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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 40954 times)

Child of Armok

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Re: Feudalism Rethought
« Reply #405 on: October 18, 2012, 10:47:05 am »

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.

I just thought it wouldn't be profitable, 'cause gems don't really have a use, do they?
But now you say it, i would still like to keep my miners.


Hey armok if you gather up some herbs for me I'm happy to trade you diamonds for them.
Then you'll be the only one selling diamonds and other valuable little things like that.

Fine with me, if i find a use for diamonds.

GWG, is there any use for diamonds then other gems?
And i would like to turn 25 of these miners into Gem cutters.
« Last Edit: October 18, 2012, 10:54:52 am by Child of Armok »
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IamanElfCollaborator

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Re: Feudalism Rethought
« Reply #406 on: October 18, 2012, 10:48:07 am »

I think you could use gems to imbue weapons with magic?

mesor

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Re: Feudalism Rethought
« Reply #407 on: October 18, 2012, 10:51:00 am »

That sounds fitting.
« Last Edit: October 18, 2012, 12:01:16 pm by mesor »
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Child of Armok

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Re: Feudalism Rethought
« Reply #408 on: October 18, 2012, 10:56:11 am »

Or as Staff components. Like at the top of the staff.
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mesor

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Re: Feudalism Rethought
« Reply #409 on: October 18, 2012, 11:01:32 am »

That actually gives me an idea.
Minor enchants could be put directly onto a weapon or armor or the like.
Maybe major enchants should require a gem to power the enchant or to contain the magic or it would damage the item it is placed on over time.
You could also have other kinds of enchants that go only on trinkets like necklaces things that give no active bonus but give passive effects to a specific person.

At the very least it would make major enchants rarer and make gems more valuable in the game.
« Last Edit: October 18, 2012, 12:02:15 pm by mesor »
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Zrk2

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Re: Feudalism Rethought
« Reply #410 on: October 18, 2012, 04:35:30 pm »

Census of von Scliesen Lands:

25 000 total population Divided Among:

7 Counties, and a total of 20 baronies, held by either the family or locals who are more or less stuck supporting the family

300 trained knights

1000 men at arms (crossbowmen and pikemen mostly)

10000 farmers

5000 housekeepers

2000 assorted resource gatherers (wood, herbs, shells, whatever)

5000 assorted craftsmen

500 priests

1000 merchants

200 tax collectors, scribes and other civil servants

Is that better?
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mesor

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Re: Feudalism Rethought
« Reply #411 on: October 18, 2012, 04:39:26 pm »

Gathers need to be specific so Wyrm can work out how much of what you have available to trade before we start the game.

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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #412 on: October 18, 2012, 04:41:18 pm »

That should work great I think if the person has a reasonable number of gatherers.
Those whose economies depend on herbalism should have plenty of herbalists.

I think you could use gems to imbue weapons with magic?
Yup, you sure can. Gem powder is a pretty powerful magical reagent, and any crystal is good at storing magical power.

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.

I just thought it wouldn't be profitable, 'cause gems don't really have a use, do they?
But now you say it, i would still like to keep my miners.
More so than IRL, and real-world gems sell for a lot, no?

Quote
GWG, is there any use for diamonds then other gems?
And i would like to turn 25 of these miners into Gem cutters.
Magical uses and decorations, mostly. And sure.

That actually gives me an idea.
Minor enchants could be put directly onto a weapon or armor or the like.
Maybe major enchants should require a gem to power the enchant or to contain the magic or it would damage the item it is placed on over time.
You could also have other kinds of enchants that go only on trinkets like necklaces things that give no active bonus but give passive effects to a specific person.

At the very least it would make major enchants rarer and make gems more valuable in the game.
Something like that makes sense. I'll try and hammer out a system...the severity of enchantments will need to be decided on a case-by-case basis...

Zrk2: Those numbers should be fine. Now you need to work on trade.

Gathers need to be specific so Wyrm can work out how much of what you have available to trade before we start the game.
Actually, I need to work out what you have before anyone can assign herbalists.
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mesor

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Re: Feudalism Rethought
« Reply #413 on: October 18, 2012, 04:49:59 pm »

Nice more trading for me to do with my recourses :).
« Last Edit: October 18, 2012, 04:56:55 pm by mesor »
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Zrk2

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Re: Feudalism Rethought
« Reply #414 on: October 18, 2012, 08:34:03 pm »

For now we can go equal parts smiths, carpenters, clothiers, masons and artisans (pottery, paintings, etc, I imagine this can be abstracted to a sort of "luxury goods" category).
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mesor

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Re: Feudalism Rethought
« Reply #415 on: October 18, 2012, 08:39:29 pm »

I suppose but 5000 craftsmen?
Where are you going to get enough materials for 5000 craftsmen and more importantly.
Who is going to buy all those clothes and paintings lol?
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #416 on: October 18, 2012, 08:45:52 pm »

How many of the resource gatherers are cutting wood and how many are gathering plants?

The issues of supplies and demand is also important. Are you hoping to sell 5,000 craftsmens' goods to a bit over 150,000 people? Okay, that's one crafter for 30 customers, but most of those are mere peasants and can't afford paintings or fine pottery.
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mesor

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Re: Feudalism Rethought
« Reply #417 on: October 18, 2012, 08:49:09 pm »

You should check other peoples populations.
Almost everybody has smiths themselves so yours will not be doing much but making equipment for your own men.
A fair few people have masons and carpenters so again that is a very limited amount of work for people.
1000 craftsman is probably more then enough let alone 5000.

Wyrm can I ask what mine he's got?

If you wanna trade food for some metals or fuel for forges let me know I've got plenty to trade and I just thought of a good use for a load of extra food.
« Last Edit: October 18, 2012, 08:52:34 pm by mesor »
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #418 on: October 18, 2012, 09:14:40 pm »

He has...um...(edits posts) Galena Gorge, the only good source of lead! In a few hundred years, lead will become quite useful, but for now the small amount of silver is more valuable.
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mesor

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Re: Feudalism Rethought
« Reply #419 on: October 18, 2012, 09:19:24 pm »

Well mate if you wanna trade for coke or metals let me know I can use some more food.
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