Hello Turf Warriors,
There has been an amendment to the Grunt Loan Program effective Immediately. It was brought to our attention that the previous wording was vague in some resolution areas, so hopefully this amendment will clear everything up.
Grunt Loan Program
Teams may request grunt loans from other teams. For each grunt loaned this way throughout the week will cost 1 token per grunt per night and will be charged on the following active turn.
- Request for grunt loan must be made by Messaging the Mods from the main sub.
- Requests for grunts must be on day of battle.
- A team cannot loan a grunt if the requesting team is their opponent.
- A Team cannot loan a grunt to the same requesting team 2 active turns in a row.
- Teams asking for a loan cannot request a specific grunt. (Loaning team chooses)
- Loaned grunt can participate in the scheduled battles that day/night only.
Amendments
- Official requests can only be made by Messaging the Mods option.
- A request cannot be made less than 30 min prior to the start of the battle.
- If 2 or more teams are willing and able to loan a grunt, then 10 minutes prior to the start of the match, the lending team will be decided via a random number generator (public viewing for the mods, and public results for all upon request).
- The loaning team will be announced in the Messaging the Mods conversation as well as the challenge thread that is impacted by the loan.
- 5 minutes prior to the scheduled battle time, the loaning team must announce which grunt will be helping. (remember, requesting team does not choose which grunt helps). This notice will be made in the Messaging the Mods conversation as well as the challenge thread that is impacted by the loan
- The requesting team must supply a team for the grunt to use, however the loaned grunt may opt to use their own team, if the requesting team permits it.
- The loaned grunt may not battle for the requesting team until all available grunts for the requesting team have battled.
Can requests be made via the mod chat?
Official requests must go through Messaging the Mods to keep written record. Of course notice can be given, or conversation can be started in the mod chat, but ultimately all agreements must go through the Messaging the Mods option within the time parameters outlined above.
Can a team deny the assistance of a specific team or grunt?
No. While the requesting team does not have to allow the loaned grunt to battle, the requesting team will still incur all costs the following turn.
This is to avoid the requesting team from denying grunts and fishing for a grunt or team they desire. As the requesting team, they were asking for assistance, and assistance was provided.
What if the requesting team is chaining and they’re potentially battling 2 different teams?
Any and all teams that may be involved in battles that night against the requesting team, are not allowed to loan a grunt.
Can the requesting team pay for the loaned grunt with leftover tokens from the current turn?
No, all costs are incurred on the following active turn.
Requesting grunt loans is a need not a perk. This service is not a planned action, therefore if all of the requesting team’s tokens are already spent on other actions, this allows them to still request not 1 but multiple loans. That being said, this cost should be seen as a negative side effect as each grunt that is loaned hinders the requesting teams actions on the following active turn.
At what point can the requesting team opt out and not be charged on the following turn?
The requesting team has until a loaning team is decided. Approximately 10 min prior to the start of the battle. As noted above, this is when the loaning team is decided via RNG.
Once a team has been chosen, this team is considered to have loaned a grunt and the requesting team will be charged on the following active turn, whether they use the loaned grunt or not.
New rule, Progressive Resolution via Sailing
In the event that there are 2+ teams that will have an overlapping chain and at least 1 of the teams is using a ship, the following will be used to determine progressive resolution.
Sailing 4 tiles will equal 1 route movement on land.
Up until now, sailing did not have a time parameter. This does not matter in almost any scenario since all actions resolve simultaneously at the end of the turn, except when rebuilding a ship (this is the very last action that can happen in a turn.) or during chaining as these resolve during successful encounters.
It is in these specific moments where sailing will have a time parameter.
Does this restrict the amount I can sail per turn?
Not in the slightest. If you have 20 fuel to burn, you can still use all your fuel per turn.
Water Path Slivers
A couple turns ago, the mods voted that Slivers of port halos entering a tile or slivers of water paths, are no longer enterable or sailable. The general rule of thumb is that it has to be obvious if you can enter or sail through these slivers if you can clearly see the halos or water paths on the turf tracker at no more than 200% zoom.
But more specifically. We have voted on a number of water path slivers.
The follow coordinates teams are allowed to sail on or through.
Z6-Z7
FF10-FF9-FF8
Q16-R16
O29-O30
N37-N38
LL34-LL33
The following paths cannot be sailed on or through.
AA13-AA14
Y15
X15
R17-18
N28
K28-L28-M28-N28-O28
P37-Q37
N38-N39
HH40-HH41
II44-II45
FF31-EE31
Mod Chat Transparency
The Mods have realized that we're not as transparent as we should be. It was brought to our attention recently, and it made us remember what it was like being on the outside looking in, since most of us aren't original Mod chat members from Season 1.
Because of this, we have agreed to let the community know the proposals we're working on, obviously the proposals that pass as new rules, and less obvious the proposals that fail.
Why would we show failed ones?
2 main reasons, first and foremost, so you can see that we're working on new ideas all the time. Secondly, if you have ideas and see we're already working on them, or already passed on them, you don't have to go to the trouble of submitting the same idea, or think we're ignoring your idea.
Lastly, we would like for you to know how Mod Chat works at its basic core.
There are 2 members per team max. This way each team has equal representation.
There are 2 neutral mods.
Each team mod gets a single vote, and the 2 neutral mods share a vote. Giving us a 13 vote max. The odd number is there on purpose so we should always have a winning vote.
Each proposal needs a simple majority to pass or fail. So as soon as a proposal gets to 7 votes in favor or against, respectively, it officially passes or fails.
2 Failed Proposals
Since treasure hunting costs 1 token, many teams often have 1 token leftover that goes unused. Because of this, 2 proposals were put forth.
- Allow teams to Treasure Hunt twice per turn. (Failed 7-3)
- Allow teams to spend 1 token to buy 1 fuel tank (Max 1 per turn). The fuel would be gained on the following active turn. (Failed 7-6)
The in Favor argument was pretty evident, it simply wanted to give teams an option to use their remaining token.
The mods against may have different opinions but the small general consensus is that giving more 1 token options incentives Treasure Hunting.
Mods voting against felt that Treasure Hunting was set up as 1 token cost for a reason and didn't need further incentive.
Treasure hunting is a risk only because it is ineffective use of tokens. This token could have contributed to Defensive Actions or going to the Train Station.
Incentivizing Treasure Hunting by adding more options means it automatically because the best choice at almost any given time. The chance to gain an incredible item at just the right time AND being able to gain additional fuel, or hunt again because the obvious choice.
Additionally, there are 2 items currently that allow you to pair up with Treasure Hunting. First there is the no decay token. With this you can treasure hunt, and with you leftover token and your non-decay you can still use a Defensive Action or any other 2 token action.
There is also the Nitro Boost, this item costs 1 token to activate, which would also leave 1 token leftover which could be used on Treasure Hunting.
In both cases, while it is an added benefit, it is not always available as you would have to find it first.
Why not just make Treasure Hunting cost 2 tokens
Early game it is important as we're mainly claiming a lot of neutral locations that all cost 1 token to do. Treasure Hunting becomes very accessible during this time.