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Old 06-06-2007, 01:05 AM   #1
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Many Marios X2: The Odyssey (Open for all newcomers!)

(The Many Marios X1 thread for reference.)

Storyline

And then, what everyone though impossible just happened before their very eyes. The Mushroom Kingdom fell at the hands of the largest shadow army yet to have marched on this world. The land had been left without its foremost defense. What could be done?
The scattered tribes united for once, and launched an equally massive attack at the Mushroom Castle... and succeeded. The invasion was over! But the cost had been too high, and the land was devastated.
Today, legends of yore have reached the surface, and warbands search down to the last point on the world for a mythical artifact that can restore the land. However, as the relic hasn't been found even with the deepest exploration, it is feared that the shadows claimed it for themselves... You have decided to lead your warband into the shadows' territory. Will you reclaim the artifact and restore the kingdom, or suffer a defeat and fall into oblivion?

The Game

Many Marios X2: The Odyssey is the sequel to the strategy game, Many Marios X. In this game, you control a tribe of characters, which you assign to perform tasks: coin gathering, exploration, attacking and defending... You can also purchase items and craft artifacts, which you will use to aid your units in performing such tasks. Eventually, you will build an army and lead it to war against the shadows, or even against your fellow players.

Differences with MMX1

Maintenance costs have been replaced by a ration system, similar in essence to the food system in S1x's original version. Rations cost 2 coins, and each unit consumes an amount of rations equal to its energy each day. If you don't have enough rations to feed your entire tribe, you will lose the units you can't feed.
For flavor reasons, buildings have been replaced by artifacts. Artifacts function in the exact same way as buildings; they take both coins and energy to craft and provide a permanent bonus once created. You will notice that Houses have been replaced by Caravans, and Bonus levels have become Warp Pipes. The original Warp Pipe has been removed.
The combat system, spell system and exploration system have changed, though I haven't determined how they will work now.

The Basics

To begin the game, pick a race. You have to stick with this race for the rest of the game (unless you really want to perform a race change, and your score will drop if you do that), so choose wisely. Except for special units, all units you recruit will be of that race. Remember that more than one player can choose the same race.
You start with 900c (coins) in funds and one Caravan. The Caravan holds 5 units, so you can't recruit your sixth unit until you craft another Caravan (see Artifacts). You can use the coins to recruit units, purchase items, and other effects.
Each unit has a certain amount of energy, which is used to perform tasks (see Tasks below). Energy is automatically reset to maximum at the beginning of each day, so try to use all of your energy every day.

Races

Toad
Cost: 120c
Energy: 4
The experienced craftsmen that they are, Toads get +2E for crafting artifacts (just like in MMX1, though their cost has been increased).

Koopa
Cost: 100c
Energy: 4
Koopas are still the most defensive race. They keep their -1E for attack and +1E for defense, but the wall bonus and increased weapon cost have been removed.

ShyGuy
Cost: 100c
Energy: 4
ShyGuys have been left unchanged. They get -1E for both attacking and defending, but they get +1E for casting spells.

Goomba
Cost: 90c
Energy: 3
Goombas are exactly the same as in MMX1, and are still the most aggressive race. They get +2E for attacking.

Boo
Cost: 0c
Energy: 0
Being animated souls, the Boos have no energy of their own, and are limited to equipping items. Their supernatural qualities, though, give them +2E for magic. Also, dead as they are, they need no rations to maintain, though they do require housing.

Performing a race change: All you have to do is sell your race units, all of them. The sale price is half of the purchase price (ignore Flagpoles and other cost-reducing effects). Then, you can recruit units in your new race.

Tasks

Gather coins: You spend any amount of energy, and you get 4c per point of energy spent this way.
Craft an artifact: Energy invested in crafting goes into a pool. When you have enough energy to craft a certain artifact, you spend the pooled energy and the specified amount of coins, and you get the artifact.
Cast a spell: In order to cast a spell, you must first own a Mana pool of the appropriate level. Casting a spell requires that you buy a scroll first, for the amount of coins specified in the spell's cost. You then spend the specified amount of energy (which doesn't have to come from a single unit; you can 'pool' several units' energy to cast a spell if it has a high energy cost), and you get the designated effect.
Exploration: You spend any amount of energy, then you get results at the end of the day. That hasn't changed, but the method for determining results is different now.

Combat

The rules for combat have changed, so I'll add them once they're ready.

Items

Ration
Cost: 2c
This is required to maintain your units. Each regular unit consumes an amount of rations per day equal to its normal energy. Special units have a different ration requirement per day. If a unit is left without rations at the end of a day, it will leave town.

Moneybag
Cost: 25c
Equipped unit gets +1E for coin gathering.

Super Mushroom
Cost: 50c
Equipped unit gets +1E. This bonus energy can be used for any task.

Spear
Cost: 25c
Equipped unit gets +1 to attack.

Fire Flower
Cost: 75c
Equipped unit gets +2 to attack and gains ranged fire.

Spellbook
Cost: 100c
Equipped unit can use magic scrolls to cast spells.

Short sword
Cost: 50c
Equipped unit gets +2 to attack.

Buckler
Cost: 25c
Equipped unit gets +1 to defense.

Warp Whistle
Cost: 100c
Equipped unit gets +3E for exploration. Also, if it's part of an attacking army, you can use it to retreat the army to safety. If you do, the Warp Whistle will be lost.

Artifacts

Caravan
Cost: 50c, 10E
Increases your population limit by 5. Can be crafted in multiples.

Flagpole
Cost: 20c, 16E
Decreases the cost for recruiting units by 10%.

Warp Pipe
Cost: 20c, 4E
Equipped unit gets +1E for coin gathering. Can be crafted in multiples.

Mana pool
Cost: 50c, 30E
Allows you to buy spell scrolls.

Furnace
Cost: 105c, 21E
Weapons cost 30% less to purchase. (A weapon is any equip item that increases a unit's attack.)

Herding horn
Cost: 80c, 16E
Allows you to recruit riding units, such as Ostros and Yoshies.

Spells

Coin Shower
Level: 1
Cost: 5c, 1E
Adds 12c to your funds.

Farsight
Level: 1
Cost: 5c, 1E
Adds 3E to an exploration.

Magic missile
Level: 1
Cost: 5c, 1E
Deals 3 damage to an enemy unit in combat.

Special units

Ostro
Requires: Herding horn
Cost: 60c +1r/day
Energy: 0 (+3 exploration, +3 defense)
Cheap and easy to maintain, Ostros serve as light cavalry in the Mushroom World's armies, and are also efficient as scout cavalry.
A unit riding an Ostro gains mobility. (It can perform two combat actions in the same turn.)

Yoshi
Requires: Herding horn
Cost: 120c +5r/day
Energy: 5
Yoshies are the heavy cavalry of the Mushroom Kingdom. Unlike Ostros, their energy can be used to gather coins, build, and perform other tasks; but they also consume more rations per day.
A unit riding a Yoshi gains mobility. (It can perform two combat actions in the same turn.)

*****

So, pick a race and post your actions for day 1! Remember that this is a collective game, so every suggestion will be gladly accepted. Good luck to you all!

Oh yeah, MMX1 players begin with:
Prince Toad - 1250c
SephirothKirby - 1130c
ChunkyKong12345 - 1100c
BSkullDragoshi - 1100c
Tazy 10 - 1090c

Last edited by dux_is_me; 07-09-2007 at 07:56 PM. Reason: Scoreboard removed.
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Old 06-06-2007, 10:39 AM   #2
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I'm sticking with Goombas.

Also, what happened to the Boos?

Also also, does 1 ration bought for 2 coins = 1 energy or are there more than one ration when you buy one?

Anyway, buy 5 Goombas (-450c), build a caravan (-50c), buy 2 more Goombas (-180c), Build 2 Warp Pipes (-100c), buy 2 Moneybags (-50c), Buy 2 Super Mushrooms (-100c), Buy 75 rations (-150c) .

Goomba 1 - Build Caravan (-3e)
Goomba 2 - Build Caravan (-3e)
Goomba 3 - Build Caravan (-3e)
Goomba 4 - Build Caravan (-1e), Build Warp Pipe (-2e)
Goomba 5 - Build Warp Pipe (-2e), Build Warp Pipe (-1e)
Goomba 6 (Super Mushroom, Moneybag, Warp Pipe) - Build Warp Pipe (-3e), Resource Gather (-1e)
Goomba 7 (Super Mushroom, Moneybag, Warp Pipe) - Resource Gather (-4e)
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Old 06-06-2007, 12:48 PM   #3
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A single ration costs 2c, and each Goomba requires 3 rations/day, thus 6c/day.

The Boos are undergoing redesign, thus no Boos for now. Expect something cool, though.
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Old 06-06-2007, 12:51 PM   #4
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Let's get this off the ground.

So many math errors.... I'm gonna post again with the turn worked out *correctly*.

Last edited by Sarai and Samiel; 06-06-2007 at 03:50 PM.
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Old 06-06-2007, 01:59 PM   #5
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So, it's back up again? Yayz. <_> Now, for my move of the day.

Buy 5 Koopas (600c remaining), have 4 of them then pool their energy into Gathering Artifacts so we can acquire a Flagpole (580c remaining) And, I then proceed to buy the remaining Koopa a Moneybag (555c remaining), have it gather resources (575c), and buy 80 rations (415c remaining)

EoT Statisitics
Coins: 415c
Units: Koopa x4, Koopa [Moneybag] x1
Rations: 60r
Items: Moneybag
Artifacts: Caravan x1, Flagpole

Last edited by Breadlord Dragoshi; 06-06-2007 at 02:18 PM.
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Old 06-06-2007, 02:30 PM   #6
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Quote:
Originally Posted by Selene Starblade
Initial:
Caravan
900c

Raw Purchase (Total 700c)
5 Toad (600c)
2 Moneybag (50c)
3 Super Mushroom (150c)

Remaining Coin: 200
600 + 50 + 150 is 800, not 700.

Also, I assume there's going to be something to cut down on ration cost, maybe something you can research? (You know, research could actually work really well if you could tell the researchers what kind of thing you want them to research, IE a better caravan or a defense system.)
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Old 06-06-2007, 04:01 PM   #7
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Lightbulb Alright, let's get this worked out *right* this time.

Ack! Hold on a moment, there's something I didn't get checked on. If a Toad doesn't use any of their regular energy to build an artifact, do they still get the 2-point bonus to put towards building artifacts? I'd been running on the assumption that it's a bonus to what they spend on making artifacts, not an extra that they each get regardless of what they're doing....

Last edited by Sarai and Samiel; 06-06-2007 at 04:18 PM.
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Old 06-06-2007, 05:16 PM   #8
WRYYYYYYYYYYYYYYYYYYYYYYY YYYYYYYYYYYYYYYYYYYYYYYYY
 
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Are rations subtracted automatically, like pay was in MMX1? I think that would be easier.

I buy Four ShyGuys.

ShyGuy 1:
Equip: N/A
Action: Build Flagpole

ShyGuy 2:
Equip: N/A
Action: Build Flagpole

ShyGuy 3:
Equip: N/A
Action: Build Flagpole

ShyGuy 4:
Equip: N/A
Action: Build Flagpole.

Okay, -20c for Flagpole. -400c for ShyGuys.
Also, 40 rations. -80c. (I think. I'm trying to multiply whilst tired...)

I buy one more ShyGuy.

ShyGuy5:
Equip: N/A
Action: Build Caravan.

(-90c for ShyGuy.)

^__^ YAY, X2!

Last edited by SephirothKirby; 06-06-2007 at 05:28 PM.
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Old 06-06-2007, 05:16 PM   #9
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No, they can use their other 4E for any other purpose, then use their bonus energy to create an artifact.
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Old 06-06-2007, 05:19 PM   #10
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You'll answer my questions later, then.
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Old 06-06-2007, 05:19 PM   #11
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Edit: SK, your pop limit is 5. You need to create a caravan before getting those other 3 units.
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Old 06-06-2007, 05:20 PM   #12
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I saved you from the automerge, apparently.
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Old 06-06-2007, 05:22 PM   #13
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Edit2: There might be one (very costly) artifact that lowers the cost of rations to 1. Rations cost 2c because it was the only way to balance unit costs. Speaking of costs, Goombas cost 90c because of the high attack bonus, so you should try to maximize that. I'll try to have the exploration system ready by day 3.

Edit3: You saved me from the second automerge, yes.

The automerger hates me.

Last edited by dux_is_me; 06-06-2007 at 05:22 PM. Reason: Automerged Doublepost
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Old 06-06-2007, 05:23 PM   #14
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Oh snap, I forgot. I kept thinking of houses. ._.
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Old 06-06-2007, 05:24 PM   #15
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You didn't answer about research D:
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Old 06-06-2007, 05:41 PM   #16
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Research? What research?

No, seriously. Research got removed because buildings (now artifacts) can do everything research can. Think of Heroes of Might and Magic, if you ever played that. There was no research, just buildings and building upgrades.

Houses got reduced to 5 units per house in order to lower unit costs, just like rations. In fact, it's a coincidence that 4E units cost 100c.
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Old 06-06-2007, 06:00 PM   #17
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(You know, research could actually work really well if you could tell the researchers what kind of thing you want them to research, IE a better caravan or a defense system.)

You read this, right?
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Old 06-06-2007, 08:42 PM   #18
 
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Hurray.

I'm sticking with my Toads, of course.

Hiring 3 of them. (890 c)

Toads 1-3: Building a Flagpole. (870 c)

Hiring 7 more. (114 c)

Toads 6-10: Use bonus energy to build a Caravan. (64 c)

Toads 4-10: RG, 4 energy. (176 c)

Toad 3: RG, 2 energy. (184 c)

Buying 80 rations. (24 c)
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Old 06-06-2007, 09:29 PM   #19
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(No, seriously. Research got removed because buildings (now artifacts) can do everything research can. Think of Heroes of Might and Magic, if you ever played that. There was no research, just buildings and building upgrades.)

You read this too.
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Old 06-06-2007, 11:05 PM   #20
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Okay, so following on that...

Given that, I'll assume that a worker who, say, spends all their energy building, but has a moneybag, can use the energy from said moneybag for gathering, and the same for Warp Pipes (which again do the same thing- bonus energy usable for only one thing).

I'll also suppose that you're going by previous rules regarding energy spent on artifacts/construction- that being that you build up a 'store' of construction points, then spend those and coin cost to create an artifact once you have enough points devoted to making the dang thing.

Here on, I will notate Coins with C, Rations with R, Energy (Usable for any purpose) with E, Gathering Energy (Usable only for coins) with GE, Assembly Energy (Usable only for artifacts) with AE, and Population Support (provided by Caravans) with PS.

Thus, my Day 1 looks like this:

Start:

900C 0R 0E 0AE 5 PS

Purchase: Toad x5 (-600C, +20E/day, +10AE/Day, -5PS)

Resource Result: 300C, 20E, 10AE, 0PS

Purchase: Caravan x1 (-50 c, -10AE, +5PS)

Purchase: Toad x1 (-120C, +4E, +2AE, -1PS)

Resource Result: 130C, 24E, 2AE, 4PS

Purchase: Moneybag x3 (-75C, +3GE)

Purchase: Rations x24 (-48C, +24R)

Resource Result: 7C, 24R, 24E, 3GE, 2AE, 4PS

Work: Gather x27 (Cost: 24E, 3GE)

Resource Result: 7C, 24R, 0E, 0GE, 2AE, 4PS

END DAY

Work x27 @ 4C each = +108C
Toad x6 @4R each = -24R

Camp Contains:
2x Caravan
3x Toad
3x Toad w/Moneybag (Toadbag)
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