AAR (Finally) Turkey vs 6 AI opponents!

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Marshall Ellis
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AAR (Finally) Turkey vs 6 AI opponents!

Post by Marshall Ellis »

Hey guys:

AARs can be very helpful and I thought I might post a few (Thanks to a little encouragment from Yohan JP Falcon). Hope this helps...

First of all, I'm playing Turkey (I like Turkey! It's just damned interesting and fun to play with the feudals and no money) and all other nations are set as Easy PCs.

Just declared war on Egypt (Usually a given as Turkey starts the game) and France became the sponsor. Notice here that my screenshot caught me right clicking my stack of units in Palestine to see my stack at a glance.

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Marshall Ellis
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Marshall Ellis »

My aspirations of world dominance are not realized as I mass Kushanz Ali at the steps of Cairo for an assault and RECEIVE A .............. "No Result" Oh well, maybe next month!

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Marshall Ellis
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Marshall Ellis »

Let's take a look at our silicon friends and see what they're up to...

France is moving into Baden and defeated the Baden corps and tried to assault the city as well since they used depot supply but got no result, while Austria took almost its entire army into Bavaria...

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Marshall Ellis
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Marshall Ellis »

Sorry for the resolution BUT these images have been stretched a little!

Thank you
Thank you

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Hanal
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Hanal »

Thank you for these screen shots...I really like the map...are there defensive bonuses for the terrain that's featured?
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ardilla
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by ardilla »

Thanks for your update and good luck with Turkey!!!!

It looks GREAAAT [X(]

I can not wait....

BTW, what it is the turkish unit called "ID" empty and I also saw one called IID from france...I guess are Depots.

Just two things, IMHO:
I dont like the depot´s naming and picture...but this just my opinion and I wont mind.
The second one I think is better for playing. I will change the color of the number of troops in the units, the first one, p. e. to green and red or black like the second value, just to make it easier to identify which corps are full.

Thanks for "feeding" us again Marshall.

P.S. What about a huge picture of the entire map?!?! [:'(]
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ardilla
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by ardilla »

Sorry, I didnt explain it right.

10i / 10i (both black or red, or 1st red, second black??!)
9i / 10i (1st green, 2nd black or red, acording to the previus election of colors??!)
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by DoomedMantis »

thanks for the AAR
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Marshall Ellis
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Marshall Ellis »

Hey guys:

The fuzziness doesn't help here BUT we're looking into a more unique look to the depots and garrisons. I myself am a fan of the original depot look.

There are certain bonuses (and penalties) for terrain AND landing from ships as well as crossing rivers into a combat situation as in standard EiA.

BTW:The light dull green units are minor countries.

Well guys, Ill continue this game (And a few others) to help you rest a little easier. I'll be gone to Origins for the next five days so I must say that I'll be off the forum for a while.

Thank you
Thank you

Marshall Ellis
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NeverMan
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by NeverMan »

What do you mean "no result"?? So no one was destroyed or broke after 3 days of fighting? (As it is in EiA)?? Wierd. Or do you mean, that you didn't get into the city (if that is where the enemy is, I can't really tell from the screenshot as it is very "busy")?
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by carnifex »

Suggestion for Army Strength Displays for better readability for old tired eyes :)

Instead of:

I Syria Corps
4/10i
5/12c

It should be:

I Syria Corps
4 / 10 I
5 / 12 C


....or whatever colors you want. But either way, can you space it out some and better delineate the elements?


[edit: oops didnt notice ardillas post]
NeverMan
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by NeverMan »

ORIGINAL: carnifex

Suggestion for Army Strength Displays for better readability for old tired eyes :)

Instead of:

I Syria Corps
4/10i
5/12c

It should be:

I Syria Corps
4 / 10 I
5 / 12 C


....or whatever colors you want. But either way, can you space it out some and better delineate the elements?


[edit: oops didnt notice ardillas post]

Or maybe even go as far to have three letter abbreviations: INF, CAV, ART, GRD, etc, etc.

The screen, as is, is very hard to read and tell what is happening. Hopefully this will be fixed prior to release.
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by John Umber »

It would be nice if they changed this little feature.
It would make the game easier to read, but I can live with this...

[;)]
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by John Umber »

Regarding area information.

Perhaps it should state what kind of terrain is dominant in the area or is it only the map that shows this? Question arose just because sometimes the area is very small and the units makes it difficult to see what is behind of them.

Depot should look different from regular units. Remember that they are quite different from other units. For one they are NOT soldiers. They can actualy be garrisoned and should them be more similar to towns.

The map is in line with EiH and not Eia, does this mean more of the EiH rules are used in the game (other then the diplomatic influenced etc..)?

Just a few notes of interrest.
It looks beautiful though...
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by John Umber »

More... after looking more at the map.

Should some information about trade be available in the area information window?

Egypt is a 2/2 trade port with Alexandria.

Blockade boxes, are they used in the game (with port guns and etc)?

This looks very promising indeed (and pardon for my poor English...)
John Umber
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Pippin
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Pippin »

Well John, yes there quite a few of the rules/options from EIH being added into this version. Also, yes, blockade boxes and port-guns are also implemented. Trade is present in the game, along with piracy, lending money, etc. Also keep in mind the map will also go through another revision.

And yes, the shots here look a bit artifacty, this seems mostly due to the the jpeg compression level.
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Nordiska
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by Nordiska »

Pippin,
Do you happen to know if the continental trade with France option be avaliable from EIH? Or just the standard trade with England/USA.
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by John Umber »

Thanks...

I tend to like this game more and more!

[:)]
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by eg0master »

I can just join in: [&o][&o][&o][&o][&o]

And repeat myself from another thread...
I know matrix hates to give us any preliminary release dates... but if I ask like this:
How long before the actual release date does matrix usually announce the release date?
24 hours in a day, 24 beers in a case. Coincidence? I think not.
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ardilla
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RE: AAR (Finally) Turkey vs 6 AI opponents!

Post by ardilla »

I agree with NeverMan about the 3 letter abbreviations, I think it is more clear and there is enough room for it.

I dont like either the i and c caracters, should be at least, if not INF, CAV, ..., capital letters, I, C, G, M....

I also agree with Marshall, I really like the original depost, round colored circle, maybe a soldier in front or something like that, but in the bottom the circle.

I miss the port values in the map (trade and guns) and the blocking boxes, also the cities troops capacities, maybe this could be a game option, always displayed or just when clicking over....

Also the garrisons counters should be improved like Marshall said....

But all of this a minor stuff, I wont mind to star a game like this and then upgrade the counters [;)]

There is one thing we can not talk about it and I will ask Marshall if he can show us.
What about those corps where the Inf and Mil are mixed, for example the spanish corps, they have 14 room for Inf+Mil...how are showed in the game??

Something like this?

12 INF 2 MIL / 14 INF+MIL

12+2 (14) / 14 INF+MIL (assuming 1st inf, 2nd mil)

I really like it, just drop this questions or comments to improve, IMO the final result.

Matrix is doing a really great job, THANKS!

Again my suggestion for showing the corps population:

10/ 10 INF
9 / 10 INF

P.S. Marshall, if you can not caught up with all the games I can play 3 or 4 for you [:D]
Santiago y cierra España!!!
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