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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 41217 times)

10ebbor10

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Re: Feudalism Rethought
« Reply #465 on: October 20, 2012, 07:17:51 am »

The port is possible sometimes just having a road leading to the port from the city can be considered having the port in the city.

What about adding a simple village mechanic. Buildings in a village will be considered to be part of the town for economical purposes, but not for defense purposes.
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mesor

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Re: Feudalism Rethought
« Reply #466 on: October 20, 2012, 07:27:57 am »

I doubt it would work now it's got a bit to big for that.
Making the game realistic more or less has complicated it a lot.
But it also means that planning and tactics become far more important which is good since those who plan ahead or who are smart in who they choose to make friends with will likely come out ahead of those who don't.
It certainly worked for me when I planned ahead and built my nation around being expert miners and smiths at least for the short term.
« Last Edit: October 20, 2012, 07:31:32 am by mesor »
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #467 on: October 20, 2012, 07:58:34 am »

The port is possible sometimes just having a road leading to the port from the city can be considered having the port in the city.
I just wanted clarification.

I doubt it would work now it's got a bit to big for that.
Making the game realistic more or less has complicated it a lot.
But it also means that planning and tactics become far more important which is good since those who plan ahead or who are smart in who they choose to make friends with will likely come out ahead of those who don't.
It certainly worked for me when I planned ahead and built my nation around being expert miners and smiths at least for the short term.
Yeah...I'm halfway considering starting over from scratch and making things less complex...
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mesor

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Re: Feudalism Rethought
« Reply #468 on: October 20, 2012, 07:59:35 am »

You could I guess but the only way to make it less complex would be more or less to make every nation pretty much the same.
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Tack

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Re: Feudalism Rethought
« Reply #469 on: October 20, 2012, 08:49:18 am »

The port is possible sometimes just having a road leading to the port from the city can be considered having the port in the city.
I just wanted clarification.

I doubt it would work now it's got a bit to big for that.
Making the game realistic more or less has complicated it a lot.
But it also means that planning and tactics become far more important which is good since those who plan ahead or who are smart in who they choose to make friends with will likely come out ahead of those who don't.
It certainly worked for me when I planned ahead and built my nation around being expert miners and smiths at least for the short term.
Yeah...I'm halfway considering starting over from scratch and making things less complex...

Just looking at the island- it's really not large. So the city would take up a fair portion of it- enough for it to occupy the oasis and one edge, I assume.
On another note: I've sent you P.M.'s about possible advantages- can I combine those with the fishing and aluminium mine?
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #470 on: October 20, 2012, 12:31:48 pm »

You could I guess but the only way to make it less complex would be more or less to make every nation pretty much the same.
I am no longer considering simplifying the game.

The port is possible sometimes just having a road leading to the port from the city can be considered having the port in the city.
I just wanted clarification.
I doubt it would work now it's got a bit to big for that.
Making the game realistic more or less has complicated it a lot.
But it also means that planning and tactics become far more important which is good since those who plan ahead or who are smart in who they choose to make friends with will likely come out ahead of those who don't.
It certainly worked for me when I planned ahead and built my nation around being expert miners and smiths at least for the short term.
Yeah...I'm halfway considering starting over from scratch and making things less complex...
Just looking at the island- it's really not large. So the city would take up a fair portion of it- enough for it to occupy the oasis and one edge, I assume.
On another note: I've sent you P.M.'s about possible advantages- can I combine those with the fishing and aluminium mine?
Um, Ouldlend is a pretty big island. Certainly not city-sized, and at least half the size of the other fiefs. That's a big city if it reaches from the middle to an edge.
I am willing to accept the "path to a village" explanation, but I haven't gotten the PM with advantages, but fishing and the aluminum mine should work. You'd probably get some gems along with the aluminum.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #471 on: October 20, 2012, 02:10:23 pm »

On second look, A. Ouldlend is a lot smaller than I remember and B. Yeah, there's a spot which could be considered the middle right next to the coast.
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adwarf

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Re: Feudalism Rethought
« Reply #472 on: October 20, 2012, 03:29:45 pm »

Nope, that reminds me.

Hey! Knights' orders and mercenary group! If you want more than whatever little armor and weapons you can make yourselves, make some agreements with the king or other nobles!
As a side note this makes absolutely no sense. First off USEC's knight order would get all their starting gear from the church, so that is covered, he shouldn't have to make a deal over anything to get his weapons. Second off why let anyone start as a knight order or a merc group from the start if they won't have the gear for their men? How the heck do you start a knight order and not have horses and swords, how do you start a merc group and not have weapons those who join a merc group generally bring their own weapon. In no way should we have to make deals with anyone to get the weapons we should have from the start.

Anywho I'm going to drop out because this has got more complicated then it needed to be, and I don't feel like dealing with it or mesor constantly pointing out 'problems' in other peoples stuff.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #473 on: October 20, 2012, 03:52:40 pm »

Nope, that reminds me.

Hey! Knights' orders and mercenary group! If you want more than whatever little armor and weapons you can make yourselves, make some agreements with the king or other nobles!
As a side note this makes absolutely no sense. First off USEC's knight order would get all their starting gear from the church, so that is covered, he shouldn't have to make a deal over anything to get his weapons.
Alright, I can probably see this...it may be moot, as I haven't seen USEC around in a while.
Quote
Second off why let anyone start as a knight order or a merc group from the start if they won't have the gear for their men? How the heck do you start a knight order and not have horses and swords, how do you start a merc group and not have weapons those who join a merc group generally bring their own weapon. In no way should we have to make deals with anyone to get the weapons we should have from the start.
Why not? Weapons don't appear from nowhere. If you can't figure out some way to get mesor to cough up steel weapons and armor, you'll stick with copper or maybe bronze. Figure something out. It's not like I'm saying you can't start with any gear. Besides, none of the groups affected had posted in a while.

Quote
Anywho I'm going to drop out because this has got more complicated then it needed to be, and I don't feel like dealing with it or mesor constantly pointing out 'problems' in other peoples stuff.
Alright, goodbye.
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mesor

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Re: Feudalism Rethought
« Reply #474 on: October 20, 2012, 03:56:05 pm »

It's not even as if I'm charging a lot for stuff.
I've traded it for food I did not need I've traded it for future assistance with certain jobs.
More or less anything that could be of value to me at some stage I'll trade it for does not really matter to me what it is.
I'll give higher rates for specific things but that is about all.
« Last Edit: October 20, 2012, 04:02:04 pm by mesor »
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Tellemurius

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Re: Feudalism Rethought
« Reply #475 on: October 20, 2012, 07:07:00 pm »

Wyrm this is got too complicated for me too, i rather play DF at this point. Good luck though

Tack

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Re: Feudalism Rethought
« Reply #476 on: October 20, 2012, 07:15:23 pm »

So there's two people out, and another 4 unheard-from.

I'm still keen, but if you wanted to drop the game, now's the time.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #477 on: October 20, 2012, 08:03:15 pm »

I'll put it to a vote and consider those who dropped out to have voted "Yes."
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #478 on: October 20, 2012, 08:54:08 pm »

Alright, after discussing the matter with Tack I've decided to give him poor farmland, good fishing-waters, a small population, and a good mine. In case you don't want to head to the mines list earlier on, here's the stats:


Also, how are you using your 2,000 people?
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Tack

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Re: Feudalism Rethought
« Reply #479 on: October 20, 2012, 09:13:23 pm »

Tiny populations are difficult to manage..
But here's what I got:



800 men
700 women
500 children

Males:
400 Fishermen
100 Soldiers
100 FisherMilitia
50 Servants
45 Miners
20 Free Men (Pirates)
20 Merchants
20 Admin
20 Elite Guard (Raiders)
20 Shipwrights.
1 Smelter (He Riiiich)
4 Smiths


Females:
5 Jewelers
95 Stall-Merchants
500 Housekeepers
100 Fisherwives


75 children Fish when not busy.
300 children are spare
125 children are schooled
« Last Edit: October 22, 2012, 08:10:18 pm by Tack »
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