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What rules should we keep?

Mining only
Shipbuilding only
Smithing only
Mining and shipbuilding
Mining and smithing
Shipbuilding and smithing
All of the above
None of the above

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Author Topic: Feudalism Rethought  (Read 41308 times)

IamanElfCollaborator

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Re: Feudalism Rethought
« Reply #330 on: October 16, 2012, 01:16:41 am »

Elf im willing to provide sanctuary for your sect if you are willing to work in my Library and share your findings with us. I can provide alchemical  ingredients and
protection outfits for any outside research.

As for the mines i have my crystal gardens but i can use some quicksilver and Tetrahedrite.

Actually, mesor and I already made a deal about that. Thanks for the offer though.

GreatWyrmGold

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Re: Feudalism Rethought
« Reply #331 on: October 16, 2012, 06:12:57 am »

My kind of king :).
As long as I have an excuse and the land can still pay his taxes when its over I can attack people :).
...if you have a legitimate reason.
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Kedly

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Re: Feudalism Rethought
« Reply #332 on: October 16, 2012, 08:01:52 am »

I have miners, how many mines do I get? =P Also as of right now I still have surplus food, anyone interested? If so PM me
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mesor

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Re: Feudalism Rethought
« Reply #333 on: October 16, 2012, 08:33:12 am »

Kedly you'll only get a maybe a medium level mine so copper and maybe a limited amount of iron.

But I may need ships at some point so I'll be happy to trade you metal for them then :).
« Last Edit: October 16, 2012, 12:03:46 pm by mesor »
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Kedly

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Re: Feudalism Rethought
« Reply #334 on: October 16, 2012, 08:56:19 am »

Really? Well I guess copper reinforced wooden warships aren't too shabby =P
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The fedora guy has potentially lethal amounts of swag :v

mesor

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Re: Feudalism Rethought
« Reply #335 on: October 16, 2012, 09:39:00 am »

The mine system Wyrm is using takes your population, the type of nation you picked and the terrain into account to assign your mine.
You've got a sea faring nation with a fairly limited population and territory covered in trees and farms.
So you'll only get minor mines.
« Last Edit: October 16, 2012, 10:58:11 am by mesor »
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IamanElfCollaborator

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Re: Feudalism Rethought
« Reply #336 on: October 16, 2012, 10:16:24 am »

Someone remind me of what the systems are?

Also, when do we start?

mesor

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Re: Feudalism Rethought
« Reply #337 on: October 16, 2012, 10:38:20 am »

They were not posted.
I was discussing it with Wyrm last night.
It'll be a little while yet Wyrm is working out some systems we still need for the game and we have to get everybody's starting trade agreements done so that everybody has enough food at the start.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #338 on: October 16, 2012, 05:32:16 pm »

Alright, I've been getting questions about rules, so I'll post the system which I'm most confident about.

Everyone who wants to mine will be assigned one or a few mines, which will have a mineral or minerals assigned as well as a "richness" value. Rich mines have lots of the mineral in one place, while poor mines have less mineral or less pure mineral.

Each month, each mine will mine an amount of mineral equal to the lode richness times a special modifier based on the mineral times the number of miners working there, times a number equal to around 1/100. Copper and marble both have a special modifier equal to 100; iron's is 50, gold's is 15, and so on. Metal ores need to be smelted, typically at a rate of 10 ore plus one fuel to one bar of metal. Fuel can be coke (derived from coal) or charcoal (derived from wood), or occasionally omitted in special cases probably involving magic. As the years go on, mines become less efficient as miners need to spend more time moving the minerals than mining; this takes the form of a drop in a few tenths of a percentage point in mineral gain every year, although this mechanic will be the first tossed if the whole thing is too complex. A single smelter can smelt four loads of ore per month.

Alloys can also be smelted. It takes three iron, one unit of charcoal, and fuel to make two (or maybe one) bar of steel. Two copper plus one tin plus fuel equals three bronze. I'll come up with other alloys on request.
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Kedly

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Re: Feudalism Rethought
« Reply #339 on: October 16, 2012, 05:41:43 pm »

This is going to be a complex roleplay... Me Gusta =P
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mesor

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Re: Feudalism Rethought
« Reply #340 on: October 16, 2012, 05:44:38 pm »

Haha Kedly you have no idea, Wait until you see the combat system and the numbers for crafting weapons and armor.

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Kedly

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Re: Feudalism Rethought
« Reply #341 on: October 16, 2012, 05:46:03 pm »

Lol oh god, this is going to be AWESOME! =P
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((No.  ER Lasers are tickle generators, and dispense hugs, loves, and puppies.))
The fedora guy has potentially lethal amounts of swag :v

mesor

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Re: Feudalism Rethought
« Reply #342 on: October 16, 2012, 05:48:41 pm »

Yup but wait till thing's get up and running.

Theirs a few twists that will show up at some point that will totally tip the game on it's head.
Although island dwellers like you are probably fairly safe short term.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #343 on: October 16, 2012, 07:32:18 pm »

Due to a PM, I'm taking an obvious route towards simplifying mining. Each mine will be given a richness rating, which will be multiplied by the number of miners and possibly a random number of some sort.

Here's the list of potential mines, including one or two per fief:

Spoiler: Gondolin (click to show/hide)
Spoiler: Jolanti (click to show/hide)
Spoiler: Tor (click to show/hide)
Spoiler: Bloodraven Territory (click to show/hide)
Spoiler: Zernberg (click to show/hide)
Spoiler: Ragoth (click to show/hide)
Spoiler: East Torburg (click to show/hide)
Spoiler: Ouldlend (click to show/hide)

Sound okay?
And everyone who wants to mine, please assign miners to mines. You don't need to assign miners to every mine, but you won't get metal from them if you don't.
« Last Edit: October 21, 2012, 07:05:16 am by GreatWyrmGold »
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mesor

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Re: Feudalism Rethought
« Reply #344 on: October 16, 2012, 07:36:31 pm »

Redhills Mine: Iron , 900 miners.
Grayhills: Coal , 150 miners.
Blackhills: Silver , 200 miners.
Yellowhills: Gold , 200 miners.
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