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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 41326 times)

mesor

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Re: Feudalism Rethought
« Reply #375 on: October 16, 2012, 11:06:52 pm »

Bronze would be the basic level of weapons and metal armor.
Followed by iron.
Followed by steel.
Followed by gondolin steel which you lot ain't getting your grubby hands on for a long time yet.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #376 on: October 16, 2012, 11:28:02 pm »

Actually, iron<bronze. Iron's just more plentiful than tin IRL.
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Tellemurius

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Re: Feudalism Rethought
« Reply #377 on: October 16, 2012, 11:31:52 pm »

Actually, iron<bronze. Iron's just more plentiful than tin IRL.
Wut? I thought iron was more superior due to being lighterwieght and keeps sharper.

mesor

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Re: Feudalism Rethought
« Reply #378 on: October 17, 2012, 12:44:32 am »

Confirmed it, Iron is stronger then bronze as well as stays sharper.
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Child of Armok

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Re: Feudalism Rethought
« Reply #379 on: October 17, 2012, 08:42:41 am »

Oke, mining isn't going to work for me.
Then what can i do?
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #380 on: October 17, 2012, 03:21:07 pm »

If you don't want to mine and sell gems, you could potentially import stone, wood, metal, or whatever, and then export finished goods. I still think there's potential in gems, though--pretty much the only other reliable source of gems in the kingdom is Gondolin, and they only get diamonds. Try some sort of ruby monopoly or whatever.

Here's some more tentative rules: Ships cost a certain amount of wood and an amount of labor equal to one man/month times the amount of wood. (A man/month is about equal to 300 man/hours.) This abstracts away sails and such, but meh.
A small warship costs 25 wood and carries around 25 soldiers plus five crew. It needs at least 3 men, plus possibly someone manning the ballista, and has enough cargo space for food to feed 30 people for two weeks or 25 ballista bolts. Larger warships extrapolate this formula linearly.
Cargo ships cost 20 wood and carry around 100 units of cargo. Typically, one unit of cargo equals one unit of anything else. There is also room for ten crew or passengers; the ship requires only two crew but typically has four or five for maximum efficiency, plus officers and such. Larger cargo ships, again, extrapolate this formula linearly.
Larger ships do better against attack, but many smaller ships are typically more versatile.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #381 on: October 17, 2012, 04:42:17 pm »

Alright, I've got a basic idea for a herbalism system.

First, assign various herbalists to various areas. Different regions have different herbs, like different mines do. You can have your herbalists try to find any type of useful plant, which will cause each herbalist to bring in 100 herbs per month, divided up among three or four kinds of common plants; or you can have them focus on only one kind of plant, which causes them to gather three times the normal amount of plants of that kind gathered or the normal maximum, whichever is less, but nothing else. You can give different herbalists different orders, say telling 50 to gather any plant and 25 to only gather strawberries. Some areas would have lower monthly rates of herbalism, but that should be it!
One unit of herbs is enough for a basic enchantment, except for unusually strong or mundane plants. 40 units of edible berries will feed a person for a month.

If these numbers sound okay, I'll post lists of the areas. I'd also like some ideas for magical herbs.
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IamanElfCollaborator

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Re: Feudalism Rethought
« Reply #382 on: October 17, 2012, 04:43:20 pm »

They sound fine.

mesor

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Re: Feudalism Rethought
« Reply #383 on: October 17, 2012, 04:46:01 pm »

http://www.erzulies.co.uk/site/articles/view/10

This has got a small list of magic related plants.
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Tellemurius

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Re: Feudalism Rethought
« Reply #384 on: October 17, 2012, 05:14:23 pm »

since this is medieval and not voodoo that list wouldn't be good. For Alchemy i have this
http://www.mythania.com/world/substances

mesor

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Re: Feudalism Rethought
« Reply #385 on: October 17, 2012, 05:18:59 pm »

The herbs are for magical enchantments.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #386 on: October 17, 2012, 05:39:04 pm »

As mesor implied, I need herbs.
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mesor

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Re: Feudalism Rethought
« Reply #387 on: October 17, 2012, 05:44:40 pm »

Gimme a couple minutes I had a fairly good site earlier I'll see if I can find it.
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mesor

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Re: Feudalism Rethought
« Reply #388 on: October 17, 2012, 05:47:12 pm »

http://wicca.com/celtic/herbal/herbindex.htm

Try this.
A nice alphabetized list of herbs related to magic and potions.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #389 on: October 17, 2012, 05:55:01 pm »

Excellent...
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