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Author Topic: Lords and Kings (OOC) Full up  (Read 45863 times)

King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #240 on: February 23, 2012, 09:11:18 pm »

Yet another question: up to how far can a Town's influence extend, supposing all tiles are explored?

The influence isn't the towns, it's yours, any town that is part of your nation can be affected by your influence, heroes can only influence the town in which they are residing in though.  If your a religious leader you can influence any population that follows your religion, though any king can easily use an influence to veto that.

TitlePopulationIndustry
Camp10
Settlement22
Thorp44
Hamlet86
Village168
Town3210
City64+12


Cleaner version of aforementioned system. What is an industry, exactly?
Anything that takes one thing and makes it into another.

Examples:
Mill turning useless grain into useful flour.
Tanner turning useless hides of animals into leather.
Bloomery/Smelter (whichever you prefer saying) turning ore into usable bars (precious stuff isn't used until it's in bar form)
Weavers turning thread/wool into cloth.
etc
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IronyOwl

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Re: Lords and Kings (OOC) Full up
« Reply #241 on: February 23, 2012, 09:15:42 pm »

I see. Is that the limit to structures or structures currently in use? If I build a Bloomery and a Weaver, then decide we need a Mill, could we just build one and then not use more than two at a time, or would we have to demolish one of the existing two?
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #242 on: February 23, 2012, 09:16:56 pm »

The population progression, ignoring losses and bonuses, is as follows: 8x1,5^n
Won't the world collapse from a massive food crisis? By the 20th round there'd be over 17000 population units, an amount which cannot possibly be sustained even if you were to fill every tile in the map with farms.

You missed this: as an example, hat is the relation  between clothes and population as far as demand goes; does a unit per town suffice or does it depend on your population?

Also, can something such as a Grand Cathedral in the Capital provide more than +1 happiness?

(I will probably place all information in the wiki).
« Last Edit: February 23, 2012, 09:20:07 pm by Azthor »
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #243 on: February 23, 2012, 09:25:07 pm »

I see. Is that the limit to structures or structures currently in use? If I build a Bloomery and a Weaver, then decide we need a Mill, could we just build one and then not use more than two at a time, or would we have to demolish one of the existing two?

The population progression, ignoring losses and bonuses, is as follows: 8x1,5^n
Won't the world collapse from a massive food crisis? By the 20th round there'd be over 17000 population units, an amount which cannot possibly be sustained even if you were to fill every tile in the map with farms.

You missed this: as an example, hat is the relation  between clothes and population as far as demand goes; does a unit per town suffice or does it depend on your population?

Population only raises every year by .5, 2 > 3 > 4 > 6 > 9 > 13 > 19 > 29 > 44 > 66 > 99 .  and that's only if you don't ever take population to build new towns, and you can also use your influence to lower birth rates, not to mention wars.  Farms will also begin to produce more food when the plants stop being their wild forms and become bred for producing more of the eating parts.

Clothing is 1 unit for 5 population. 6 population would need 2, 11 would need 3.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #244 on: February 23, 2012, 09:31:18 pm »

Can industries and pastures have their productivity increased over time?
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #245 on: February 23, 2012, 09:33:29 pm »

Can industries/pastures have their productivity increased over time?

Industries can have multiple pop assigned to them.  Pastures are based on the animal being breed same as the plants, you just tell me what you want to breed them for and they'll begin to move towards that more, but you can only pick one thing for your new breed (bigger, faster, meatier, more eggs)  but you can have two pastures raising two different breeds.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #246 on: February 23, 2012, 09:35:48 pm »

How effective is each point of influence invested into improving human fertility rates?
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thatkid

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Re: Lords and Kings (OOC) Full up
« Reply #247 on: February 23, 2012, 09:37:00 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.
Because I wouldn't read through all of the pages of the OOC thread that sprung up while you are gone, I don't think it's fair to assume you'd do the same.
So I'll just repost this via quote so you can see it, adwarf.
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #248 on: February 23, 2012, 09:39:15 pm »

How effective is each point of influence invested into improving human fertility rates?

Each point lowers the point in which your gonna get a pop increase (only by 1 point not a full increase, fuck it should just be one point always  I'll let you guys decide that) So if you've done it you'll get your next pop increase the month before this one, if you use another, you'd get it 2 months in advance.
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adwarf

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Re: Lords and Kings (OOC) Full up
« Reply #249 on: February 23, 2012, 09:40:49 pm »

I don't mind :D as long as the reasons for doing so are sound you may order some of the population around. As for the strategy discussions that would be a brilliant idea.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #250 on: February 23, 2012, 09:44:55 pm »

Please, confirm or deny this example:
Without any influence investments we'd get our 3rd population point 12 turns into the game, but, should one of us invest 6 influence points into it, they'd get it by the 6th turn.
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #251 on: February 23, 2012, 09:52:20 pm »

Please, confirm or deny this example:
Without any influence investments we'd get our 3rd population point 12 turns into the game, but, should one of us invest 6 influence points into it, they'd get it by the 6th turn.

There's only 9 months.  If you use one now you'll get it in 8 turns, if you use another you'll get it in 7, so.. lemme do some math.  It'll take 7 weeks of constant pestering your people to do it and you'd get your pop boost the next week, but then it'd reset to another year from that month.  Course I should limit it to 1 plead to have sex a month.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #252 on: February 23, 2012, 09:55:43 pm »

I just noticed we mixed up the time division badly. If a turn is a week and there are 9 months, then, assuming that a month has four weeks, it'd take no less than 36 turns for your population to grow 0,5 and each pledge would reduce the time by 4 turns.

If you are applying the limit, you might want to restrict it to 1 per nation, rather than character, lest rulers and multiple heros be used to work around the restriction.

I personally favor increasing the growth early in the game and slowing it down later, or we will spend several turns restricted to our starting tiles.
« Last Edit: February 23, 2012, 09:59:02 pm by Azthor »
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King_of_the_weasels

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Re: Lords and Kings (OOC) Full up
« Reply #253 on: February 23, 2012, 09:59:04 pm »

I just noticed we mixed up the time division badly. If a turn is a week and there are 9 months, then, assuming that a month has four weeks, it'd take no less than 36 turns for your population to grow 0,5 and each pledge would reduce the time by 4 turns.

If you are applying the limit, you might want to restrict it to 1 per nation, rather than character, lest rulers and multiple heros be used to work around the restriction.

yeah I'm thinking of changing it from pop being raised by .5 to simply be raised by 1, and by using one influence you can bump that down a month, but that's it.  Pretty much use an influence to get pop one month faster.  That or rework the entire population thing.
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Azthor

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Re: Lords and Kings (OOC) Full up
« Reply #254 on: February 23, 2012, 10:01:13 pm »

May I suggest giving us a palpable linear growth during the first 10 turns, then switching it to a multiplier by the 11th turn?

Turn 1: 0 growth
Turn 2: 1 "
Turn 3: 1 "
Turn 4: 1 "
Turn 5: 2 "
Turn 6: 2 "
Turn 7: 2 "
Turn 8: 3 "
Turn 9: 3 "
Turn 10: 3 " (total population: 20)
Turn 11: x1,02 (doubles every year: 36 turns)

Only entire numbers would be useable, of course, but decimals would still be taken account of in the growth calculation. Growth incentive may be then disabled for the first 10 turns, coming to fruition with the change to 1,02 weekly multiplier... It could, perhaps, increase the multiplier to 1,04 (doubles every 18 turns) for that week.
« Last Edit: February 23, 2012, 10:09:53 pm by Azthor »
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