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Spoils [approved]

Postby Dako on Tue Jun 29, 2010 10:29 am

Spoils
Guide by Dako based on Artimis original guide.

Introduction

You gain a spoil at the end of your turn if you successfully assaulted and conquered at least one region during the assault phase of your turn. The colour of the spoil is randomly determined and they are available in red, green and blue. Each spoil is associated with a randomly selected region on the map. You will have the option of trading in any matching group of three spoils (3 of the same color, or one of each color) you possess before the deployment phase of your turn. You can have a maximum of five spoils in hand after ending your turn; if you have five or more spoils at the beginning of or during your turn, then you will be compelled to trade in matching groups until you have four or less spoils left. The trade effect differs depending on the the type of the spoils. For some settings, you receive additional deploys on any region you own in the set.

If you eliminate an opponent you will receive all his or her spoils. Also, if a teammate gets kicked from the game, the first player still on the team receives that player's spoils in addition to regions.

There are four different settings for this game option:
  • No Spoils - You're not awarded spoils after one or more successful assaults in your turn. This type of game is no frills and you need only worry about map specific bonuses such as zone bonuses and region count bonuses.
  • Flat Rate Spoils - Trading in a matching group of three red spoils is worth 4 extra troops, three green spoils are worth 6 extra troops, three blue spoils are extra worth 8 troops and a mixed group of one red + one green + one blue is worth 10 extra troops. If you own the region of the spoil you turn in, two troops will be automatically added to that region.
  • Escalating Spoils - The trade in value is not linked to the colour of the group. To trade in spoils you still have to have a group of three spoils (three red, three green, three blue or mixed [one of each color]) and the value of each subsequent trade in progresses as follows 4, 6, 8, 10, 12, 15, 20 (further trade in values increase in multiples of 5 thereafter). If you own the region of the spoil you turn in, two troops will be automatically added to that region.
  • Nuclear Spoils - After the trade all the regions that were named by each traded spoils reset to 1 neutral troop no matter how many troops were on the respective region. This means that it no longer belongs to a player who owned the region. Instead of receiving bonus troops for an owned spoils, you might nuke yourself off a region. It is unwise to nuke your own or teammates' regions but sometimes you do not have the other option.


show: No spoils

show: Flat rate

show: Escalating

show: Nuclear
Last edited by Dako on Sun Feb 20, 2011 5:48 pm, edited 9 times in total.
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Re: Spoils - temmplate

Postby thunderhue on Tue Jun 29, 2010 3:29 pm

Is this the same effort as the topic here: http://www.conquerclub.com/forum/viewtopic.php?f=543&t=119833?
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Re: Spoils - temmplate

Postby Dako on Tue Jun 29, 2010 3:37 pm

You can count it as a 2.0 version.
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Re: Spoils - temmplate

Postby stahrgazer on Wed Jun 30, 2010 7:15 am

"get troops" tactics may change with team and number of players.

I'm not sure Nuclear tactics change so much with teams/# players; slightly I'm sure because the impetus to "take a spoils" is less...but it's my experience that nukes will have greater and lesser effects depending on the size and style map, so when you write that section in, please explain that. I mean, like large conquest gameplay (AoR, Feudal, Feudal war) maps are so large but with only a few really key regions that the likelihood of nuclear having any effect on the game is slim; Hive and World 2.1 are so large that, while all regions count so there will be some effect, the likelihood of great affect on the game is slim, blah blah. Das Schloss is one that, while the likelihood is small, the potential is great, to change how the game is won... like if the player gets lucky and nukes all the opponent's 'troopers spoils, taking the objective wouldn't be needed.
Last edited by stahrgazer on Wed Jun 30, 2010 7:20 am, edited 1 time in total.
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Re: Spoils - temmplate

Postby Dako on Wed Jun 30, 2010 7:20 am

Sure. But I'd like this guide to be an overview, not in-depth 4 guides for each spoil type in 1 thread. So i will not write an essay here - but feel free to nag me about that when I will put up 1st version.
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Re: Spoils - temmplate

Postby Dako on Thu Jul 01, 2010 6:40 am

Added NS and Esc sections. Will add FR and Nuke in a few days.

Feel free to comment.
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Re: Spoils - ver. 1

Postby nagerous on Thu Jul 01, 2010 9:06 am

Cool Dako, I'll lock the other thread then when it is published you and Artimis shall both receive general contribution medals for your effort, you might want to credit him though in your opening post.
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Re: Spoils - ver. 1

Postby Dako on Thu Jul 01, 2010 11:13 am

Sure, will credit him on ver 2.
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Re: Spoils - ver. 1

Postby danryan on Thu Jul 08, 2010 9:04 am

I hope this is helpful. It's a really good guide, nice work Dako.

Dako wrote:Introduction

You gain a spoil at the end of your turn if you successfully assaulted and conquered a region during the assault phase of your turn. The colour of the spoil is randomly determined and they are available in red, green and blue. Each spoil is associated with a randomly selected region on the map. You will have the option of trading in any matching group of three spoils (3 of the same color, or one of each color) you may possess before the deployment phase of your turn. You can have a maximum of five spoils in hand after ending your turn; if you have five or more spoils at the beginning of or during your turn then you will be compelled to trade in matching groups until you have four or less spoils left. The trade effect differs depending on the type of the spoils. If you eliminate an opponent you will receive all his spoils.

There are four different settings for this game option:
  • No Spoils - You're not awarded spoils after one or more successful assaults in your turn. This type of game is no frills and you need only worry about map specific bonuses such as zone bonuses and region count bonuses.
  • Flat Rate Spoils - Trading in a matching group of three red spoils is worth 4 extra troops, three green spoils are worth 6 extra troops, three blue spoils are extra worth 8 troops and a mixed group of one red + one green + one blue is worth 10 extra troops.
  • Escalating Spoils - The trade in value is not linked to the colour of the group. To trade in spoils you still have to have a group of three spoils (three red, three green, three blue or mixed [one of each color]) and the value of each subsequent trade in progresses as follows 4, 6, 8, 10, 12, 15, 20 (further trade in values increase in multiples of 5 thereafter).
  • Nuclear Spoils - After the trade all the regions that were named by the traded spoils reset to 1 neutral troop no matter how many troops were on each respective region. This means that it no longer belongs to a player who owned the region. It is unwise to nuke your own regions but sometimes you do not have the other option.
NOTE: When trading in matching groups, if you manage to trade in a spoil with the name of a region you occupy at the time of trading, you will immediately be awarded +2 automatically deployed bonus troops to that region upon trading in your spoils (doesn't work for Nuclear spoils).

show: No spoils

show: Flat rate

show: Escalating

show: Nuclear
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Re: Spoils - ver. 1

Postby ljex on Fri Jul 09, 2010 10:01 pm

Player A has 5 spoils, Player B has 2 spoils, you have 5 spoils. You start your turn, cash the set to get xx troops, kill Player A and you will receive his spoils. That will result you in having 5 spoils and you will be forced to trade them and deploy bonus troops on the board and attack with them again! Now you can eliminate Player B and win the game. See, that killing Player B first will result in you having 4 spoils only and you will not be able to trade them immediately (even if you hit the set).
Bonus zones are less important in this type of game (You will loose more to conquer them than the bonus they will give you each round. You will also be forced to leave some troops on the borders for protection). Most of the games finish only with the "chain" kill of consecutive spoils trades. The more players are in the game the less valuable bonus zones are.
Do not try to leave 2's at the borders - it is considered a bad sportsmanship. Leave a spoil for you opponent and you might kill him and chain trade on that spoils!


After your first kill of player A you would have 7 cards not 5.

In FFA (free for all) type of games with many players it takes some skill to time your spoils trade correctly. 1st player trades for 4 bonus troops only, while 8th can trade for 25 (!) bonus troops. On the other hand, 1st player will be 1st to trade for 30 troops if he survives the 1st round of spoils turn ins. You need to position you to the player who you are going to eliminate first, he must trade before you so he will receive less bonus troops from his trade than you do. Bonus zones are completely useless on FFA games (unless you drop 80% of the zone regions from the start - then it is worth to try it out) - the only kills come from consecutive spoils trades. Sometimes it is recommended to delay your trade - ie do not take a 5th card if you have a set ready and do not want to trade it next turn. It can increase the value of your trade in many times!

I dont agree with this at all. If i dropped 3/4 of Australia i would go for it and that is only 75% of the bonus zone. Even if i dropped only 67% of the Africa bonus in doodle i would go for it. This is because when you regions are so bunched you are a way easier target if you have the same amount of troops. Also you should mention that on large maps like W2.1 bonuses do have a value if they are easy to get and that most players will go for a small bonus. My operating rule is that if i will get me more troops over the life of the game than it costs to take the bonus it is a good bonus take. For this you need to make a few assumptions, including average dice and average length of the game. So if i drop 3/4 in Aussie i would go for it because assuming average dice I will be able to take it round 1 on a game that will last about 7 more rounds (8 rounds total). Thus taking 3 troops gets me 14 in increased deploy from holding the bonus so i gain from taking the bonus.
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Re: Spoils - ver. 1

Postby thunderhue on Wed Jul 21, 2010 11:55 am

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Re: Spoils - ver. 1

Postby stahrgazer on Wed Jul 21, 2010 2:27 pm



I posted to let them know someone's already writing a spoils guide here.
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Re: Spoils - ver. 2

Postby stahrgazer on Tue Oct 05, 2010 11:53 am

A blip I'd posted in Japan map that, with the minor tweaks I made here, makes this a reasonable section (or start of section) for Nuclear spoils

Nuclear spoils' is often considered similar to no spoils, but similarity to no-spoils is limited on smaller maps, increases for larger maps.
For example, on Japan, a small to medium map, every region matters. Given that, it's quite possible that every nuclear cash affects the game by breaking someone's bonus.

In no-spoils games on smaller maps, trying to stack for defense is an advantage. In nuclear games, trying to stack can be a decided disadvantage, because that stack can be easily annihilated.

With nuclear, the question is, What are the chances that a player could have to nuke an important region? In very large games, such as world2.1, nuclear could have an effect, but may not (so many regions, each potentially important, but the chances of getting the important ones is less so it's not guaranteed). In smaller maps where each region is important, nuclear is a potential game-changer. Play strategy changes a bit, when nuclear is involved, because rather than stack up for defense, players aim for region count advantages and smaller mounds of troops that could be used to retake important regions if a nuclear strike should occur. In conquest maps like feudal, aor, nuclear is unlikely to matter. over 80 regions available, but only a very few really matter.
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Re: Spoils - ver. 2

Postby Dako on Tue Oct 05, 2010 3:48 pm

I will finish this guide. I will get back from vacation in 1 week and I will get some free time after that (I hope). So it is not abandoned.
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Re: Spoils - ver. 2

Postby rdsrds2120 on Tue Oct 05, 2010 4:03 pm

Dako wrote:Spoils
Guide by Dako based on Artemis original guide.

Introduction

You gain a spoil at the end of your turn if you successfully assaulted and conquered, or bombarded and annihilated a region during the assault phase of your turn. The colour of the spoil is randomly determined and they are available in red, green and blue. Each spoil is associated with a randomly selected region on the map. You will have the option of trading in any matching group of three spoils (3 of the same color, or one of each color) you possess before the deployment phase of your turn. You can have a maximum of five spoils in hand after ending your turn; if you have five or more spoils at the beginning of or during your turn then you will be compelled to trade in matching groups until you have four or less spoils left. The trade effect differs depending on the the type of the spoils. If you eliminate an opponent you will receive all his spoils.

There are four different settings for this game option:
  • No Spoils - You're not awarded spoils after one or more successful assaults in your turn. This type of game is no frills and you need only worry about map specific bonuses such as zone bonuses and region count bonuses.
  • Flat Rate Spoils - Trading in a matching group of three red spoils is worth 4 extra troops, three green spoils are worth 6 extra troops, three blue spoils are extra worth 8 troops and a mixed group of one red + one green + one blue is worth 10 extra troops.
  • Escalating Spoils - The trade in value is not linked to the colour of the group. To trade in spoils you still have to have a group of three spoils (three red, three green, three blue or mixed [one of each color]) and the value of each subsequent trade in progresses as follows 4, 6, 8, 10, 12, 15, 20 (further trade in values increase in multiples of 5 thereafter).
  • Nuclear Spoils - After the trade all the regions that were named by eacthe traded spoils reset to 1 neutral troop no matter how many troops were on h respective region. This means that it no longer belongs to a player who owned the region. It is unwise to nuke your own regions but sometimes you do not have the other option.
NOTE: When trading in matching groups, if you manage to trade in a spoil with the name of a region you occupy at the time of trading, you will immediately be awarded +2 automatically deployed bonus troops to that region upon trading in your spoils (doesn't work for Nuclear spoils).

show: No spoils

show: Flat rate

show: Escalating

show: Nuclear


You just forgot bombarding/annihilating.

ALSO DANRYAN. Color is accepted both with a 'u' and without depending on what system you're using. If you're from the UK and most parts of Europe, then you have a U. America and other counties don't use it. It's all up to you.
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