structures
    6 upgrade neutral units
    4 capture a neutral building
    2 convince neutral units to join you
    1 convince hostile units to become neutral

    (one can roll to have neutral units become hostile at the same rate of success as vice versa.)
    8 Completely destroy neutral structures
    6 Steal/take neutral item from neutral building
    4 damage neutral buildings
    2 attacking neutral units
    1 convince neutral units to become hostile

    (Individuals can cede a building given that there is one friendly unit inside of the building. Even workers can cede buildings. One can cede units at any time. As no one owns tiles, tiles cannot be ceded)

    Diplomatically trading would easily appear as stacks of workers carrying resources accompanied by a hero to benefit from the diplomacy skill. (The number of resources that a hero can carry is defined by the number of their highest stat (not sub-stat))

    8 Cede a unit, building, or resource to another player on the same realm
    6 Utilize diplomacy to trade resources
    4 if unit is not within one turns walking distance of a friendly building at end of turn
    2 if unit is not inside friendly building at end of turn
    1 Build a worker

    8 Sacrifice a unit to a |2| player
    6 kill an enemy unit
    4 kill a neutral unit
    2 Garrison a unit in a building
    1 build a combat unit

    Optimistic/ Pessmistic ~player traits could be created eventually, a trait such as “Warhawk” would allow the player to switch the 4 pt and 2pt optimism and pessimism score, so killing enemies and garrisoning units provides optimism, where being away from friendly buildings provides pessimism.

    Units gain points from building or trading when the unit itself has carried the resources to the point that something is being built or traded. These actions gain points per instance of occurrence.


  29. Types of tasks
    Protect NPC while it move x tiles
    Kill X monster(s) of y strength
    Retrieve X item from building Y or unit Z
    Transport X item to Y place or neutral NPC Z
    Cede X number of unit Y to neutral NPC Z
    Cast X pell of Y strength on Z npc
    Show NPC a unit of X% Z color
    *can make up new types if desired*

    Task Rewards
    Skill advancement
    development advancement

    Castle (area) could also be called the estate
    where the Castle (building) is a building


    A Road takes up the space of the smallest stack of units and is destroyed if other buildings are built on top of it

    A road costs one resource per tile, and one resource per upgrade

    Color still effects movement on roads. Roads can be built as any color, and can be mixed color. Road falls under the category (%buff) in the combat movement equation.

    There are 8 levels of road that provide the following % bonus to movement.

    1 150%
    2 200%
    3 250%
    4 300%
    5 350%
    6 400%
    7 450%
    8 500%

    The movement bonus stays active so long as the unit stays on the road.

    |2| Players Boardwide

    |2| Players have a 100% impact in the four sextogons, a 50% impact in any sextogon adjacent to the four they lord over, and a 25% impact in any other sextogon.

    Players can build a castle in any estate that lacks one. Given an estate lacks a player character, it will not start with a castle or any labor.

  30. This comment has been removed by the author.


  31. Game Options

    Starving Gods - |2| players can only manipulate the sum number of resources that the four players they lord over, 50% of the sum of resources that the adjacent players have, and 25% of the resources all otter players have. All resources count towards this, including resources invested in units, buildings, and anything else.

    Consumption Mode

    Units have a 50% chance to gain the resources of any unit slain by the unit, as well as any building or worker destroyed by the unit. (Last Hit is that important)

    Haunted Mode

    All |0| level units are hostile unless summoned to the |1| or |2| realms.

    Spillover Units (units in the |0| that would be impossibly stacked) haunt crypts in castles can be created by |2|players. Crypts are limitless limitless and function as normal, however color can be set as any mix of four colors by the |2| players.

    |C| Level terrain
    6 Crawlspace
    5 Cellar
    4 Catacombs
    3 Dungeon
    2 Tomb
    1 Tunnel

    Worker’s Party
    Only workers can carry resources (not heroes or units)

    Area of Effect Damage
    The distribution is as follows.

    Deals 40% damage to direct target
    Deals 10% damage in the four adjacent unit sized squares.
    Deals 5% damage in the four cornering unit sized squares.

    The numbers can be manipulated within the 3x3 box or #x# box to ones liking so long as the summation of the percentages is the same. Meaning one can place the direct target as well as any of the percentages at any place within the #x# square.

    The level increases the area capability, however the summated percentage still amounts to 100%. The above 3x3 box represents the basic AoE attack, where this can be upgraded up to a 9x9 box when the resource tag of the unit is greater than or equal to 64 resources, 8 per level of AoE capability. The direct target of the AoE is the unit being attacked, ranged attacks also use the unit being attacked as the direct target. AoE can cause serious harm to one’s own health, and the health of others around you (AoE has friendy fire).

    AoE can be chosen as an attack type, ability type, spell type, any sort of general manifest.

  32. In haunted mode, units that exist only in the |0| realm come back after one turn of being dead in the same place the died or randomly throughout the |0| world (pick one)


  33. Friendly, Neutral and Hostile Neutral NPCs have certain paths. This includes ghosts of the |0| realm as well.

    Militant: A militant unit sticks to groups with similar units, stays within an assigned or common distance of any similar friendly units.
    Neutral: a unit of neutral the path will wander aimlessly around the map
    Friendly: Will wander in an assigned area.
    Hostile: Will seek out enemy units to fight.

    A any unit can have any path, so NPC with a personality of hostile (will attack any enemy on sight) can have a path of friendly (wanders in assigned area (defending building, etc.)

    One can command ones own units or set them to a certain path. |2| players can set and change the path of neutral creatures, otherwise it is randomly assigned.


  34. Regarding transportation to the |2| realm. A stone can be placed, designating an area of any size around the stone that can be filled with units that will be transported once the stone is interacted with. Multiple stones can be placed at the discretion of the |2| player. Where the stone teleports the individual in the |2| realm is up to the |2| player.

    This same system is present in regards of transporting from the |1| realms to the |0| realm. Given no |2| player is playing, a stone to the |0| can be placed randomly, with the area of transportation one desires able to be designated upon interaction. Stones between the |1| and |0| realms are in static places and mirror each other throughout the |1| realms and the |0| realms.

  35. Unit Spacing Changed**

    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 can occupy the size of a single creature in a stack rather than the space of 32, the hero unit being the Hero and any accompanying troops.

    Every Deciµˆ2 ~ 32 units^2

    One unit~One unit tile, one † or some µ^2

    Construct / Building = 8 Deciµˆ2 ≤ x ≤ 64 Deciµˆ2

    A Hero can occupy the size of a single creature in a stack.

    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 < 64
    2 x < 100
    4 x < 144
    6 x < 196
    8 x ≤ 256


  36. ________
    Post Rev3 notes

    Stealth can be counted by a spell of equivocal strength as the stealth (camouflage)

    Eg. Level one reveal spell reveals in an area the size of level one camouflage

    Effects can be countered this way as well, a level one anti-silence spell counters a level one silence.

  37. spell or ability in the section about ability counters (~e.g. listening as a physical ability against camoflauge)


  38. Terrain and resources mirror themselves between the 1, 0 and -1 realms (the |1| realms and the |0| realms). Players that share the same castle color on mirrored realms (e.g. 1 level green and -1 level green) can take turns rolling for terrain in the setup phase, or agreeing upon a randomly rolled allocation of terrain and resources to be placed, each receiving 50% of the terrain and resources to allocate as they see fit under the guide lines.

    A game option can be to turn off the terrain mirroring.

    Spell range and AoE functions exactly the same as physical range and AoE, where intelligence stats are used in place of other prerequisite stats.

    (some of this may have been touched on)


  39. To balance ranged attacks, attacking uphill counts as 2 of the max range units, e.g., range of 4 can attack 2 units uphill or one unit uphill and 2 units at even terrain or down hill

  40. This comment has been removed by the author.


  41. Creature Stacks still not making much sense

    Deciµˆ2 / x Number of Creatures (Stack Size) [Max Stack size = 256]
    1 x < 64
    2 x < 100
    4 x < 144
    6 x < 196
    8 x ≤ 256

    Every Deciµˆ2 ~ 64 units^2

    might work

  42. the rev3 stacks seems like a piggyback of sorts, stacking, two per stack.

    given one unit has 150% of the resources or 50% matching resources this would allow the unit to carry the other unit, two units stacked can attack as one entity as well as separately as well as could make Rev3 stacks work if the piggyback / creature stack idea made sense. The creature being carried does not use movement.

    This or simply command every unit to move separately.

    Every unit can carry items, items would be the size of one unit, so separately makes sense, piggybacking without a qualification wouldn't make sense. (rats carry giants)

  43. obviously some edits are patchy,

    reinforcing that a hero is one unit for reasoning, unit being base unit, length and width of the units, all units are the same size for reasoning sake

    the giant hero doesn't make sense.

  44. The only way would be to allow creatures to gain one unit of size per two resources spent, every odd resource invested provides one unitˆ2 to the area of the unit. Scaling ~Mushroom Land Mode?


  45. 64 unit =one creature stack = One Deciµsquared

    16 Sextile

    x 16 Decitle

    = Docitle

    16 384 unit x 16 384 box

    x 42 Docitle on the map, plenty of triangles

    ~many different backgrounds ~scrolling paint program get the spreadsheet going

  46. For the Row Each Dositle color odds

    14 across

    Odds Across
    Player Color

    Player Color Estate example coordinate system.

    Coordinates by Unit in descending greatness

    Dositle Player Color Estate 6F-7F 6-G 7-G

    Decitile 6F1-7F16 , 6G1 - 7G16

    Sextile - 6F1A - 7F16Q , 6G1A - 6G16Q

    Unit tile- 6F1A1 - 7F16Q64 , 6G1A1 - 6G16Q64


  47. (Terrain option 1)- unable to modify terrain after start rolling

    (Terrain option 2)- terrain varies on every tile down to unit tile or (choose tile size)

    (Resource option)- Limited Resources - each node only has X number of resources


  48. Stats these effect the output of effected areas. These percentages apply after item effects and before ability effects given the calculation meets the criterion.

    Strength: increase Physical Melee Ability Damage 1% per point
    Dexterity: increases Ranged Attack Damage 1% per point
    Speed: increases Movement 1% per point
    Finesse: Increases Labor Ability by 1% per point, increase physical weapon item type effect by 1%

    Intellect:Increases spell type ability damage by 1% per point
    Potency: Increases spell point pool by 1% per point
    Concentration: Provides 1% bonus to all luck and success roll per point
    Prowess: Increases Magical Weapon and Armor (Staff,Robe, Hat, etc.) 1%, provides a 1% bonus to out of combat spell effects per point

    Constitution: Provides a 1% bonus to health per point
    Evasion: Provides a 1% luck roll to avoid physical damage and effects
    Magic Resist: Provides a 1% chance to be unaffected by Magic type effects and damage
    Guile: Provides a 1% luck roll to the one tile area for successful camouflage surrounding the camouflage distance provides a 1% bonus, 1% luck roll to diplomatic solutions per point with hostile and neutral creatures.

    Charisma: Provides a 1% bonus to all diplomatic solutions* involving other players,
    Wisdom: provides a 1% bonus to all stats, spell damage, and ability damage
    Luck: Provides a 1% bonus roll to luck roll per point.
    Presence: Provides a 1% bonus to all statistical effects, received, cast, and by items.

    rolls being success rolls in favor of the player

  49. stats may not be peachy balanced but there's always a hope

  50. Prowess: 1%, provides a 1% bonus to out of combat spell effects per point

    changed to that,

    i don't specify any item types

  51. Finesse: Increases Labor Ability by 1% per point, increase ability effect by 1% per level (knock back etc, roll if incomplete (8.64 knock back is 64/100 chance to knock back 9)

    I don't know exactly, perhaps all units can perform the work of a number of workers that is 50% of their strength per color. 8 green 4 red, 4 green labor and 2 red labor from the creature.

    (Option)- 256 Levels of terrain, every levels has 1/54% impact on movement as much, 0 is still ocean.

    terrain level - (x level / 54) % effect of the higher level terrain.

    (Option)- attacking downhill means more than 50% of the movement before the attack must occur down hill (not simply only the direction the character is facing to attack.

  52. (terrain options); lowlands options

    Probability Ratio of terrain height

    Level of Terrain

    Odds Per Height

    (Option1) Lakes

    (Option2) Plains


  53. Exhaustion mode- As combat arises, a unit only has as many stats usable in any combat calculations as have not been used in combat, or were excess after previous combat on the same turn.

    10 Fingered Mode- one resource making up an item contributes one resource weight, A unit can only carry items up to its own resource weight~(number of resources in tag)]


  54. (option) Small buildings - buidlings take up 4 unitsˆ2 per resource invested in a building

    Lead Footed (Option)- Units must sacrifice movement to attack

    Eye to Eye (option)- when two units are in mutual combat, the units receive one eighth movement rate, however both units gain 800% turn rate compared to the game (7 bonus turns intermittent per game turn).

  55. With the Eye to Eye option, with a decimal like 1.43 movement, the decimal accumulates as a fraction and is redeemed upon succeeding the whole number, ex. [movement per turn 1 (43/100) 1(86/100) 2(29/100)]

  56. Tempo (option)- turns occur one action per player in a cycle between all players, untill all players pass on action to change the next game turn.

  57. Retaliation (option) - units defending from attacks can use spells and abilities upon winning the combat grid utilizing the strength of any excess carry over stat summation from the combat.

    Bloodbath (option) - units can attack valid targets in range an unlimited number times per turn, spells and abilities still use spell and ability points.


  58. Flowers Mode - |2| Players can plant flowers every turn providing X bonus or detriment for Y movement or turns. The bonus of flowers can be rolled by the same odds as color and resources. God can plant a a 50% success rate a X by Y area of adjacent tiles. Where X and Y is the size of adjacent tiles, the probability per size of flower patch in units is { (1 / (0.5(XY))) }.

  59. Flowers provide X benefit over Y turns, based on the resource, a 5 resource flower can afford 1 full stat (4substats) for 5 turns up to 5 full stats for one turn, a one resource flower can provide 1 full stat for 1 turn, or one substat for 4 turns. Flowers can stack. The effect is up to the |2| player whom decides before placing the flowers.


  60. Obstacles, Rocks, Trees (option) - Impassable obstacles that cannot be attacked over up to X by Y unitˆ2 obstacles in area occur at a rate of X with a probability of {#(X:Y:Z) per size in area in the shapes of (pick) with a probability. Roll and place from highest to lowest Eg roll X number of 64 tiles, place, roll X number of 48 tiles, place, roll X num

    e.g 64x64 unit squared, by size of 2:4:8:12:16: 24 : 32: 40: 48: 64
    at a rate of 64:48:40:32:24:16:12:8:2

    Shapes of ~ Squares, + sign, Rectangles, spheroid (pick any more)
    with a probability of (5%)

  61. *flowers don't disappear unless utilized by a unit.


  62. Shooter Gamestyle Mode - Each unit can learn 4 abilities, 4 magical spells, carry 4 weapons, and equip 4 items. A weapon deals it’s damage every time along with the unit, a weapon is essentially an item that acts like a unit every time and is carried by another unit. It can attack alongside with the unit, (ability + weapon), as well as individually. Weapons benefit from spells and effects in the same way units do, a weapon can killed or otherwise destroyed. A weapon, however, does not have spells or abilities of it own. When attacking together, a weapons stats will combined with the stats of the units that carries it.

    Using a spell, ability, attack with or without the weapon, and use an item cost one movement.

    A weapon will not tire in exhaustion mode and count separately from items. Weapons do not add to item limit.

    Option(included with shooter mode) - Attacking costs one movement. Buildings now have movement. A building's movement is ammunition to attack. (Buildings currently would have ability point wells and spell point wells.)


  63. if an attack doesn’t win on the combat grid, it still will do (100-negative combat grid result %) damage, combat gird wins give bonus damage.

    Maybe helpful given it's not an option (impenetrable defenses i would think be present.

  64. Creating and Modifying items

    Items can be created with a strength of up to the [resource tag] of the building. The building can also break down and imbue items given that the building has at least the exact number of resources invested in it that the item is. One creates items by bringing resources to the building.

    This means resources must at minimum match exactly with the building down to the color and type in order to be modified.


  65. items can contain skills much like a spell book, however items are different in that they can cast the abilities themselves, rather than rely on a unit's ability. Items can also provide statistical bonuses. Item abilities, functions, spells, benefits, and bonuses are created and function the same way as unit abilities. An item's stats determine its strength and items function the same way in combat as units. Items cannot be destroyed.

  66. units can move and attack diagonally because it makes enough sense

  67. Unit Sprawl (option) - Pick 200/3/4/5/6/7/8/9/1000% available unit recruitment per week.


  68. A specific buildings can make workers at a rate of 1 per specific type of resource invested in the building up to a maximum of the number of resources invested in the building. There is no limit or restriction on turning resources into workers at a castle.

    The name of the other building perhaps a blacksmith, this perhaps a labor outpost.

    A religious building can function the same way as a divine summoning stone for transporting players between the |0|, |1|, and |2| realms. With the summoning ability area equal to 200% of the base the number of resources invested in it, with strength determined by stats and items laying in the building. The building works for both summoning from the |2| or |0| realms as well as transporting |1| level units to the other two.


  69. Items within buildings count towards the resource tag of the building and the calculations involving the building. Units can enter buildings and attempt to steal the items, to avoid having invulnerable structures. A building can house it’s area with units and items.

    A door is one unit and every building must have at least one door. On mushroom land mode the size of the door is the size of a unit with the same number of resources invested in it.

  70. Courtyard mode- a door entrance should likely be 1/4 of the length of one side of the building to avoid impossible odds for the few units that get through the door. Open doors allow ranged combat through it, closed doors prevent ranged attacks, any unit can open and close doors, including workers.

    With one unit doors it would take a geared hero every time to have any chance with the occupational capacity of buildings.

  71. to give ranged a disadvantage (no reason not to be ranged atm) ranged deals 50% damage when the unit being attacked is within melee range.


  72. (to prevent immortal units)

    Having an ability of X strength, where X is the main stat, can disarm any item from any up to X item weight, which is the sum of the resources in the item.

  73. working on a unit and ability creation interface

  74. obviously this is very disorganized, perhaps another post where revisions have been added to the pages in appropriate places.


  75. In the dearth of a |2| Player, one can choose a probability of success for |2| interactoins in place of decisions of players. A probability of action would determine how often the |2| acts and a probability of magnitude would determine the volume of the impact.

    Temperment effects the probability of the personality of units summoned by |1| level summoners, or ushered in by the |2| Player’s whim

    Neutral Offerings Have a Neutral personality
    Hostile offerings have a hostile personality

    the units accompanying or created dwelling will tend to have a militant path, a friendly path that wanders around the dwelling in a ~~256x256 unit area, or a neutral path that wanders around the entire map aimlessly.

    Units spawned without a dwelling tend to have neutral, militant, or hostile paths.

    Magnitude ~number of resources it would have taken to suffice the amount of change, (e.g. dwelling net resources, flower equivocal resources, terrain change workers required (1 resource per)

    Name of |2| entity: HuffPuffMcGruff
    Temperment : Even tempered 90% Neutral and Beneficial 10% hostile offering )
    Personality: Copious
    Probability of Action per individually colored tile (unitˆ2): 50%
    Magnitude ;; 2:4:8:12:16:24:32:48:64
    Corresponding probability ;; 64:48:32:24:32:24:16:8: 16

    more on Personality

    hostile personalities will attack anything with anything above 50/75/100% chance of success. Hostile personalities will run from anything with a win chance below 50% chance of success.
    Hostile/militant personality/path units will attack anything, any group of unit, in any scenario, where the group has above an 50/75/100% chance of success. Hostile personalities will run from anything with a win chance below 50%.

    One attempts to barter with hostile neutral NPCs during the attack phase, as an ability. Neutrual creatures with a militant path can be bartered with as a group

    (option)-Gangland- Neutral Creatures will attack any neutral creatures that were not inducted into combat in the same neutral creature dwelling.

  76. a friendly path meaning any size ~~area of wandering

    On Neutral Creatures

    a friendly unit would leave its dwelling were there a number above the capacity of the dwelling or leave its friendly patrol area and turn to the neutral path given there were more of them than 1/2/3/4 weeks yield of the creature patrolling a friendly path around the structure.

    A neutral creature can be converted to a hostile neutral creature by the same means as a player diplomatically convincing a neutral creature when seen from the side of the hostile neutral creature, providing the viewpoint of the hostile neutral creature providing the diplomacy by the same means as a player.


  77. A building can learn any sort of spells and abilities it has the resources(stats) to cast. A unit can learn the spells and abilities from any building, once inside of the building given the unit has the stats the cast the spell. The spells are collected in a unique spell book for the unit. There is no limit to the number of spells a creature can learn, only on what it can cast and how much it can cast based on its stats, MP, and AP. (Hall of Wizards, Hall of Warriors, Den of Thieves, Gentrifying Manor/ Gentleman’s Club.)

    (one would craft their spells in the building/unit interface, a building interface having a teach unit X spell or ability)


  78. a unit can also be created with spells and abilities it is statistically able to cast. Items and other things that add to the stats of a unit allow the unit to cast spells up to the requirements of the buffed stats, so long as the unit has the statistical buff present, active, and functional.

  79. The name of the game likely changed to "Asphodel Meadows" more of a title with some sort of meaning. Sextodeath just seems kind of childish.

  80. name :Fields of Canan

    also still : Mongol Kahnate; alas, Mongolian kingdoms

    asphodel doesnt make sense sadly

  81. It's probably Fields of Canaan for the spelling but also for the Canaanites

  82. Sextodeath is still for the text or anything, if it had a title or anything. Rule set, map, etc. still has the name Sextodeath.


  83. ~labor more specified


    Labor can be created by bringing any single color resource to the castle. This can then be spent to create a worker of the respective color resource. Resources within the castle itself can instantaneously be utilized to create labor. Given an individual has no resources within the castle one labor of the castle color will be given, of which type, the odds are 25% per each type of resource of the castle color.

    Laborers have one labor point, this returns per turn..

    Labor can carry one resource and move one resource per tile per turn.

    It takes labor one turn to apply one resource to a structure.

    A specified building can make workers at a rate of 1 per specific type of resource invested in the building up to a maximum of the number of resources invested in the building. There is no limit or restriction on turning resources into workers at a castle.

    The name of the other building perhaps a blacksmith, this perhaps a labor outpost.

    Labor can carry any color of resource given the labor unit was composed of said type of resource, regardless of color. A laborer can carry any resource that matches color.


    To preform labor, one must spend a laborers one labor point toward laboring in place of moving.

    To perform labor on a tile, the color of the resource and the type of resource must match between the laborer and the resource being labored upon.

    Laboring is adding any resource to a building or item. Recruiting creatures from dwellings and in fields does not cost labor.

    Repairing a structure costs labor. Repairing a structure provides the statistical benefit of one resource and provides 1/x of the building’s health given the type of resource was a part of the building at the time of the damage. Where X is the number of resources that accounted for the building at the time of the damage.

    Bringing resources to a castle to produce labor neither costs labor nor requires labor. This was a free exchange available given one has brought the resource into the courtyard of the castle.

  84. it is a 1/4 chance which of the one four workers of their color one begins with .

    Laborer recruiting buildings would provide the specific labor down to the type of resource provided.

    i would say either limit the labor recruiting stations to X per type of resource, they would might come to profluent. Name of School/House

    There is no currency laborer.

  85. One can create currency from any of the resources at a castle. 1:1 Ratio. Got to flip those luck coins kids.

  86. bit of a mix up
    This is true

    a door entrance should likely be 1/4 of the length of one side of the square version of the building to avoid impossible odds for the few units that get through the door. Open doors allow ranged combat through it, closed doors prevent ranged attacks, any unit can open and close doors, including workers.

    The length of doors on a building should sum to 1/4 the length of one side of the square building of equal area, utilizing any size of doors.

    With one unit doors it would take a geared hero every time to have any chance with the occupational capacity of buildings.

    however courtyard mode
    Courtyard mode- every building has a courtyard that is 1/4xˆ2 where x is the length of one side of the building, the door becomes a courtyard.

    one single one unit door per building doesn't make sense in general

  87. well, Courtyard mode, door does not become a courtyard, there is still a courtyard and there are still doors.


  88. Coyote Mode (option) - Units can carry laborers up to their own limits, each laborer counting as one resource.

    Lagoon mode- The diamond areas in the center are lakes, structures can be built on square tiles that are intersected by the diamond lake

  89. ~little more space, basket of laborers

    Coyote Mode (option) - Units can carry laborers up to X number or up to their own limits, each laborer counting as one resource.

  90. Perhaps : Labor that is not carrying a resource can move two units for one labor unit instead of only one.

  91. fast mode (option) - Labor gains 200/400% bonus movement per turn


  92. boats can be built and summoned at a building or dock on the water. Boats function much like buildings, however the terrain color utilized during combat on a boat is the % color of the boat. Boats have stats and function much as buildings, however receive half the area per resource. Units can move onto boats in the same way as moving from tile to tile given the boat is touching land. If a boat sinks, the units onboard die. If there are no units on a boat, the boat is derelict and does is not controllable. Derelict Boat Movement is 1/10 to any of the adjacent 9 tiles with 0 remaining still. Captained Boat movement is calculated the same as a unit.


  93. Manifest Destiny (option) - If a boat sails the length of 4 sextogons in any direction from the mainland, then a new map is rolled and colors are placed randomly on the map.


  94. Manifest Destiny (option)*** for clarity

    A new map is rolled in the area of the map, with the closest land tile at the point where 4 sextogons length has been sailed from the original map. (hitting land.

  95. for Eye to Eye: Mutual combat meaning unit is in combat, and target of unit is in combat.


  96. One can designate healing as a type of ability. Healing would function the same way as doing damage to a unit, instead applying negative damage to a unit. Designating a healing spell or ability, Healing would return at half rates as damage.

    Healing Summation = -Damage Output/ 2

    maybe some more effects to come


  97. Tiring effect - loses x AP from next turn’s pool
    baffling effect- loses x MP from next turn’s pool

    These abilities would require the equivocal amount of resources as provide X MP or AP in the unit’s resource tag in order to be cast.

    Calculations may not be set up like this, but color and such effect abilities
    so perhaps run the color/type matrix through the ability output.

    Any stat can be used as the basis of an ability or spell. The spell would require AP or MP based on which stats carried the majority of the % breakdown of the stat resources composing the unit.


  98. Spell effect rates

    % chance ≤64% based on the number of resources for flat rates

    other effects

    The same requirement from Tiring and Baffling effects holds true for statistical benefit and detriment providing effects, provided the unit has the stats that the amount of benefit provided from a base ability (before calculations) is determined by the stats that makeup the ability, as the creature must have said stats to learn said ability to begin with.

    Damage/ Effect over time function as ( direct effect chance / the amount of time active)

    all spells and abilities can be made into effects over time at reduced probability of occurrence

    The below are single turn direct effect spell and ability effects

    Dispell - Remove active spell/effect of X strength. The cast spell or ability must must have equivocal or greater strength in terms of resource investment as were the effect a single turn direct effect instead of a an effect over time

    Root/Trap - unit loses movement for two to four turns. Grants % increase up to 64% at 16, Grants a 1-64% chance for 3 turns up 32 and a 1-64% chance for four turns up to 64

    Tempt - The unit loses the ability to attack for two to four turns. Grants % increase up to 64% at 16, Grants a 1-64% chance for 3 turns up 32 and a 1-64% chance for four turns up to 64

    Root and Tempt probability increases

    4% increase chance from 1-32
    2% increase from 32-64
    per resource invested in the spell or ability, maxing at 64% chance

    Fumbling - 1-64% chance to drop item,

    Reflect/Riposte - 1-64% chance to reflect any attack, ability or spell that is directed towards the unit under the effect until next turn or until spell has been triggered.

    Madden- Upon attacking, the suffering Unit has a 1-64% chance to deal 1-64% outgoing damage to a random unit in the 8% adjacent tiles in place of the outgoing damage. With full 64 spell investment: Unit has an 64% chance to deal 8% damage to up 8 random units in the 8 adjacent tiles, where in the absence of a unit, a substitute unit is stricken instead.

    Haste - Gain 1-8 bonus movement as X color unit in place of the original color unit, where X is the color of the spell. This stacks with the unit’s original movement and the unit choses when to utilize movement from either of the two separate pools.

    Base 1
    lv2 - 1 +16%2
    lv3 -1 +32%2
    lv4- 1 +48%2
    Lv6- 1+80%2
    Lv7 - 1 + 96%2
    Level 8 - 2 movement
    carrying on to lv 64 8 movement

  99. Any spell or ability can be turned into a curse

    Torment / Curse- An ability spreads to adjacent allies of the afflicted at a cost of 1/2% effect every time at the same probability, spreading a curse refreshes the duration of the curse on both the originally cursed and the newly cursed targets, any cursed unit can spread a curse, the newly cursed as well as the originally cursed. A curse also spreads to any unit that casts a friendly spell or ability on the unit. A curse can spread to a building, however a building doesn't spread a curse. A curse can spread to an item, and items can transfer curses. An curse item will refresh the curse on the target that carries the cursed item, and a unit that is cursed will refresh the curse on a cursed item. Items being held and on the ground can be used as targets for a curse. Refreshing a curse will not diminish its effect.


  100. Torment / Curse- An ability spreads to adjacent allies of the afflicted at a cost of 50% effect every time at the same probability.

    1/2% would be very slow degradation.

    The effect of a curse rounds, if a curse has no effect it will not effect a target. (degrading to <0.5 effect on any stat or point

  101. A curse has 50% of the success rate of a standard single turn direct effect base spell or ability. (otherwise only curses would be used.)

  102. It's a Small World After All (option) -In place of Ocean surrounding the map, tiles wrap around at the edge of the map.

    on a 4x4 Grid
    A4 Connects to A1 and D4.

  103. The wrap around effect also determines which colors are used for outer tiles if there is not an adjacent sextogon in the direction the land is facing when rolling for color, regardless of the game option being on or not

  104. Referring to Necromancy as opposed to neutral summoning when simply summoning. Neutral summoning is more like conjuring.

    Summoning when summoning occurs it conjures the most local applicable friendly units from the |0| realm. Summoning a neutral creature will remain neutral, and summoned hostile creatures remain hostile.

    Ghost Whisperer - (option) - summoned units are the most local applicable units from the |0| world, the units are all friendly to the summoner and the summoner's allies.

    Blind Necromancer -(option) - summoned units are the most local applicable units from the |0| world. Neutral creatures remain neutral, Hostile creatures remain hostile.


  105. Neutral dwellings will house a building within them to create items. A neutral creature will also create workers from the resources within them, these workers will gather the most proximate resources and bring resources to the dwelling. The dwelling will produce one smithy for each resource, counting up in the level of pairings.

    The size of the craftsman’s outpost will vary by 1-X where X is up to 1/8 the size of the dwelling in units across. A craftsman’s dwelling can utilize any resources within the dwelling and does not require labor to utilize any resources within the dwelling. A dwelling will create craftsman’s dwellings with at minimum least one unit tile of access with a path from the door. A dwelling continues to produce labor and harvest resources indefinitely.
    Given all neutral creatures have all of the items that can be produced in the dwelling, then the resources harvested are turned into currency which is distributed to and carried by the units. The units can carry an unlimited amount of currency, and currency is given to creatures that bring resources to the dwelling.

    This would add a path option for NPCs

    NPC Path - Constructive- the unit will attempt to carry resources to the dwelling it was created in, and defend any allied unit or building that is attacked.

    There is a 50% chance the building will be a mages guild or equivocal that can teach abilities. These follow the same standards as player mages guilds, teaching any abilities that can be cast for the resources invested in it.

    A dwelling’s craftsmen will arm all of the units it produces without repeating an item, with any excess items, the neutral creatures will take them and attempt to exchange them with other neutral creatures and friendly creatures for any items of equal resource weight.

    A neutral creature will attempt to barter for any item until all of the living units from it’s home neutral dwelling have the item. A neutral creature will accept currency for an item, as well as currency for training. After paying for training, you will always be allowed to use the neutral dwelling’s learning facility.

    Currency cost : Range of Resource weight of item or of learnable abilities
    1: 1-4
    2: 5-8

    continuing going up in fours until 64


  106. Hostile neutral units will attack neutral units and dwellings until each living unit and building in the dwelling itself has one of each of the items produced in the neutral dwelling. If hostile neutral dwellings have each of the items produces by the dwelling, they will only try to convince the neutral creatures to join them.

    Hostile neutral creatures will also treat other hostile neutral dwellings the same, including attempting to form diplomatic allegiance, however when said fails they will attempt to destroy the buildings within a hostile neutral dwelling.

    Hostile Neutral Units will defend their dwelling and themselves from attacks given they are in range of sight or of an ability. (Alert units in 64X of 64X unitˆ2 area where X is the number of resources in the highest ability of the level of training lodge.

    new path - (militant friendly) - units follow the friendly path and the militant path at the same time.


  107. A building or resource with a road on any of the 4 parallel tiles will carry the mean road benefit of the two or more roads.

    *edit* sacrificing workers can choose either a neutral or a hostile neutral creature dwelling

  108. Neutral Creatures that lack an item produced by their own dwelling will attempt to return to their own dwelling.

    Neutral creature yield is independent from the resources that are gathered and harvested for the dwelling.

    Neutral dwelling produce statistically random items and units that have random spells, abilities, and effects.

    Any possibility of meeting the amount of creatures produced as defined by the resources of the building has available. The dwelling will attempt to make larger units.

    Any non-whole number of creatures produced will be utilized to create smaller creatures at whole numbers, until the weekly unit yield is fulfilled.


  109. A neutral creature can destroy buildings, however a castle can be reduced to 0 hp by a neutral creature, however it will still function as a castle. Given a player’s castle has 0 hp, it’s area much be occupied by continuously by player enemy units for one week in order for the enemy to gain control of the castle. A player loses given they have 0 units.


  110. Smaller units will deliver items to the larger units from within the building, as well as attempt to keep the pathways inside of the building clear of enemies and obstructions.
    Wandering neutral creatures will tell other wandering creatures if they are missing items from stored in their. The alerted wandering creatures will return to the dwelling via the most efficient route. Wandering neutral creatures will know they are missing items, however, will be alerted given that there are excess of items received through the bartering’s of the other units from it’s dwelling. The wandering neutral creature will return to pick the items up. A wandering neutral creature will attempt to barter over returning to it’s dwelling, however it will not move further away from its dwelling once it has sold stock.
    Neutral units under allegiance to a player gain the mayor bonus of the allied player’s mayor given the mayor’s reach extends over the resources being collected by the neutral units.

    A neutral creature that is constructive will also prefer to barter over gathering and returning resources to the dwelling, however will not stray farther than the most efficient full load of resources to carry to the dwelling.


  111. nullify- nullifies one of a specific color of resource that is the same as the color of the resources that the spell or ability consists of. (nullify is dropping X of the color out of the % color breakdown for calculations)

    dilute - adds one of a specific color of resource that is the same as the color of the resources that the spell or ability consists of. (dilute is adding X of the color out of the % color breakdown for calculations)

  112. nullify/dilute are spell and ability effects, single turn direct effect spells with a 64% chance of being successful, the strength determined by the number of resources invested.

  113. the other option is to store all excess items in a vault inside of the building, where the building receives the benefits of the items. This might make more sense than a treasurer. The vault acts as a friendly building within the building and takes up a 1 unitˆ2 area

    Likely the vault, the treasurer doesn't quite make sense.

  114. Any item that is created alongside a dwelling created by a |2| player will be stored in the vault. The stats and bonuses of the vault effect the entire building. Neither the building nor the vault will not use any active effects on items, nor attack.

  115. All buildings can have a vault, this makes enough sense. A vault cannot be disarmed or robbed unless it has been destroyed by combat. After such, the vault can be looted.


  116. Unused resources are saved and turned into colored currency when possible in the vault.

    After killing a neutral creature in sight of it’s allies, the units that spawn from the neutral dwelling become hostile to that player, and will not barter with that player that killed the neutral creature anymore. This effect spreads like a curse, however is spreads based on units being in line of sight of one another.

    A neutral dwelling can be bartered back to neutral by offering an equal amount of resources in terms of weight to the units from the same dwelling as the killed neutral creature(s). one unit of currency has a resource weight of four resources.

    (e.g. Kill two 32 resource weight neutral units, must pay 64 resources tribute to the neutral units that come from the same dwelling, were these summoned from the |2| realm, then the tribute must be payed to the |2| creatures.)

    |2| creatures will haggle for items with any neutral creatures given it is holding resources. Neutral creatures will accept resources from |2| creatures up to their carrying capacity determined by their resource weight.


  117. A resource tag effectively displays the carrying capacity of resources of the unit. It type and color must match for a unit to carry the resources. With per one unit of color currency, a unit can carry one unit of any of the resources of that color, independent from the resource tag resource carrying.


  118. On Neutral creature’s abilities. A creature will learn one random ability that costs 100% of it’s available MP and AP, 2 abilities that cost 50% of it’s available MP and AP, 4 abilities that cost 25% of it’s available MP and AP, and one friendly buff style effect that cost 100% of it’s MP and AP. These are called pages of a Neutral Spellbook,

    -select Neutral Spellbooks have X number of pages.

    Thoughtstarved mode- (Option) - Units can only know X number of abilities at one time.

  119. it costs a unit one point of movement to collect one unit of resources to carry. It does not cost labor any labor points to pick up resources.


  120. the sizes of the craftsman’s stations and the educational buildings inside of neutral dwellings are 1unitˆ2 per resource invested.

    (option)- laborer creating buildings, craftsman's stations and educational buildings created by players are 1/8th the size of regular buildings


  121. paying a tribute for killing a neutral unit occurs at the same rates as neutral creatures becoming hostile regarding the death of a neutral unit. Neutral units will prioritize returning the tribute to the dwelling and this should alert the majority of the neutral unit’s allies that the tribute is payed.

  122. a creature's color cannot be nullified below one resource to give the unit color.


  123. When a neutral unit is defending it’s dwelling, it will pick the most efficient path along with the community of neutral units allied to the dwelling to strike, and attempt to attack in a way where the group of allies has the highest possible probability of victory.

    A neutral creature will not attempt to barter if it is under attack, or it knows it's dwelling is under attack. Knowing a dwelling is under attack spreads in the same way as the neutral-> hostile change upon killing a neutral unit.

    (the horn not as efficient.)

  124. Neutral Creatures have a 50% chance to have one randomly generated AoE ability for an attack, (random AoE is iffy at best). Neutral creatures will not hit any friendly or neutral creatures with AoE. The rest of the abilities are non-target AoE (dividable abilities) or Single Target Direct Effect spells of abilities. (no to specified splash because of aggro issues.)

    Dividable abilities and curses by default can all be interlayed into one ability, where a Single Target effect spell or abiility would be the other category. (damage spell vs chillywinds -move% aoe). Save for Damage over time effects, dividable abilities tend not to be damaging.


  125. There is no collision between
    units- resources
    units - items

    There is collision between


    5th Revision is available...

  127. >>>>>POST REV5 NOTES<<<<<<

    Damage may be broken as dick

    attempted solution: The maximum possible outgoing damage is 100. As all damage is a % of max damage the calculation for providing real outgoing damage is

    (calculated outgoing damage / maximum possible outgoing damage) x 100

    Maximum possible outgoing damage includes the most favorable impact from all sourced including terrain, color, element, etc.

    Maximum possible outgoing damage is the amount of damage the strongest unit alive can do under ideal circumstances, with the highest possible bonus from color, element, and terrain, utilizing the strongest possible direct attack.

    Items are included in this calculation, being the strongest unit alive as a summation with items included. Temporary stat benefits are not included in this calculation.


  128. This would be done for each level of resource weight (# of resources in res. tag), to avoid small creatures doing minimal damage to themselves. Units are only held to the maximum possible outgoing damage of the strongest unit alive that has the same resource weight as them.

    (otherwise small units do nothing)

  129. Just going to say

    Bare knuckle brawling mode -(option)- is the below

    Damage may be broken as dick

    attempted solution: The maximum possible outgoing damage is 100. As all damage is a % of max damage the calculation for providing real outgoing damage is

    (calculated outgoing damage / maximum possible outgoing damage) x 100

    Maximum possible outgoing damage includes the most favorable impact from all sourced including terrain, color, element, etc.

    Maximum possible outgoing damage is the amount of damage the strongest unit alive can do under ideal circumstances, with the highest possible bonus from color, element, and terrain, utilizing the strongest possible direct attack.

    Items are included in this calculation, being the strongest unit alive as a summation with items included. Temporary stat benefits are not included in this calculation.
    This would be done for each level of resource weight (# of resources in res. tag), to avoid small creatures doing minimal damage to themselves. Units are only held to the maximum possible outgoing damage of the strongest unit alive that has the same resource weight as them.

    (otherwise small units do nothing)
    is what the damage makeshift solution is, i've not run damage numbers, but they could be fine

    (I don't know which combat system would work better.I would think combat might yield tens of thousands of damage when things don't have that much HP.


  130. Items can be created either by bringing resources to an item crafting building, or by utilizing the labor units of laborers. Laborers can create an item anywhere.

    (might have been unclear)


  131. Units can pick up items by walking over them, or pick up items from an item crafting building by being adjacent to the crafting building.

  132. For brawler mode - out of X damage, even like 800 would say roughly the greatest could single handedly destroy the grandest building that was emptied and had it's vault looted with 40 strikes.

  133. put up a map, and a random number generating word problem ~~


  134. in place of adjacent roads providing movement speed within a building, i would say “Roads can be built within buildings”,

    buildings are so large, and with the adjacent road function, one could simply build two road tiles next to a building to get movement within the building.


  135. % based bonuses that do not amount to a whole point are calculated as an extra bonus roll, with the % bonus as a probability of success.

  136. given all units from a neutral dwelling have all items created by the dwelling, and produces laborers with the resource the workers will sacrifice themselves in an area with accessible resources given no resources are accessible to the laborer population of the neutral dwelling within the course of the week, this is the case of idle workers.

  137. in the case of the idle workers; taking one weeks time to accumulate the workers in an area to be sacrificed by the neutral creatures over the following week or until threatened this will randomly roll a neutral building up to a maximum of 64 resources counting one per labor invested, sacrificing adjacent workers until threatened or a week has passed.

  138. (option)-humane society- when neutral laborers create dwellings, their resources are invested into the components of the dwelling that produce items or service in the like.

  139. given all there is the capacity to produce labor without any resources available in one weeks time a neutral building will produces laborers with any extra resources

    fixed that part hopefully, was impossible to arm all of the units they're far to scattered

    the workers will sacrifice themselves in an area with accessible resources

  140. ** in the edit above, replacing the text starting with "given" regarding the idle workers


  141. Regarding neutral dwelling spawn, the units will create camps where there is enough available resources within a weeks time to provide sufficient or greater number of resources to produce the items and services the dwellings provide within a week. (at minimum one of the top quality item or service)

    This sort of thing to see that the camps don't stagnate.

    Available resources are tallied at the end of all players turns, the resources that are left untouched at the end of all of the turns.

    paying to utilize the ability providing lodge inside of the neutral dwelling will give a spell book one can transfer from unit to unit as all spell books, granting the ability to use the learned ability so long as the unit carries the spellbook or ability / fitness pamphlet.

  142. (option)- players roll for the lower number before the start of every game turn to determine the turn order. Ties are rolled again for the lower number.

  143. ~~~~ for trying to play on paper or organize, a few strategic attempts

    Neutral Encounter probabilities per tile, use tile notation

    For Hostile Neutral and Neutral Creature relationships

    there is an X % chance to encounter Z neutral creature within in P patrol area with Y items

    For Unit / Neutral Interactions.
    the is an X% chance to encounter Z neutral creature with Y items within S sight of Tile A1B2C,

    there are different probabilities for the areas below

    inside of den
    friendly patrol area
    alternative patrol area
    world (in a % of maximum possible units moved by a unit)

    units with grouping such as militant units have a second probability denoting the probability seeing or encountering militant unit Z,Z1,Z2,Z… ; given one has seen militant unit Z.

    Neutral Creatures are grouped by area and given cumulative probabilities given they occupy the same area.

    workers can collect X number of resources R resource nodes in T turns.
    all nodes that workers can mine in a week have a yield per tun, and the most efficient paths are utilized to take resources at the highest yield per turn

    There is an X % chance to encounter a worker on any of P work routes.

    Each item load being utilized by a unit in the game is specified as being held by a unit with a number assigned to the unit. With the area of possible tiles traveled by the unit(s) with a specific item load out is assigned an area number.

  144. Platforming RTS/FPS mode (mildly irrelevant)

    I’m quite certain this is impossible as it would take Terabytes of RAM to calculate all of this in real time, however perhaps with all distant things being minimized and run in the background, a very small distance being viewable (200% max weapon range before fog) this could be doable in the distant future with CounterStrike or Doom level graphics


    Damage against a defense is still calculated by the classic mechanics

    Unit Leveling (non-weapon) is still calculated by the classic mechanics, unit stat calculations still determine health and other factors.

    A melee attack is the unit’s basic attack output + the weapon attack output

    A weapon attack output is independent

    Most things remain the same


    Terrain and Buildings

    Buildings now occupy a 3 dimensional space with a random or designed interior. The only restriction is that hallways and doorways are at a minimum 1 unitˆ2 in distance.

    A Building that would occupy 16 units ˆ2 now occupies 16 units ^3, A floor has a minimum of being 1 unit^3 , with the options of lacking a ceilings, stairs, obstacles, etcetera

    Obstacles inside of buildings can be any number of units wide or long, and have any heights, providing obstacles for gunfire. Emphasis is placed on the obstacles with a height 3/4 unit and 1/4 of a unit due to…

    Obstacles in buildings can be created at the same rate as a the buildings itself, One resource providing 4units ˆ3 of building can also provide 4 unitsˆ3 of obstacle, which can be broken down and distributed about in any size.

    Buildings and obstacles have their health evenly distributed, obstacles have health that is independent from the building.

    I don’t have much physics knowledge so if 80% of a (LxWxH): X:X:1 cubic section of the building has been destroyed, the floor of the building collapses, the higher level floors take the place of the floor that was below them in the area that has been destroyed thoroughly, the units fall down with the building.

    the Unit Health : Building health ratio is a variable that can be edited in the settings

    Units can crouch and go prone, the crouching dimensions of a unit are 1x1x0.75, and prone they are Length X Width X Height : 2 x 1 x 0.25. This is useful for tunnels , crouching behind objects, and the like.


    As movement becomes realtime, speed of a unit is based off of the speed of a worker, as geographical unitsˆ2 still exist, the movement of a laborer is used as the basic unit of movement that all other units base theirs off of.

    A basic combat unit that would move at 8 unitsˆ2 per turn now simply moves 800% faster than laborers.

    Movement over colored tiles still provides bonus and detriment to movements.

    Rolling for Weapons

    One rolls for a hero as normal, one can roll for four weapons with a set number of re-rolls

    One rolls 6d12 or 12d6 for each broad stat of a weapon, these stats can be dispersed into substats as on pleases.

    This is a maximum of 64 of each broad stat as the limit for a weapon.

    Damage is 1-64 damage per round
    Agi- is 1-64 rounds per second
    Int is 1-64 unit range
    Hero is 1-64% bonus color damage

    (Base Color Bonus) +(Base Color Bonus x %hero weapon color bonus) + (Base Color bonus x %upgrade color bonus) = Real % color dmg bonus

    Weapons can be upgraded up to 64 times using one resource, accrued by the same methods, still requiring laborers to labor upon the weapon.

    Adding a resource adds 8% bonus to whichever weapon bonus category is implemented on the weapon. The substats can be broken up and the substat bonuses remain the same as the classic format.

    Skills / (Weapon upgrades)
    Str- % weapon damage up to 512% bonus
    Agi- % weapon fire rate up to 512% bonus
    Int - % weapon range viable up to 512% bonus
    Hero - % weapon color bonus up to 512% bonus (Base color bonus times Hero% color bonus)


  145. Skills, spells, and abilities

    All offensive skills spells and abilities become skill shots, which must be aimed and must hit their targets, an ability has a cool down of X seconds (e.g. 8 seconds), a turn turns into X seconds in terms out output (e.g. 1 seconds)

    An ability that hits two targets is given two rounds to be shot within the cool down time, each must hit their target.

    Curses still spread at the same rate,

    Friendly abilities can be cast in a direction and the most proximate unit(s) or unit that is aimed at will receive the bonus.

    Weapons can have spell/ability effects such as cripple or splash damage.


    A weapon becomes inaccurate at a rate of bullets fired over / reliable rounds per second

    A gun that shoots 32 rounds per second will have a 50% accuracy given it has been shooting 64 rounds per second.

    Aiming at a tile there is a 50% chance the round hits in any of the 5 tiles adjacent to or in front of the target

    Were U is the unit, occupying 1 unitˆ2


    Shows the possible outcome of a shot fired, each with 10% chance of being hit.

    One determines (One trigger pull = X shots fired) this can exceed the number of reliable rounds per second

    E.g. a gun that shoots 32 rounds per second can shoot 16 rounds per trigger, pulling the trigger a fourth time in a second results in the accuracy explained above.

    This can be broken down and averaged out into units below one unitˆ2 to provide this effect, this is just a general minimalistic outlook.


    Accuracy of weapons involves hotboxes, Given one face of a 1unitˆ3 box is X by X pixels,

    50% of the X by X face of the unit^3 is a viable hit
    1/8 of this area is head or weak point 200% damage
    3/8 of this area is chest 150% damage
    1/2 of this area is Arms/Legs for 100% damage

    (option)- Scouters - Scouters on the hud will show unit level and color breakdown, any unit that is kept in the crosshairs will show up the unit breakdown

  146. This comment has been removed by the author.

  147. for the fantastical mode above, the damage is probably imba, so I would say the Max damage for a weapon (per bullet) is equal to max health provided to a unit by one unit of a resource

    Realize that Unit= A military unit, Unit of Resource, and Unit of Area are a bit confusing, however live with it.

  148. Neutral Mayor(option)-there is a neutral mayor per empty estate that benefits any neutral worker yield that occurs in the space the mayor bonus occupies. The mayor has a random personality. Neutral Creatures will all treat the mayor as an ally, neutral creatures will give items to the mayor as if the mayor were native to the den if the mayor is within a 512 unitˆ2 range of the den. if killed, a new mayor is rolled on the first day of the next week.

  149. in the neutral mayor option, due the the resource yield changing:

    Neutral Creatures will destroy an item creating stand if the den can not collect enough resources to make the item in a week, creatures will create new buildings with the space and resources made available that use a proper amount of resources the den can collect in a week or less. Depending on the space and any gaps in its building ordering.

  150. the new mayor spawns any random place in the neutral castle of origin if there is one, if not, it will be spawned randomly in the estate.

  151. map size (option)-. one square drawn map is x number of “pick a tile size” wide. this could work at any size possibly even 1 unit. For smaller game span.

  152. In the combat equation, Item bonus, as well as statistical effect is accounted for in the combat grid, not in the roll equation

    Terrain Bonus would be multiplied against the ability and any the dice roll.

    effects that benefit roll outcomes still effect the combat roll, such as from a passive effect or ability raising rolls by 50% - 150% in the effect place, 100% otherwise, this or a cuse against dice rolls doing the contrary.
    this leaving the equation looking something like

    ((Color Bonus(Airs(Align((Effects( Roll)))))))(Ability)(AtkTerrainbonus)) (Combat Grid) /
    ((Color Bonus2(Airs2(Align2](Effects2( Roll2)))))))(Ability2)(DefTerrain2))

  153. When paying tribute to a neutral creature due to death for one of it’s own or an ally, Roll a 3

    roll a 12 or 3 and the creature accepts the full value of the tribute
    roll a 4 the creature and allies expect 150% tribute for this unit
    roll a 5 the creature and allies expect 200% tribute for this unit
    roll a 6 the neutral creature will take the item, it’s allies still hold the full tribute of the unit against you as, and the player is still forced to roll again if attempting to give tribute

    stealing, if a non ally seen taking items from a broken vault, killing any carrier with multiple copies of items and taking dropped items, the unit and allies being stolen from hold against full value of all the stolen items as if the items were units killed and will be hostile until tribute is paid. Stealing via pickpocketing also has this effect if seen wearing the item. One can conceal an object that is 1/8 it’s size or smaller.

    Neutral creatures will be hostile to the party responsible and attempt to kill the responsible unit if they leave a 33 unit radius of the tile that was looted
    neutral creatures will be hostile to an individual until the entire expected tribute is paid.

    some of the small things...
    throwing an item at a neutral creature is considered the start paying tribute. Placing the item onto the creature to start the roll. If throwing an item, one must roll a number greater than the distance to the unit, including the length of the unit itself.

  154. ˜~continued from above

    one must roll a number greater than the distance to the unit, including the length of the unit itself. or the item misses, and is on the tile between the two units number that is rolled with the target being the higher number. If the neutral creature takes it after this occurs, this does not reduce the amount of tribute expected by the creatures.


    this is an my first attempt at programming, this is a basic attack calculator for sextodeath and it runs in ruby, from terminal in a mac.


    this one has abilities

  157. for the combat calculator

    when the attacking character has more resources than the opponent, just leave out the extra resources out after enough have been distributed to match the opponents resources with the ideal result from the color grid.

  158. still having trouble with the color grid. I've got it to work if both units have exactly 4 colors. Other than that it's too many ifs for me to be able to fuck with.

    the only solution to this is
    (option) - Units must have exactly 4 colors to exist

  159. (option) - Units and Abilities must have exactly 4 colors to exist ~updated calculator coming soon...


    new calculator, does abilities, and only does colors calculations correctly if there are 4 colors.


  161. for empty colors in the calculator

    put in 0’s for the empty colors
    multiply end by two each time there was a unit with a double color ability or base
    multiply end number bye four thirds each time there was a unit with a triple color base

  162. for the calculator, for every time a unit or ability had only one color multiply by 4

    maybe one unit doesn't work for size, maybe or 4 units per square or 8, 2^x anything makes the castle look nice i believe

  163. ranged gimp-(option)- ranged deals (damage / distance to target) damage.


    Color Roll calculator! save the grid work. Idk if one can run two instances of terminal at the same time though =/

  165. ( affinity and the ranged fix aren't options)

    trying to program has been breaking me, so back to regular update style

    promotion mode-(option)- units get +1 substat of choice per kill

    ranged logic fix == range cannot attack if there is a tile in-between itself and the target that has a higher terrain height than itself and the target (logically= cannot ranged attack over hills when the targeted unit is below the crest of the hip)

    affinity == units get a % bonus from the statistical gains of items based on their base stats. Affinity bonus is ((1 + (Base Substat / 64)) x base substat)

    a unit with 16 dex gets a 25% bonus from all dex gains from an item. E.g. item has 4 dex, unit with 16 base dex receives 5 dex from the item.

  166. passive bonuses
    these can be applied to neutral creatures by |2| players

    if agreed upon they X number of passive bonuses can be placed on player controlled units at Y rates. (e.g Only one per unit, 1D10 for bonus at 10% rate per rolled number: rolled at creation of creature den)

    unit has
    X% (pick: chance to resist / reduction in damage or effect from)
    (pick: physical / magical )
    (melee / ranged / ability type)

    Heavy Unit : Unit has a 50% reduction of effect from physical knock back effects.

    As no reason not to make everything a curse at the moment

    The original effect of a curse is 50% of the effect of the ability were it not a curse.

    An example of color rolling for abilities

    e.g Madden:
    Color roll against the target is a 4
    (upon attacking) Unit has an 64% chance to deal 32% damage to up 8 random
    units in the 8 adjacent tiles, where in the absence of a unit, a substitute unit is stricken instead. ( yes it can strike the same unit twice)

    color rolling + element roll of 2
    (upon attacking) Unit has an 64% chance to deal 64% damage to up 8 random
    units in the 8 adjacent tiles, where in the absence of a unit, a substitute unit is stricken instead. ( yes it can strike the same unit twice)

    (Color and elemental rolling might make things ridiculous e.g max knockback of (64 x 4 x 8) 2048 units, but that would be a really lucky knockback.)


  167. simplistic mode (option)- Units can perform labor based upon their resource tag, each specific resource in the tag provides one of that specific resources labor ability per turn. returning a resource to a castle creates a unit out of the respective resource. Laborers don’t exist.

  168. Terrain color roll divides the movement cost.
    Move Cost / Color Roll
    Unit Rolls a 4
    4/ 4 = 1. It only costs the unit 1movement to cross a mountain where the color roll against the tile is 4.

  169. To address the ridiculous knock back. Knockback provides one unit of knock back for every 4 levels of the ability.

    Non capped knock back would have a success roll. E.g level 3 knock back is a 3/4 probability of success. level 4 has 4/4 probability of success. Knockback will roll back, e.g if level 15 knock back fails to knock back 4 units, then it will knock back 3 units. (Base Knockback)


  170. If there is insufficient space in a building to house the creatures that will spawn that week, a basement area will be created for the building and the units that wouldn’t fit will spawn in the basement.

    To address the lopsided creature spawn rates creatures spawn at the rates below
    Dwelling Level: Creatures spawned per week
    1-8: 64
    9-16: 56
    17-24: 48
    25-32: 40
    33-40: 32
    41-48: 24
    49-56: 16
    57-64: 8

    To address ridiculous building sizes all buildings can be 9x9 units


  171. To address ridiculous building sizes all buildings can be 9x9 units ***

    Unit producing buildings would be 9x9. Item creation stands would still be 1x1. Ability teaching stands would still be 1x1.


  172. Small Farm (option) = Weekly creature yields are ( yield / 8)

    Hunger mode (option) - A unit must consume it’s weight in resources per week or it dies on the first day of the next week. It can eat any color resource, but the resource type must match that of the unit. Units can eat the resources they carry. Units cannot carry items. (e.x. a 2 structure 2 energy unit must eat 2 structure resources of any color and 2 energy resources of any color per week.)

    Defensive Structures

    Wall - one unit wide, occupies four adjacent tiles. Units cannot ranged attack over walls. Destroyinga wall only destroys 1 square unit of the wall.

    tower- occupies two units squared, units can go inside. units inside the tower can attack outside of the tower, units inside of the tower cannot be attacked from the outside of the tower

    a tower provides visibility as if it were a 6 height tile. destroying a tower destroys the entire tower. If units are inside of the tower when it is destroyed, the units inside of the tower die.

    Gates, Walls and towers cannot attack by themselves.
    Gates, Walls and towers receive 6 substats per unit invested, instead of 4.

    Gate - functions as a wall, save for the fact that allied units can pass through a gate, while hostile and enemy units cannot. Neutral creatures can be allowed through the gate at the owners discretion.

    Ability - Siege- functions as a basic direct damage ability but sals 200% damage to walls and towers, 50% damage to units.


    Labor must be applied to a resource in a vault to increase the level of the vault. Vaults can be built by laborers.

    A unit can fortify, sacrificing it’s entire movement for the turn and taking 50% incoming damage until the next turn. If the unit has 50% of its initial movement it can fortify to an effect of a 25% reduction.

    Neutral Workers will upgrade the vault of their home dwelling to double the level of the dwelling, or max (64) if double the level of the dwelling is greater than 64.

    Resources in a vault do no effect the stats of a building. Items in a vault do effect the stats of a building. Items in a vault do not effect the level of the vault.

    Resources inside of a building can be manipulated like any of there resources.

    If a building has a basement there will be no resources that spawn in the basement.

    A building can only have one vault.

    There is no limit to the level of an ability creation stand to account for the creation of abilities that can only be cast when combining base stats and items. The only type of abilities that level above 64 are damaging abilities.


  173. Players can create cliffs by raising and lowering the terrain manually, in order to traverse terrain the tiles must be adjacent numbers (e.g 3 to 4), units cannot cross terrain where the terrain height is not adjacent (e.g. 2 to 4)

  174. Ability- demolition - lowers the height of a tile of terrain by one unit. Has a 1% chance of success per level of ability. Chance of success is multiplied by a color roll.

    Every time a basement level is created the player creates a stairwell location. Stairwells cannot be places on each other.

    Units in any level of the basement of a building are killed if the building is destroyed. Units inside of a building are killed when the building is destroyed.

    Units can only benefit from one cast of the extra movement ability per turn.

  175. Ahaha Been a whlie, new revision possible within the next millennium...

    New Ability!!

    Double Strike - Buffs a unit to have a chance to attack twice in the period where it would normally attack once. The chance is determined by (Resource Spread Of Spell / Resource Composition of Unit) The Resources that effect the top number must match with the resource composition of the unit without repeating themselves. When a double strike is successful, the unit may choose a new target for the ability. A double strike buff lasts for one turn, and can be cast on other units.
    Double Cast - Buffs a unit’s abilities to have a chance to be able to be used twice in the period where it would normally used once. The chance is determined by (0.5 x (Resource Spread Of Spell / Resource Composition of Unit)) The Resources that effect the top number must match with the resource composition of the unit without repeating themselves. When a double cast is successful, the unit may choose a new target for the ability. A double cast buff lasts for one turn, and can be cast on other units.

    For a triple strike or triple cast use 1/3 in place of 0.5, for a quad cast, use 0.25 in place of 0.5, etc.


  176. New Stats!!!

    Secondary Stats and Tertiary Stats. One resource now yields One Stat composed of 4 substats, 4 secondary stats, and 4 tertiary stats.

    A unit can sacrifice substats into secondary stats and secondary stats into tertiary stats at a 1:1:1 ratio.

    Any combination of 12 substats, secondary stats, and tertiary stats compose one stat, with a maximum of 4 substats, 8 secondary stats, and 12 tertiary stats per stat.

    Secondary stats and tertiary stats do not effect the combat grid, however they do effect other things.

    Secondary Stats are as follows. Secondary Stats have a cap of 256, and scale linearly up to their respective caps.

    Armor - % Physical Damage Reduction, up to 80%
    Magic Armor - % Magical Damage Reduction, up to 80%
    Control Resist - % Control Resistance, up to 80% ( % chance to resist control effects, root, stun, slow, etc, non damaging that effect movement.
    Effect resist- % chance to resist effects that do not impair movement and are not damage, up to 80% ( minus stats, AP drain)

    Swiftness - % Bonus to movement, up to 400%
    Ability Pool - % Bonus to Ability Points pool, up to 400%
    Brutality - % Bonus to Physical Damage, up to 400%
    Physical Control Bonus - % bonus to physical control abilities, this includes a 400% bonus to the effect of the ability, and an 80% reduction in the ability points cost of the spell.

    Majesty - % bonus to Buffs and Summoning, Buffs includes a 400% bonus to the effect of the spell, and an 80% reduction in the magic points cost of the spell. Summon 400% bonus to the number of units summoned, and an 80% reduction in the resource requirements and the magic points cost of the spell.
    Mana Pool - % bonus to Magic Points pool up to 400%
    Cunning - % bonus to Spell damage, up to 400%
    Magical Control Bonus - % bonus to magical control abilities, this includes a 400% bonus to the effect of the spell, and an 80% reduction in the magic points cost of the spell.

    Color Bonus- % bonus to color rolls, up to 400% (e.g w/ 400% bonus, a 2 roll is treated as an 8)
    Element Bonus - % bonus to element rolls, up to 400%
    Alignment Bonus - % bonus to the effect of spells impacted by alignment, up to 400%
    Diplomacy bonus- % reduction in the amount of tribute one must pay to hostile creatures, and % reduction in the requirements to have units become aligned to one’s kingdom through diplomacy, up to 40%

    Tertiary Stats : Color Resist, cap at 256
    Resist Color Damage Up to 80%, if a spell is 50% red and 50% blue, and a unit has 50% red resist and 0% blue resist, then the spell deals 75% damage. This is the same for attacks, and abilities. Non damage abilities are a flat chance of resist, if an ability is mixed color, the effect is not reduced. Were the above an ability with a 50% success rate, the ability would have a 37.5% success rate after resist.

  177. New Abilities

    Divine Torment - Ability - Forces a roll on a |2| player for success of the next divine ability they use on the |1| realm. Up to 2/3 Chance of Failure. Stacks per cast, and last until the |2| player uses an ability in the |1| and throws the roll. The colors of the resources in the spell cast must match one of the 4 colors of the castles lorded over by the |2| player.

    Levels - per 32 resource ability - Adds a 1/300 chance of failure per cast. Casts from multiple units stack.
    Max of 2/3 Chance can accumulate.

    Worship - ability- counters a stack of Divine torment on a |2| player. The colors of the resources in the spell cast must match one of the 4 colors of the castles lorded over by the |2| player.

    Worship levels the same as Divine torment

    Breed- ability / buff - two creatures breed to produce offspring, stats , resources, and colors are averaged in the offspring. The number produced depends on a luck roll and the size of the creatures involved. It takes one week for a creature to spawn from being bred. On the 7th day following when the unit was bred, the pregnant unit cannot move or attack on that turn as it gives birth.

    Now creatures are assigned a gender via a roll. Even is female, odd is male.

    Roll ; Offspring Spawned
    1 : 0
    2 : 1X
    3 : 1X
    4 : 2X
    5 : 3X
    6 : 4X

    X is Determined by the Size
    Creature Size : Litter Multiplier (X)
    1-8 : 8
    9-16 : 7
    17-24 : 6
    25-32: 5
    33-40: 4
    41-48: 3
    49-56 : 2
    57-64 : 1

    March: A unit ignores terrain movement cost for the turn. The ability cost is the Unit Weight with Color matching.

    Surefooted : A unit ignores terrain combat roll for the turn. The ability cost is the Unit Weight with Color matching.

    Recompose - A unit can change it’s stat distributions of the resources that compose itself for one turn. Determined by the resource strength of the spell, resource type and color must match between the composition of the spell and the composition of the unit. E.g. a spell with a strength of one color type of resource lets one redistribute any combination of 12 substats, secondary stats, and tertiary stats compose one stat, with a maximum of 4 substats, 8 secondary stats, and 12 tertiary stats per stat.

    Meld- a unit can change the color of the resources that compose it for one turn. This spell cost one color resource of the new color being melded to, and one of the real composing color, per single color of resource changed.

    Divine Creatures- Divine creatures receive 500% stats, substats, secondary stats, and tertiary stats from their base composition. Divine creatures receive normal stats from items and buffs. Divine Creatures can only be created by |2| players.

    Divine creatures can be summoned by divine summoning spells, however it takes 500% the resource composition and ability points in the summoning spell to summon them when compared to a normal creature.

    Divine Favor / Blessing

    A spell or ability can be cast as a divine Favor or Blessing. If the |2| player consents, there is a roll for boys damage or effectiveness. The bonus can be added to duration when applicable, strength when applicable, or split between both. The allocation is determined by the |2| player.

    Roll : Bonus

    1: 50%
    2: 100%
    3: 150%
    4: 200%
    5: 375%
    6: 500%


  178. New Item Type: Consumables

    Consumables can be created by a building (alchemist) by the same mechanism that is used to cast spells and use abilities.

    A building can use an ability and designate to make a consumable. The ability is stored in an item and can be picked up by units and consumed at any time.

    A consumable can be used once and then it disappears.

    The creation of consumables is still determined by ability points and magic points.

    Consumables are dropped on death and can be used by any unit that possesses them.

    The color of the unit that utilizes the consumable is utilized wherever there are calculations regarding the consumable being used. The color of the building is used for calculations regarding the creation of the consumable.

    Consumables are not dropped from the ability fumble.

    Consumables are effected by a new ability : Rustle - This works the same as fumble, however it has a 400% increased effect, forcing the unit to drop 4 consumables when successful.

    Silence does not effect the use of consumables.

    Effects Notes:

    Units can be positioned on top of a building via a staircase inside. Units on top of a building provide visibility and can attack with any ranged attack, range is ( effective range - 1 tile) ; visibility is (terrain height+1)

    New Modes:

    Ignorance Mode- Units, structures, and items all appear as unknown until identified.

    Identify is an ability that can identify a unit, structure, or group of items composed of an equal or lesser number of resources.

    Items are only identified if their entire composition is matched by the number of resources in the identify spell. One cannot partially identify an item of 4 resources with an identify spell of 3 resources.

    Identify reveals a unit and structure’s color and type of resources. Idenfity does not reveal stats unless one is holding an item or the item is on the ground when identify is used. Identify does not reveal stats of units or buildings.

    Identify reveals magical buffs and debuffs on units, items, and structures.

    Hectic Mode- The creatures created by a creature den are not fixed. The den can create any possible creature created by it’s color type composition. Creatures created by neutral dens are random if not defined by the |2| player who’s lordship they are under.

    The Den can create multiple types of creatures per week with differing sizes so long as the ratio is kept. a Full building of 64 resources has 8 spawns,

    Resource Number Composition : Creatures spawned per spawn
    1-8 : 8
    9-16 : 7
    17-24 : 6
    25-32: 5
    33-40: 4
    41-48: 3
    49-56 : 2
    57-64 : 1

  179. Camouflage benefits from phys/magic control bonus by giving up to an 80% chance to resist detection from invisible detect spells.

    might have missed some others


  180. Sexto item quality rolls!

    When creating an item, the number of stats allocated by the resource invested in the item are determined by a roll. This number represents the number of substats, secondary stats, and tertiary stats that can now be allocated within the item. A stat is still composed of four substats
    Roll : Allocable Substats, Secondary Stats, and Tertiary Stats

    Dice Game! Clackity Clack!

  181. This comment has been removed by the author.

  182. Thinking about items, they were a terrible value, with no worth for their resources. This system should fix some of that.
    New Item system
    Item Creation Stands create a set number of an item a week. This number is 65-X where x is the number of resources invested in the item creation stand. The items in a stand are stored there. If the stand is destroyed the contents are dropped. Item Stat rolls are done weekly. This formula also applies to consumables created by an apothecary/alchemist building. The stat allocations of an the item created can be changed weekly.

    Advanced Mode- An item stand can create any item composed of the resources it is made of. Each individual item created weekly can have its stats modified. Item stat rolls are done per individual item created, with duplicates of an item created having the same stat roll as the original. This works by individual queues X number of Y Items for the weeks production, then the stat roll occurs. The number of items created weekly by an item creation stand does not change.


  183. Ability - Pillage - Pillages a building with 0 health left (building corpse). The building corpse disappears and in place yields 50% of the resources that composed it as raw materials. There is no ability cost of salvage. For resources that don’t match in color and type, resources will be matched by color and the type becomes a 50/50 roll, given there are no matching colors, two resources of the same type and different color will be utilized, and color becomes a 50/50 roll. Given there are no matching types or colors, there is a 50/50 roll between the two resources as to which is salvaged, given there is a single resource left, there is a 50/50 roll as to whether or not the resource is salvaged. The resources are put into a 1 tile node with limited supply on the point on the map where it was salvaged and can be utilized as a normal node so long as there are resources within the node, when there are no resources left, the node disappears.


  184. To avoid things like being able to scout an entire army in a turn using movement potions/scrolls, a unit can only have 8 counts of the “Lifted” status effect. The Lifted status effect stacks up to 8 levels per turn, meaning a unit can only use 8 scrolls/potions/consumables/candy bars from the alchemist per turn. Lets get lifted.


  185. To Clarify, benefiting from a consumable gives the unit a count of the Lifted status effect.

    Buffs cast from items could effectively do the same thing as potions. Receiving a buff from an item gives a buff called “Dazzled”. so once again a unit can only have 8 counts of the “Dazzled.” status effect. The Dazzled status effect stacks up to 8 counts per turn, meaning a unit can only be buffed from items 8 times per turn. Casted damage and control spells from items do not give a stack of Dazzled, nor do casted damage and control spells from scrolls/potions/candy bars give a stack of Lifted.


  186. Telekinesis / Lasso - Ability- Pick up an item from a distance. Range functions as a normal ranged ability. Weight/Size of an item does not impact the cost of the spell, the level and cost of the spell determines it’s effective range. This will pick up all items on the tile that it is cast upon.

    To address the worthlessness of currency compared to it’s cost. Currency is created from a mint much like items are created by item creation stands. A Mint can have up to 64 of each type of one color of resource, for a total of 256 resources invested in it. A mint cannot benefit from the stats of items in a vault to make more currency, but the items do effect the mint in combat calculations. A Mint makes one unit of currency for every level where one of each type of the resources of a color have been invested. To upgrade the level of a mint, each of the four types of resources for a color must be labored into it. So a mint makes a maximum of 64 currency a week that can be taken by any unit much like how an item stand works. A Mint is a one by one tile building. The mint has a vault within it’s one tile.

    In addition, to clarify, an Alchemist/Apothecary stand is also one by one unit, with a functioning vault inside of the one tile.

    Also, an item creation stand also has a vault inside of the one tile it is made of.

    The vaults in item creation stands, Mints, and Apothecary stands only effect combat calculations, not the produced items.

  187. (Working) Salvage - ability - For every 128 resources of the same color type composing items on a salvage pile, one of that color type of resource can be salvaged from the pile. Destroying the component resource of the item, each item effected losing the statistical gains from the resource type that had been made in it. Salvage still works the original way on buildings, but items, items in vaults of buildings and consumables all rely on the new salvage calculation. This should hopefully counter most of being able to salvage far more resources from items than were spent to create them.