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Author Topic: Lords and Kings (OOC) Full up  (Read 45849 times)

King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #195 on: February 23, 2012, 05:31:05 pm »

Hey, we actually have everyone now. Azthor's isn't quite official, but still.

I'm already working on the post, but it'd be easier if Azthor fixed his post so I could just scroll down to see everyone's actions.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #196 on: February 23, 2012, 05:35:30 pm »

*Pull off a motivation speech to the workers cutting wood (Two Actions: Hero + 1 Population Unit = 2 influence)
*Have workers prospect the hills (1 Population Unit = 1 influence)
*Create a monotheistic religion in which Akethoria's ruler is no less than the Voice of Himself in Indaral (Single Action = 1 influence)

Also, does this format help?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #197 on: February 23, 2012, 05:52:12 pm »

yes.  yes it does.  Rping is fine and supported, but you should always post what you exactly do instead of me having to guess.
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Taricus

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Re: Lords and Kings (OOC) Full up
« Reply #198 on: February 23, 2012, 06:05:07 pm »

You know, I do kind of think it's unfair that Azthor got to change his stats around, especially AFTER they were explained :/
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #199 on: February 23, 2012, 06:09:47 pm »

I asked for permission to do so before the stats were fully explained. I was also the one who asked about what the stats did. I call it initiative; do you see me complaining because you were the first to reply to the thread and got pick the best starting spot? Regardless, I am not against others getting the same opportunity, but that is for Weasel to decide.
« Last Edit: February 23, 2012, 06:14:20 pm by Azthor »
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thatkid

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Re: Lords and Kings (OOC) Full up
« Reply #200 on: February 23, 2012, 06:22:12 pm »

Would studying the properties of the miracle fern use a pop?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #201 on: February 23, 2012, 06:24:35 pm »

Turns up, I don't care that he changed his stats, because it was before the first turn, and wisdom is pretty useless since I don't have a reason for it.

I'm also working on a better version of this game, but that won't be done ANY time soon, so this is a learning experience of what works and what doesn't.  So far I've added and changed geological features so ore and gems now need stone to appear (gems are part of stone in this version) and also added clay and climate.  Now i'm working on aquatic plants so I can work on seperating aquatic and non-aquatic animals, so I don't end up with land octopuses that can be milked and snake porcupines (though I will leave those options open just a much rarer occurrence.

Would studying the properties of the miracle fern use a pop?

Yes, but you can use yourself for that, you need to actually find another alchemy item to mix it with first (elderscrolls style)


EDIT- Thatkid I assume you want to start a farm on the northern hex were you already clear cut a lot of trees.  Btw it will cost a pop every turn to keep the farm working, but you'll get food from it every month (4 turns worth).  You can have 2 plots on flatland btw, hills can have 1, and you can't farm mountains (don't give me historical stuff, I know them already, this is for gameplay)
« Last Edit: February 23, 2012, 06:35:01 pm by King_of_the_weasels »
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thatkid

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Re: Lords and Kings (OOC) Full up
« Reply #202 on: February 23, 2012, 06:38:52 pm »

That's fine by me. Delilah will probably work the farmlands on her own for the next two weeks then.

Actually, now I know what one of my influence is going towards.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #203 on: February 23, 2012, 06:42:53 pm »

Just a random rambling of mine: if the strange ore I harvest can be used up for +1 happiness, but costs 1 influence to harvest 1 unit, won't it cancel itself out when used for that purpose? Or does using 1 influence/pop harvesting the ore give me more than a single unit of it? It is, of course, useful when trading with other nations, but there is no real incentive for me to use it as a commodity myself, hence, the +1 happiness proprierty might as well not be there in the first place.
« Last Edit: February 23, 2012, 06:45:36 pm by Azthor »
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #204 on: February 23, 2012, 06:49:27 pm »

Just a random rambling of mine: if the strange ore I harvest can be used up for +1 happiness, but costs 1 influence to harvest 1 unit, won't it cancel itself out when used for that purpose? Or does using 1 influence/pop harvesting the ore give me more than a single unit of it? It is, of course, useful when trading with other nations, but there is no real incentive for me to use it as a commodity myself, hence, the +1 happiness proprierty might as well not be there in the first place.

Incorrect, mines work like farms, or really anything that is an industry doesn't cost influence to run, you just need to assign a population to it and it will work every turn, influence free gathering you your materials.  It's a semi-permanent pop loss (not town pop just being able to use them freely loss) but it allows you to focus else were.
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thatkid

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Re: Lords and Kings (OOC) Full up
« Reply #205 on: February 23, 2012, 06:52:31 pm »

Adwarf, I hope you don't mind the attempt to boost pop and build farms but I figured it would help us work faster- I'm avoiding ordering the population itself so you can direct the kingdom as you wish with some help from me (I'm saving at least 2 influence each turn to throw into your endeavors).
Delilah will work the farm on her own for the next few turns, at least until you have more pop to spare and we can toss one on it.
Also, hope you don't mind my naming things in your Kingdom? I figured with creatures called "Fay Death" a sort of celtic naming feel might fit, even if Delilah's name is decidedly french-ish. Saol, according to google translate, means Life in Irish Gaelic.

In any case, I think we should discuss strategy. It's pretty clear we'll end up warring with other people eventually, and there might be NPC civilizations out there to contend with.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #206 on: February 23, 2012, 06:53:34 pm »

True, if the ore is extracted through a production facility the income'd be constant without an equally constant influence drain. How many turns turns and what resources does it take to open a mine? Up to how much pop can be placed in a mine?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #207 on: February 23, 2012, 06:56:04 pm »

1 max, but you can build mines on other hexs that also have the ore (though that prevents you from gathering anything else from them)  It takes 1 wood to build a mine and 1 week to set it up, so it'd just be a turn, but the people who were sent to build it would stay and start mining until you closed the mine.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #208 on: February 23, 2012, 07:02:20 pm »

Alright. Still, if a given tile has multiple resources, do all of them get mined, do you have to choose one to mine or do you get to place multiple mines/workers?

My incessant questions are probably grating on your nerves; l will make a compendium with the mechanics based on your replies, if you don't mind.
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #209 on: February 23, 2012, 07:06:42 pm »

Alright. Still, if a given tile has multiple resources, do all of them get mined, do you have to choose one to mine or do you get to place multiple mines/workers?

My incessant questions are probably grating on your nerves; l will make a compendium with the mechanics based on your replies, if you don't mind.

Seeing as I'm making most of this up when you ask me, yeah writing it down so I can check on my OWN rules would be nice, and I prefer questions then for me trying to figure out everything out before hand, I never would get anything done if I had to do that.

Both ores could be mined from one mine but you'd require either influence or another pop to do so.
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