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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 41325 times)

GreatWyrmGold

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Re: Feudalism Rethought
« Reply #360 on: October 16, 2012, 09:18:33 pm »

Wow, that's almost not worth calculating regrowth rates...

And, as someone has pointed out that they are producing absurd amounts of coke, I'm cutting coke production slightly.
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Kedly

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Re: Feudalism Rethought
« Reply #361 on: October 16, 2012, 09:20:21 pm »

90 Woodcutters... so I make 900 units of wood a month?

edit: Do you have a system for shipmaking in place yet? Aside from my spare crops, I'm pretty sure that is going to be my nations most valuable export, well that, and slaves.
« Last Edit: October 16, 2012, 09:22:53 pm by Kedly »
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #362 on: October 16, 2012, 09:40:15 pm »

900 trees, 9,000 units of wood.

Ships...well, I suppose I need to think about that. Let's see, how big of ships are you thinking and where is a web page about shipbuilding?
(I'm planning to find the latter, actually.)


EDIT: Some rough estimates for pricing of forging metal items, as well as other weapons, which will be changed with a good objection from realism or balance:
1 Unit of metal for chain mail armor.
2 units of metal for plate armor.
2 units of metal for mail armor for a horse, 3 units if metal plate for head and chest is included.
1 unit of metal for a solid shield .5 units of metal .5 units of wood for a metal rimmed shield.

2 unit of wood for a bow.
1 unit of metal+1 unit of wood for spear/pike/halberd and throwing spears.
1 unit of wood+1 unit of metal for 1h axe and throwing axe.
1.5 units of wood + 1.5 units of metal for 2h axe.
 1.5 units of metal for a sword, 2 units of metal for a 2h sword.
1 unit of metal 1 unit of wood for a mace.
0.5 units of metal for a dagger.

Pretty much all of these will require a unit of fuel (coke or charcoal) to forge.
Forging metal furniture won't likely be as important, so let's just use DF's numbers, about 3 units of metal per furniture. Sound OK?
« Last Edit: October 16, 2012, 09:46:55 pm by GreatWyrmGold »
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mesor

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Re: Feudalism Rethought
« Reply #363 on: October 16, 2012, 09:43:51 pm »

Work it out quickly :P.
He needs to know so he knows how much wood he needs to make my ships :P.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #364 on: October 16, 2012, 09:48:04 pm »

Alright...let's say 25 wood and 100 man/weeks for a small warship. Sound okay?
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mesor

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Re: Feudalism Rethought
« Reply #365 on: October 16, 2012, 09:52:25 pm »

Ok anybody who wants steel , iron , coke , wood , silver , gold or diamonds then PM me what your willing to trade for it and we can work something out.
But don't take to long or somebody might buy it all up first almost have of the steel is gone already.
Reasonable requests only though I will not be trading obscenely large amounts of metals to anybody and these will be one time transactions only.
If you lack anything to trade then feel free to contact me anyway and we might be able to work something out.
« Last Edit: October 16, 2012, 10:00:19 pm by mesor »
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Kedly

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Re: Feudalism Rethought
« Reply #366 on: October 16, 2012, 09:59:22 pm »

That sounds good, how much for large warships, and how much for transport ships? Also can I give the ships buffs by supporting the ships with certain metals?
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mesor

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Re: Feudalism Rethought
« Reply #367 on: October 16, 2012, 10:04:54 pm »

You could attack metal to the front of the ship for a ram but thats about all or it would sit to low in the water.
In those days remember ships are wooden to much metal and it will sink.
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Kedly

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Re: Feudalism Rethought
« Reply #368 on: October 16, 2012, 10:12:36 pm »

Well the bulk of it would be wood, I'm just thinking strategic reinforcements in key structural parts
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mesor

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Re: Feudalism Rethought
« Reply #369 on: October 16, 2012, 10:17:42 pm »

Could not be done in those days.
If you put in say a metal support strut it would crack then brake the wood beneath it with a strong impact.
Would can not support metal on it's own without being so thick it would become to heavy anyway.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #370 on: October 16, 2012, 10:39:40 pm »

That sounds good, how much for large warships, and how much for transport ships? Also can I give the ships buffs by supporting the ships with certain metals?
You could attack metal to the front of the ship for a ram but thats about all or it would sit to low in the water.
In those days remember ships are wooden to much metal and it will sink.
With a little magic, I could see metal-reinforced ships working, but without a good relationship with the Circle I wouldn't bet on it.

Also, a clarification: The northern tribes aren't allies. The tribes' relations are a bit frosty on average but sometimes turn into war depending on the chief and the respective political and social climates of the two groups
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Zrk2

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Re: Feudalism Rethought
« Reply #371 on: October 16, 2012, 10:46:22 pm »

12 pages or replies immediately after I write this off as dead? FOR SHAME...
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mesor

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Re: Feudalism Rethought
« Reply #372 on: October 16, 2012, 10:48:25 pm »

You've got a lot of catching up to do mate :P.
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Tellemurius

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Re: Feudalism Rethought
« Reply #373 on: October 16, 2012, 10:58:37 pm »

I guess I can convert 100 of my smiths to miners but dude, tin? I have no use for that :P

GreatWyrmGold

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Re: Feudalism Rethought
« Reply #374 on: October 16, 2012, 11:01:51 pm »

I guess I can convert 100 of my smiths to miners but dude, tin? I have no use for that :P
Tin is required for bronze, it's pretty much the rarest metal outside of Gondolin, and if you don't want it you don't need to mine it.

You've got a lot of catching up to do mate :P.
Ayup.

Zrk, can I see a good population list for Westingtonshirehamburgvillegradistan? And possibly a shortened name you'd be fine with?
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