ARBCO wrote:Hey guys,
Thanks again for all the warm welcomes! I'm involved in my first game....Lava Land...and I have some noob questions, then I think I'll be able to answer any NAP's I may or may not have received.
I know that new players generally join a clan and get help that way...but I'm hoping you guys will help me regardless. I'm a mercenary at heart. Besides...I feel like I should develop a nemesis or two before picking a clan.
Anyway.....questions:
1. Attacking: If I order 20 armies to attack province X, and I assume I'm going to win, so my next order is for the same 20 armies to attack from province X to province Y in the same turn, what happens if there are less than 20 armies alive in province X?
2. Attacking: Do all of my attack orders occur before the next player in the OoP?
3. Workers: In turn 1, workers can only produce DEF?
4. Population: Can you make orders to transform population based on the speculation that you will capture a province in Phase 2: Attacking? Asked another way...will I have access to the population of provinces I capture earlier THIS turn to transform them, or move them, etc.?
5. Tech Points: At the start of turn 1, we start with 0 tech points?
6. General: I may...or may not...have received a NAP that suggested I not let anyone through my provinces to do harm to the author. How do I prevent....or, for that matter...permit someone to pass through my provinces?
7. Orders: Can you give multiple orders to the same province in the same turn? Ex. Bombing, attack, workers, etc.
Thanks guys!
Hi Arbco, you sound really enthusiastic and interested, so I'm glad to throw in some answers as well. I have a feeling you are gonna be good at this ...
I think you are RIGHT to start as a mercenary and THEN join a clan later. Same thinking as yours. Discover a nemesis, and allies, in your first game or two, and THEN decide which clan to join, with lots of banter. But DO join a clan eventually, as it helps the spirit of Kaomaris. I wdn't say this to every new player, but you sound like you know what you're doing. Stay merc till you have a preference for which clan. This thread demonstrates that you get advice and help as a new-player-merc, not only if you join a clan. And, I have to be honest, from the opp POV, clans maybe shouldn't
have to welcome some noob into their clan without seeing that they at least played a whole first game without going M-3 on Turn 3...
1. To be even clearer to you: Order a high number, and it applies to any lower number. Lots of players use this to make their orders less of a hassle to specify. Eg, on Attacks, it's quite normal not to bother counting how many A you have, or might have after the first battle ... so people write in "999" as the number of attackers; = all who are there. Your difficulty comes if you WANT to leave some behind ....
Move orders are limited to 50 units per order. Lots of players use "50" to say "all possible", no problem, saves them counting. Again, your only problem is if you are trying to move SOME and leave SOME behind ... Tip: if you haven't a clue how many will still be alive, you can use two orders: one orders ALL of them to the next prov, and the second order orders the required number of them back to where you wanted to leave some ... See?
![Wink :wink:](./images/smilies/icon_wink.gif)
But only if you can
spare two move orders out of your limit of 7 move orders.... versus other ways of using them. So it depends on your priorities?
In case it wasn't clear, YES, you can tell a prov to do multiple orders. A prov can attack out with 40 of its Armies in one direction, and then order 2A of the left-behinds to attack in another direction. Or throw 16 missiles at one prov, and also 8 missiles at another. You are never limited to one order per prov on bombing, attacks, transforms, moves or spying. Only on Aims, understandably.
You ask about attacking through ... hehe! ...
As Bjorn says, it's a subtle area impossible to legislate for. Some people think that a NAP automatically means friends and no doing ANYTHING to the disadvantage of the other while the nap lasts. Some people think that a NAP is a treaty-of-convenience until it expires or is renewed, so you can feel free to plot or help the downfall of the other, so long as you don't renege on the terms of your nap. Yet others, mostly noobs out of playing Diplomacy etc., assume that naps will be diplomatic offers and bluffs, not binding, just getting ready for the stab at the right moment ...
This is a big issue for new players to get right to fit into Kaomaris. We are not Diplomacy. We all regard NAPS as 99% inviolate unless you want to go ape. Anything you commit to in a nap SHOULD be stuck to. But that doesn't mean you are friends forever, or even on the same side as, the player you just napped with. After all, you just napped with 3 players; you can't share a win with all 3; and THEY similarly did naps with 2 or more players, so can't share a win with all of them ... The healthiest view is:
1. Anything you agree to in a nap is inviolate; don't renege on a nap or you'll get hell on the site, and no-one will treat you on naps, future games, the way they trust other players. Not "illegal", but not worth it!
2. Don't regard naps as permanent friendships. The other guy might have really friendly naps with 3 other players in the same game, and can only share the win with one of you? Ditto for you. Hey, high fives and friendship forever if two of you DO succeed together in a great game!; but remember that, early on, you are probably napped with more than one other player, and so is the guy you are having that nice e-mail dialogue with ...
3. Net: Break no naps; they are not (in the World of Kaomaris) just bluffs and strategems. Naps are inviolate, not diplomatic half-promises that can be reneged on. If we ALL treat NAPS as inviolate, we all share the same approach and get on better ...
4. But the TERMS of the nap ....? Hmm, they are often vague at the edges; nobody wants to go to the pain of a legal contract covering ALL options in the future ...
So there's always room for complaint and argument afterwards, unfortunately. stick to the two keys: You won't attack, bomb or spy each other's provs; you'll stick to what you say about leaving provinces a,b,c to him and he leaving provinces d,e,f to you .... regard yourselves as likely enemies later - as soon as one of you cancels the nap. And always be clear on length of nap, how much notice required, and hence "no hostilities until at least Turn X".
Hope it helps. Main thing: Enjoy!
Han.
There are two ways to write: Short-hand, and Long-Han'ed. ~ Han
"If you can keep your head when all about you are losing theirs"......... it's probably just that you're the last person to appreciate the enormity of the catastrophe about to