Warlight Training School program

Phase 1

Introduction to settings

Games amount: 46-50

Estimated time: 6-12 months (average of 1-2 games per week)

Description: The goal of these games is to slowly but steadily introduce players to all available game settings. First couple games uses basic settings and if some setting is not shown in its description, it is a default value. Default values can be found below this description. In the first games the main focus is to focus on basic skills of player: efficient expansion, map situation perception, good map coverage, ability to gain positional advantage, fighting skills, efficient delaying, understanding of move orders sequence, prediction skills, team play skills, understanding of AI functioning.

 

Later games proceed to introduce new settings starting with more common or easy to understand ones and steadily moving towards rarer/more complex settings. New settings are introduced in this order:

  1. Distribution/fog/card settings.
  2. Luck settings, 1 army stand guard, attack/transfer only, attack by percentage.
  3. Specific uses for cards (reinforcement variants, negative sanctions), multi-attack, no split, local deployments, 1 army per x territory.
  4. Wastelands, army cap, kill rates.

 

Some games include settings from previous games, so more common settings are repeated more often. Because the games creator doesn’t have membership by this point, commanders and bomb cards are left out.

 

The games are divided into these categories:

  1. Basic training (games 1 – 5)
  2. Common settings (games 6-20)
  3. Intermediate settings (games 21-29)
  4. Advanced/highly strategic settings (games 30-34 and 36-39)
  5. Exam games (games 40-44 and 46-49)

 

Exam scoring system has not been decided yet, but exams are going to include both 1v1 and team games and have settings from randomly picked previous games. Exam games will be exclusively played against top tier players. The goal of these games is to check whether players have learned all the lessons and are well adjusted to all different settings.

 

Goals:

  1. Train an above average skillset player.

1.1. Ability to see easy to hold or high payback bonus.

1.2. Ability to cover all key regions of map.

1.3. Ability to predict and counter opponent’s moves/picks.

1.4. Ability to calculate bonus income/territory ratio.

1.5. Ability to calculate minimum amount of turns to take a bonus and amount of turns required for it to payback.

1.6. Ability to expand efficiently.

1.7. Ability to discern when to use 100% success attacks and when not on luck settings.

1.8. Ability to pick quickly.

1.9. Ability to gain and efficiently use positional advantage.

1.10. Ability to successfully ambush opponent.

1.11. Ability to successfully break and take opponent bonuses.

1.12. Ability to successfully use delay moves.

1.13. Ability to see when attacking opponent kills more his armies than players’.

1.14. Ability to successfully defend and re-take own bonuses.

1.15. Ability to use/gain cards efficiently

1.16. Ability to cope well with any given settings combination.

1.17. Ability to communicate moves/picks with teammates.

1.18. Ability to predict opponent’s income/positions.

1.19. Ability to use analyzing tools.

1.20. Ability to analyze game history.

1.21. Understanding of move orders and kill-rates functioning.

1.22. Ability to see guaranteed successes.

1.23. Ability to play well in FFA games.

1.24. Ability to see own mistakes and learn from them.

1.25. Ability to stay unpredictable and highly creative, invent new ways of playing.

  1. Provide friendly atmosphere.
  2. Provide fun and challenging games.
  3. Provide quick post game analysis.

 

Joining requirements:

  1. Ability to communicate in English
  2. High interest to improve
  3. Activity in joined games (inactive players get removed)

 

Anyone interested in participating can join as long as they meet these criteria. Initial skill isn’t important.

 

Game amount is adjusted for player’s time limits. It is possible to stop and resume training program at any given time and while program is halted, player won’t be invited to any more games.

 

Default values

Distribution mode: full

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Amount of wastelands: 0

Size of wasteland: 0

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: none

Card pieces per turn: 1 for each card

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: no

Attack by percentage: no

Map: Imperium Romanum

 

Other settings:

Auto-boot: 3 days

Banking times: off

Vacations: are honored

Private messaging: off for ffas, on for rest

Surrenders: automatic

AIs: both booted and surrendered turn to AI and surrender when last human team remains. Can return twice after getting booted.

Game start: automatic for 1v1, host start for rest.

 

Below is list of all games in the program. Some of the provided templates might not be 100% matching, but once that specific game is reached on training cycle, it will be ensured that they match.

 

Game 1 “Introduction to training games”

Amount of picks: 2

Type:  3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944767

Goals: Develop team game playing skills and importance of map coverage.

Description: In this game students for their first time get to showcase their individual and team game skills. The Game uses full distribution, so it’s possible to pick 1 territory bonuses and students need to put their attention towards them by either picking them or starting in a bonus close by to prevent cluster picking. It is important to pick in all regions of map (eastern, southern, northern and western parts of map), because otherwise opponent team will have a great opportunity for easy expansion. Players should communicate in team chat and ensure that their picks don’t conflict. Players should be able to expand or fight opponent at all time and it’s bad if player gets blocked from both by his teammate. The final topic brought up in this game is positional advantage (you have it when from one spot you can threaten multiple opponent spots) and it is shown that players with stronger positional advantages usually wins.

 

Game 2 “Picks’ effect on game”

Amount of picks: 1

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944825

Goals: 1. Develop team game playing skills and show the impact of different amount of picks.

  1. Discourage from making all picks in the same area by showcasing how risky it is.

Description: In game 1 and probably many others later, students might make all their picks in one area. In this game players do start in one area and see through their own experience that benefits from cluster picking are minimal. Because players get only 1 pick, if it’s threatened their further expansion is halted and if opponent has a bonus which cannot be broken by player, then player is in a certain losing position and needs help from his teammates.

 

Game 3 “Introduction to 1v1 training games”

Amount of picks: 1

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944829

Goal: Try to force players to make their pick extra carefully as single error in picking stage can ruin any hopes for efficient expansion.

Description: The pick which player gets is going to be all he’ll need to rely to, so it’s expected that player will try to make it very carefully. A perfect bonus choice is a bonus which is preferable near center, is easy to defend and can threaten many surrounding bonuses.

 

Game 4 “No fog – no worries”

Amount of picks: 3

Fog: no fog

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944833

Goal:  Guide players into making more rational decisions and know better how situation in fog scenario tends to develop.

Description: In previous 3 games players should have received some tips on how to play better and in this game it’s checked whether they have learned from their previous games. Because this game has no fog, tips and comments can be delivered much quicker and accurately.

 

Game 5 “Against all odds”

Amount of picks: 3

Fog: normal fog

Type: 3 players Vs 5 AIs

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944836

Goal: Showcase how advantages can be wasted by bad play.

Description: Players will be introduced to AIs and how they play. It will be pointed out what moves AIs tend to play and why some of them are weak.

 

Game 6 “Stronger together”

Amount of picks: 4

Fog: light fog

Cards: reinforcement

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944840

Goal: Develop player’s efficient card sharing skills.

Description: This game introduces reinforcement card. To get it players need to take territories to receive card pieces. Reinforcement card should be used by player who is at most danger or has the most potential to break bonus/enemy stack with it. Reinforcement card require ~10 pieces in team games and each peace require players to take 1 territory each which is sometimes detrimental, because it sometimes leads to neglected defenses or missed opportunities for successful attack. It also might make players overexpand.

 

Game 7 “No 1st turn bonuses for you”

Distribution mode: cities

Amount of picks: 4

Fog: normal fog

Cards: order priority, order delay

Move order: random

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944842

Goal: Showcase the importance of move order.

Description: This game uses cities distribution, which makes picking centered around 1 territory bonuses less effective. This game also uses random move order, because of which players cannot predict who’s getting the first order. This game introduces order cards with which players can circumvent this limiting setting and ensure that they get 1st turn order.

 

Order priority card should be used when evading bigger stack with your smaller stack or trying to stop smaller stack from dodging you and taking surrounding territories.

 

Order delay card should be used when trying to prevent players from counter taking your territory from which you attack later. It also helps when other player is attacking you with big stack, because he will hit you first and suffer defense kill rate penalty.

 

Picking speed has no effect on what pick player’s get in this game, so it’s best to spend as much time making the right picks as necessary.

 

Game 8 “Can’t break my neutrality”

Distribution mode: cities

Amount of picks: 5

Fog: normal fog

Cards: blockade, emergency blockade

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944843

Goal: Introduce to different ways of defending.

Description:  Blockade cards are very useful when trying to prevent opponent from fully taking bonuses or trying to slow his progress towards your key areas. Emergency blockade should be used when you are no longer able to successfully defend territory or you are certain that opponent is going to attack it on same turn. Regular blockade should be used on territories which you are sure to be holding by the end of turn. Blockades can also be used to take neutral territories solely for the purpose of retaking them for card pieces.

 

Game 9 “Secret 4th player”

Distribution mode: cities

Amount of picks: 3

Fog: normal fog

Cards: airlift, gift, diplomacy, sanctions

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944847

Goals: 1. Introduce to new ways of supporting your teammates.

  1. Know better on which opponents to concentrate.
  2. Improve opponent’s income deduction skills.

Description: This game introduces 4 new cards.

 

Airlift is good way of supporting your ally when you can’t reach his territory directly. Airlifts happen before 1st moves, so they can replace order priority cards as well.

 

Gift card should be used to: a) gift territory to another player from your team so that you could combine your forces against opponent b) gift close to elimination player a territory to save him from elimination. Each player is worth ~5 base income, so losing him is detrimental for the team c) gift your territory to opponent’s ally so that he couldn’t take your territory that turn. It’s an useful move when trying to prevent opponent from fully taking bonus d) gift a territory to opponent and retake it the same turn to earn guaranteed card pieces. e) gift territory to ally so he could attack opponent whom you cannot attack because of diplomacy card.

 

Diplomacy card should be used when you are unable to fight 1 of your opponents and need time to recover. You should ensure that you gain more from diplomacy card than your opponent does. While in peace opponent can continue to expand safely or focus on your teammates. Diplomacy card is good way to halt opponent from fully taking bonuses or reaching your allies. When you know that opponent is taking a neutral bonus, you could take 1 of its territories and opponent won’t be able to take that bonus for duration of diplomacy.

 

Sanctions is most effective against highest income opponent so it’s a good idea to check game history to predict player’s income.

 

Game 10 “Imperial Chaos”

Distribution mode: full

Amount of picks: 20

Armies in each pick: 10

Fog: normal fog

Cards: none

Move order: no luck

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944853

Goals: 1. Learn effective ways of countering early bonus takeovers

  1. Showcase that it’s not always the best to pick the best starts

Description: This game gives lots of picks so probably a lot of picks/bonuses will overlap. It’s recommended to make some picks in less popular spots as well. With 10 armies it’s much easier to take bonuses without much additional armies.

 

Game 11 “Foggy risks”

Distribution mode: cities

Amount of picks: 2

Armies in each pick: 5

Fog: heavy fog

Cards: reconnaissance, surveillance, spy

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944860

Goals: 1. Improve territory scouting skills.

  1. Improve opponent’s moves’ deduction skills.

Description: This game uses heavy fog, so the only reliable ways to tell how many armies opponent has is a) to scout territories/bonuses/player with cards b) check game history. Because armies in territories are not shown, you can come next to opponent with low amount of armies and he might think that you have a big stack and put all his focus on you from other activities.

 

Game 12 “No need to rush”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Fog: normal fog

Cards: all

Move order: cycle

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944863

Goals: 1. Solidify card usage skills.

  1. Showcase importance of careful picking.

Description: This game features all cards so players could further develop their skills while using them. It also introduces cycle move order. During 1st turn move order is chosen randomly but after that it shifts cyclically just like in no luck move order. The only difference is that it is not shown what order move player will get, so he needs to figure it out himself. Picking speed has no effect on what pick players get, so it’s best to spend as much time making the right picks as necessary.

 

Game 13 “Invisible armies”

Distribution mode: warlords

Amount of picks: 3

Armies in each pick: 5

Fog: dense fog

Cards: reinforcement, order priority, order delay

Move order: no luck

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944866

Goals: 1. Improve opponent prediction skills.

  1. Showcase ways of forcing opponent to over defend/attack

Description: This game introduces warlords’ distribution. It diminishes a lot of 1st turn bonuses opportunities and the remaining ones stand out attracting players’ attention. It’s often a good idea to pick a bonus and pick nearby territories to ensure that they don’t get into opponent’s hands, because if he gets it, he will have easier time attacking and breaking your bonus.

 

This game also has dense fog, which makes it easier to spot player’s positions and know their exact income, but because army count cannot be seen, game plays similarly to games with heavy fog, except this time you can see when opponent decides to move towards you and can prepare for his attack in advance.

 

Game 14 “When AI picks better”

Distribution mode: automatic cities

Amount of picks: 5

Armies in each pick: 5

Fog: normal fog

Cards: reinforcement, order priority, order delay

Move order: no luck

Attack only: yes

Transfer only: yes

Type: 3v3

Goal: Improve play during uncommon situations.

Description:  This game features automatic distribution, which makes game more random, unpredictable and sometimes uneven. The picks players receive may be placed inefficiently, in bad bonuses or clustered in one side of map. Random distribution provides unique gameplay, forcing the player to make the best from the picks he received and because picks are random, it’s hard to predict opponent’s positions.

 

This game also introduces attack/transfer only settings which add more option to the player. For example it helps to ensure that if you lose your territory, you don’t make an inefficient attack on it instead of transfer or that if you attack territory from multiple territories you would stop moving armies into it immediately after you get control over territory.

 

Game 15 “I am not afraid of luck”

Distribution mode: cities

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 3

Neutrals not in distribution: 3

Luck: 100%

Fog: normal fog

Cards: all

Move order: random

Attack only: no

Transfer only: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944875

Goal: show how to expand reasonably and safely without overexpansion.

Description: This game introduces luck. Now when expanding players need to choose between attacking with previously used to army amount and risking to fail to take territory or attacking it with extra armies and taking it with ~100% success ratio. It’s best to put more armies to attacks reducing minimum amount of turns required to take bonus/get closer to opponent. If taking a territory doesn’t speed bonus takeover it’s okay to attack with less armies, but players should keep in their mind that each failed attack will lead to extra army loses, because same territory will need to be attacked multiple times and defending armies will be counted for more times.

 

Game 16 “Strategic luck”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 5

Neutrals not in distribution: 2

Luck: 16%

Fog: normal fog

Cards: reinforcement, gift, order priority, order delay, blockade

Move order: cyclic

Attack only: yes

Transfer only: yes

Type: 2v2

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944885

Goal: Show when it’s best to make 100% success attacks and when not.

Description: Luck setting in this game is more refined than in previous game and has lower effect on game. 100% ratio attacks are cheaper to be made and extreme instances of unlucky/lucky attacks are removed. 16% luck is commonly used in strategic games, so players need to get adjusted to it.

 

Game 17 “Cardlotto”

Distribution mode: cities

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Luck: 0%

Rounding mode: weighed

Fog: normal fog

Cards: reinforcement (weight 10), gift (weight 3), airlift (weight 4), sanctions (weight 2), diplomacy (weight 1) order priority (weight 4), order delay (weight 6), emergency blockade (weight 2) blockade (weight 1), reconnaissance (weight 2), surveillance (weight 3), spy (weight 1)

Card pieces per turn: 24

Cards held at once: 3

Show played cards: yes

Show held cards: yes

Move order: no luck

Attack only: yes

Transfer only: yes

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944895

Goal: Learn creative ways to use cards.

Description: Some of the card pieces will be given randomly. This makes game more luck based and uneven, so because of it this setting is rarely used. It is possible in this game to see what cards opponents have and use, so that it would be easier to counter potential powerful card play.

 

This game only allows 3 cards to be held at any given turn, so cards are forced to be used quickly and without much delay. Players should try to find an use for them instead of discarding them.

 

This game also introduces Rounding mode. The amount of armies killed is calculated (armies count x luck setting) x kill rate. At first it is calculated how many armies will attack depending on luck and then each attacked army is multiplied by kill rate. The result is often not a whole number and needs to be either rounded up or down. On straight rounding mode if decimal part is below 0.5, it is reduced to 0 and if it’s higher it is increased to 1. On weighed rounding mode the decimal part is converted into percentage and then randomly calculated whether it adds extra attacking army or not. For example on standard kill rate 7 attacking armies kill 4.2 armies. On straight rounding mode they will always end up killing 4 armies and on weighed rounding mode there will be 20% chance to kill 5 armies. Weighed rounding mode only can add or reduce 1 from attacks and is the preferred luck setting at the moment.

 

Game 18 “Maximum efficiency”

Distribution mode: full

Amount of picks: 8

Armies in each pick: 0

Neutrals in distribution: 2

Neutrals not in distribution: 2

1 army stand guard: off

Base income: 6

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: none

Card pieces per turn: 0

Cards held at once: 0

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: no

Type: 3v3

Game link: https://www.warlight.net/MultiPlayer?TemplateID=944930

Goal: Improve picking and expansion skills when cost of taking of territory is reduced.

Description: This game features 0 armies per starting territories which means that player doesn’t get any advantage from bonus picks when facing other opponent early on. It’s much riskier to make all picks in same bonus, because if you lose just one pick you will have no advantage over opponent and will need to dedicate extra armies to prevent takeover over your bonus, which leads into waste of your picks.

 

This game also turns off “1 army must stand guard” setting, which make taking of any given neutral territory cheaper, because now you can use every single army for next attacks. Because of this expansion is faster and snowball quicker (army loss for taking neutral territory is 50% lower).

 

Game 19 “Imperium Randronum”

Distribution mode: automatic cities

Amount of picks: 50

Armies in each pick: 5

Neutrals in distribution: 5

Neutrals not in distribution: 5

1 army stand guard: off

Base income: 5

Luck: 0%

Rounding mode: straight

Fog: light fog

Cards: all

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=944937

Goal: Improve multi-tasking skills.

Description: All except one territory from each bonus are going to be randomly distributed to players which means that players will have a variety of options to grow. Growth will most likely require taking over opponent’s territories and a player should be careful when attacking them. Because of options amount players cannot focus on all areas of map and need to choose the most important parts. They should also not ignore opponent and try to prevent him from taking bonuses as well.

 

Game 20 “Armies overloaded”

Distribution mode: full

Amount of picks: 10

Armies in each pick: 50

Neutrals in distribution: 20

Neutrals not in distribution: 20

Bonus layout: all bonuses are worth x10 value

1 army stand guard: on

Base income: 50

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: none

Card pieces per turn: 0

Cards held at once: 0

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: yes

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945619

Goal: Improve attack analyzing skills.

Description: This game is basic settings with all counts regarding armies multiplied by 10. It plays very similarly to earlier experienced basic games and the only thing different is that player need to adjust to new army counts needed to take bigger army stack and need to use analyze tool more. Delay moves are much cheaper and players can afford to make a lot of them to get the last turn attack.

 

This game also features attack by percentage option which might make it easier/faster to make attack orders.

 

Game 21 “Who turned out the lights?”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Luck: 0%

Rounding mode: straight

Fog: complete fog

Cards: reconnaissance, surveillance

Card pieces per turn: 2

Cards held at once: 4

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: no

Transfer only: yes

Attack by percentage: no

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945622

Type: 3v3

Goal: Show importance of previous turns history checking.

Description: This game plays similarly to previous high level fog games, except this time players don’t know whether their taken bonus belongs to opponent so need to be prepared for more “what if” scenarios. As more turns pass the idea of opponent positions should diminish by using method “if he was at there at this turn he would have been here by now”.

 

Game 22 “Territorial supremacy”

Distribution mode: cities

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: 1 income bonuses are worth 0, the rest are worth 1.

1 army stand guard: on

Base income: 5

Army for x territories: 1

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: reinforcement (worth of 2xheld territories)

Card pieces per turn: 1

Cards held at once: 3

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: no

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945624

Goal: Improve skills in games based around territory holding.

Description: This game shifts focus from bonus taking to territory count increasing. Because income is given through reinforcement card too, players also need to find ways to safely take territories every turn.

 

Game 23 “Limited Supplies”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: each bonus is worth 1 less income

1 army stand guard: on

Base income: 1

Army for x territories: 1

Luck: 0%

Rounding mode: straight

Fog: normal fog

Cards: reinforcement (start with 1), gift (start with 3), airlift (start with 5), sanctions (start with 1), diplomacy (start with 2), order priority (start with 6), order delay (start with 4), emergency blockade (start with 3) blockade (start with 3), reconnaissance (start with 1), surveillance (start with 1), spy (start with 1)

Card pieces per turn: 0

Cards held at once: 30

Show played cards: no

Show held cards: yes

Move order: no luck

Attack only: no

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945633

Goal: 1. Improve card usage efficiency.

  1. Combine different ways of expanding.

Description: Bonuses are worth less income, but each territory gives 1 direct income too, so in the end holding 1 bonus gives more income than before. Players need to address both ways of income gain, when fighting/expanding.

 

The card amount is set for duration of game, so players need to ensure that they only use them in crucial moments when their use is necessary.

 

Game 24 “Snowballing”

Distribution mode: full

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: off

Luck: 16%

Rounding mode: weighted

Fog: dense fog

Cards: reinforcement (worth 3x turns passed), blockade (start with 2), emergency blockade (start with 3)

Card pieces per turn: 1 (for reinforcement)

Cards held at once: 5

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: no

Transfer only: no

Attack by percentage: yes

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945635

Goal: Learn different ways of ensuring card pieces gaining.

Description: This game is very similar to games #22, but now players get set income regardless of how many territories they have. Bonuses provide now normal income, but compared to reinforcements it’s only a relatively small fraction. One of the most important goals in this game is to stop opponent from taking new territories. It’s a good idea to leave some neutrals behind for further difficult times. Card pieces can be gained from blockades, but they have set amount for entirety of game, so it’s better to use them to stop opponent from taking territories. Even if opponent is halted for one turn from taking new territories, it might spell a defeat for him.

 

Game 25 “Hostile gifts”

Distribution mode: full

Amount of picks: 3

Armies in each pick: 0

Neutrals in distribution: 0

Neutrals not in distribution: 0

Bonus layout: all bonuses are worth -5 (including territory income)

1 army stand guard: off

Base income: 1

Army for x territories: 1

Luck: 0%

Rounding mode: weighed

Fog: normal fog

Cards: gift (starts with 10), blockade (starts with 10, lowers army count to 0)

Card pieces per turn: 2

Cards held at once: 30

Show played cards: no

Show held cards: no

Move order: random

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945750

Goal: Learn different ways of gift card usage

Description: The goal is to get as many territories with as little bonuses. Players get abundance of gift cards to use to force opponent into having negative income. To counter that, player can also use counter gifting or blockade cards to ensure that at least one of his territories is not his at the end of turn.

 

Game 26 “All in”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: on

Fog: normal fog

Cards: order priority, order delay, emergency blockade, blockade

Card pieces per turn: 4

Cards held at once: 10

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=945757

Goal: Improve army stacks management

Description: This game uses no split option which makes expansion and takeover over opponent’s bonuses slower. Because one stack can only attack once, it is often better to defend one territory with big amount of armies and others with just enough for later retake of opponent’s territory in case of his successful advancement on you. If player wants that after his stack leaves territory, it would have more than minimum amount of armies, he needs to make a transfer from adjacent territory. Delay moves are harder to make.

 

Game 27 “Roman caravans”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 16%

Rounding mode: straight

No split: off

Local deployments: on

Fog: light fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 10

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946081

Goal: Improve transfer routing skills

Description: This game uses local deployments, which make expansion slower. It’s generally good to focus on one area, because if spread among different areas it’s easier to assault them as each of your areas need to function on its own. Combat is slower and it takes longer time to shift focus from one front to another, so if big stack reaches your border, you can’t address it immediately.

 

Game 28 “Sanction addiction”

Distribution mode: full

Amount of picks: 6

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: 1 territory bonuses are worth -1 income.

1 army stand guard: off

Base income: 0

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Fog: no fog

Cards: reinforcement (starts with 1), sanction (-100%)

Card pieces per turn: 2

Cards held at once: 12

Show played cards: yes

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946086

Goal: Showcase that it’s sometimes best to save cards for later turns.

Description: Negative sanctions are used to gain income. Players should notice that the more sanctions he uses at once, the more income he gets. For example if he uses 2 sanctions on separate turns he’ll receive 2 times bonus of his income, but if he uses them at once, he gets 3 times his bonus income and if he uses 10 sanctions cards at once, he gets 2x2x2x2x2x2x2x2x2x2-1=1023 times his income. Games end up being a struggle between whether use sanction now and gain quick temporal bonus, or wait some more and get even bigger bonus. Maximum income you can get through sanctions cards is 10000.

 

This game use 0 base income and adds reinforcement to prevent potential early stall of game. To use sanctions card player has to have at least one positive income bonus. This prevents running around map trying to gain absurd amount of income and forces to defend your bonus. 1 territory bonuses are worth -1 income, so player in order to use sanctions cannot cheaply take them over and needs to look for bigger bonuses which in turn can be more easily defended.

 

Game 29 “Speedrunning”

Distribution mode: cities

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: weighted

No split: off

Local deployments: off

Multi attack: on

Fog: light fog

Cards: order delay, reinforcement, emergency blockade

Card pieces per turn: 3

Cards held at once: 6

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: yes

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946087

Goal: Learn different ways of threatening opponent.

Description: This game introduces multi attack setting which makes defending much harder, because now players can circle around any stack or rush through a few neutral areas to attack you. Because of this it’s better to focus on attacking an opponent and trying to break as much of his territories as possible. For example between defending 4 income bonus and breaking two 3 income bonuses it’s better to break those bonuses, because they’re worth 6 income together and damage your opponent more than your opponent can damage you. When you’re trying to break/take opponent’s bonuses you need to make sure that you do so and if you’re not sure about it, it’s often best to defend instead, because opponent can pierce multiple territories in one go.

 

When attacking multiple territories in a row, player might not know how much armies you are going to have so there’s an option to attack by percentage. When player is attacking multiple neutral territories or is sure that territories he attacks won’t increase in number, player can count like this: 1st territory will kill army*kill rate (which is usually 0.7) after that 1 army will need to stay to protect that territory and the remaining armies will go for new territory and process repeats.

 

Game 30 “North Vs South”

Distribution mode: custom scenario

Amount of picks: x

Armies in each pick: x

Neutrals in distribution: x

Neutrals not in distribution: x

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Fog: dense fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946103

Goal: Improve expansion coordination.

Description: one team starts in northern part of map and another one in the south. All players get 1 territory each and need to move towards the center of map. This game is mostly for fun and might not be very well balanced.

 

Game 31: “Classic Style”

Distribution mode: warlords

Amount of picks: 3

Armies in each pick: 4

Neutrals in distribution: 4

Neutrals not in distribution: 2

Amount of wastelands: 5

Size of wasteland: 10

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946150

Goal: Showcase that every game can require a different set of strategies.

Description: This game introduces wastelands which randomly dot the map and are not worth to take down to get bonus. Wastelands greatly shift the importance of key areas and need to be accounted when picking, because they can halt expansion greatly or can offer one “safe” bonus for picking which is shielded by other bonuses with wastelands nearby.

 

Players should notice that each pick they start with has 4 armies instead of 5, so with 1 territory they cannot take 4 territory bonus in 1 turn unless they get at least one 1 territory bonus.

 

Game 32 “Basic test”

Distribution mode: warlords

Amount of picks: 3

Armies in each pick: 4

Neutrals in distribution: 4

Neutrals not in distribution: 2

Amount of wastelands: 5

Size of wasteland: 10

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 15

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946151

Goal: Check how much student has learnt.

Description: This game is carbon copy of game #31 for 1v1 instead of 3v3. In this game students will be checked on how much they have learnt and advices will be given for future correction.

 

Game 33 “tax evasion”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 0

Neutrals in distribution: 3

Neutrals not in distribution: 2

Amount of wastelands: 11

Size of wasteland: 4

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: 1

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Army cap: capped at 1x

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 30

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946155

Goal: Showcase ways of army cap evasion.

Description: Army cap doesn’t allow you to have more armies in map than x times your income. For example you have bonuses worth 11 income, 16 territories each worth additional 1 income (because of 1 army per territory setting), you already have 13 armies on map and army cap is 1x your income. You are going to get 11+16 – 13 = 14 income for that turn. Because of army cap it is detrimental to build army stacks and it’s best to use as much of your armies as possible, because at 1x army cap each lost army leads to 1 more income next turn, so your armies “regenerate”. It’s also a good idea to hit wastelands with inefficient stacks of armies when trying to reach opponent, because it destroys your armies on that turn so you can freely deploy them somewhere else. You could then be prepared for opponent’s surprise attack on any front. It’s also good to hit wastelands with 1 if you want to get the bonus. For example bonus of 2 income has 1 wasteland, if you hit it with 16 armies you are going to gain 3 income and get 16 – 10*0.7= 9 armies which will minus 9 income.

 

Because this is a team game, players can transfer their income to ally to make him have more troops when he normally could, but that will most likely result in him having 0, so players need to keep that in mind.

 

Army cap doesn’t affect reinforcement cards, so they should be saved for times when the armies they give would be used efficiently.

 

Game 34 “Regenerating armies”

Distribution mode: warlords

Amount of picks: 4

Armies in each pick: 0

Neutrals in distribution: 3

Neutrals not in distribution: 2

Amount of wastelands: 10

Size of wasteland: 4

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

No split: off

Local deployments: off

Multi attack: off

Army cap: capped at 1x

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 30

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946162

Goal: Check how well student copes with advanced settings.

Description: This game is a carbon copy of game #33 for 1v1. Players don’t have the option to transfer income to ally, so need to put more attention into managing their armies. 1x Army cap is very rare template at the moment so players might need extra time to adapt to it.

 

Game 35 Massive team game basic settings

Randomly chosen settings from games 1-20

 

Game 36 “Lazy armies”

Distribution mode: full

Amount of picks: 6

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Amount of wastelands: 6

Size of wasteland: 8

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

Offensive kill rate: 30%

Defensive kill rate: 35%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: all cards

Card pieces per turn: 12

Cards held at once: 20

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 2v2

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946169

Goal: Showcase that sometimes it’s best to attack even if you don’t take the territory.

Description: This game introduces the last setting – kill rate. Kill rate determines how many armies your stack will kill. Defensive kill rate is usually higher than offensive kill rate. In this fame kill rates have been lowered by 50%, so it takes approximately twice as many armies to take a territory. Players should notice that sometimes it’s better to not wait until attacking territory with enough armies to take it. For example 10 defending armies kill 4 attacking armies, so if player can attack with at least 15 armies he will kill 5+ armies which is more when he’ll lose.

 

Game 37 “Berserk mode on”

Distribution mode: warlords

Amount of picks: 6

Armies in each pick: 5

Neutrals in distribution: 4

Neutrals not in distribution: 4

Amount of wastelands: 5

Size of wasteland: 10

Bonus layout: basic

1 army stand guard: off

Base income: 5

Army for x territories: 1

Luck: 16%

Rounding mode: weighed

Offensive kill rate: 60%

Defensive kill rate: 30%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: heavy fog

Cards: order priority, blockade, diplomacy, spy (can spy on neutrals)

Card pieces per turn: 4

Cards held at once: 8

Show played cards: no

Show held cards: no

Move order: cyclic

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 6 FFA

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946211

Goal: Showcase that sometimes attacking is best defense.

Description: In this game offensive kill rate is much higher so it’s often much better to attack even if you have less armies. For example 10 defending armies kill 3 attacking armies while 6 attacking armies kill 4 defending armies, so it’s profitable to attack 10 defending armies with 6.

 

This game also adds ability for spy card to scout all neutral territories, which is a good way to indicate everyone’s positions.

 

Game 38 “Digging holes”

Distribution mode: full

Amount of picks: 3

Armies in each pick: 5

Neutrals in distribution: 12

Neutrals not in distribution: 12

Amount of wastelands: 40

Size of wasteland: 2

Bonus layout: all are worth 0 armies

1 army stand guard: off

Base income: 0

Army for x territories: 1

Luck: 0%

Rounding mode: straight

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: light fog

Cards: reinforcement, gift, emergency blockade, diplomacy, sanctions

Card pieces per turn: 5

Cards held at once: 8

Show played cards: yes

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 2v2v2

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946214

Goal: Showcase how picks can affect later map layout

Description: In this game wasteland and normal neutral territories army counts are switched around. Because of normal territories overabundance the map should be divided into pockets of viable territories to take. Players should try to pick in a way to get as much territories for themselves as possible, when they pick a territory between 2 pockets, they get them both, so they should keep that in mind when seeking largest income.

 

Players get 18 territories in total, so the shape of map might change drastically after picking stage and new corridors for expansion might open up.

 

Game 39: Random team exam

Randomly chosen settings from games 1-20

 

Game 40 “Crazy bonuses”

Distribution mode: cities

Amount of picks: 8

Armies in each pick: 4

Neutrals in distribution: 2

Neutrals not in distribution: 4

Amount of wastelands: 0

Size of wasteland: 0

Bonus layout: all bonuses are add from -5 to 5 income using http://www.random.org

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: weighed

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: reinforcement, order priority, order delay, blockade, gift

Card pieces per turn: 4

Cards held at once: 10

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 1v1

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946220

Goals: 1. Show importance of income/territory ratio and amount of turns or picks required to take bonus.

  1. Prepare for upcoming exam games.

Description: This game is going to have uneven bonuses, so players should be careful where they start. This game also has no luck settings so players should know where to start before actual game begins. Bonuses’ values can be checked in settings once the game is created. Because of cities distribution, neither of bonuses can be taken in first turn so it’s not much of use trying to pick every single territory in them.

 

Game 41: Random 1v1 exam

Randomly chosen settings from games 1-20

 

Game 42: Random team exam

Randomly chosen settings from games 21-40

 

Game 43: Random 1v1 exam

Randomly chosen settings from games 21-29

 

Game 44: Random 1v1 exam

Randomly chosen settings from games 31-40

 

Game 45: Massive team game advanced settings

Randomly chosen settings from games 21-40

 

Game 46-49: Exam repeats if necessary

 

Game 50 “Farewell, Imperium Romanum”

Distribution mode: full

Amount of picks: 2

Armies in each pick: 5

Neutrals in distribution: 2

Neutrals not in distribution: 2

Amount of wastelands: 0

Size of wasteland: 0

Bonus layout: basic

1 army stand guard: on

Base income: 5

Army for x territories: off

Luck: 0%

Rounding mode: straight

Offensive kill rate: 60%

Defensive kill rate: 70%

No split: off

Local deployments: off

Multi attack: off

Army cap: off

Fog: normal fog

Cards: emergency blockade, airlift

Card pieces per turn: 2

Cards held at once: 6

Show played cards: no

Show held cards: no

Move order: no luck

Attack only: yes

Transfer only: yes

Attack by percentage: no

Type: 3v3

Template link: https://www.warlight.net/MultiPlayer?TemplateID=946223

Goal: Talk about results of exam games and student’s performances

Description: This is a basic game for discussion of exam games results. It uses basic settings and doesn’t have much going on. This is probably going to be the last game on Imperium Romanum map as students will proceed into strategic templates’ and other maps’ introductions.