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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 41274 times)

Phlum

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Re: Feudalism Rethought
« Reply #420 on: October 18, 2012, 09:50:23 pm »

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

When home brewing I normally leave magic to be the last thing I worry about, if at all.

Anyway this is awesome, I only wish I had been more active on the forums and had seen this when it started. No way to get in the game now right? Or should I just sit back and watch?
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mesor

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Re: Feudalism Rethought
« Reply #421 on: October 18, 2012, 10:00:00 pm »

Wyrms the boss but the game has not started yet so make up a character and fief and we can see when he comes back on.

In the mean time if you have any questions ask away.
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Zrk2

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Re: Feudalism Rethought
« Reply #422 on: October 18, 2012, 10:11:22 pm »

Well I see. If you could mention any other things like that I'll do one final edit.
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mesor

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Re: Feudalism Rethought
« Reply #423 on: October 18, 2012, 10:12:51 pm »

500 priests and 1000 merchants is probably over doing it a lot unless your intending to launch a crusade?
« Last Edit: October 18, 2012, 10:14:25 pm by mesor »
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Zrk2

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Re: Feudalism Rethought
« Reply #424 on: October 18, 2012, 10:16:43 pm »

Would I do that?
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mesor

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Re: Feudalism Rethought
« Reply #425 on: October 18, 2012, 10:19:22 pm »

You could do but it would probably end with your entire army being cut to shreds or taken prisoner.

In your case I'd either devote a lot of people to mining and herb gathering and farming so you have valuable recourses to export.
Or increase the size of your army.

I can not seen you needing so many priests or merchant and you certainly need less craftsman.
Taxmen I'm not sure about but I don't know Wyrms plans for tax in the game.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #426 on: October 18, 2012, 10:44:57 pm »

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

When home brewing I normally leave magic to be the last thing I worry about, if at all.

Anyway this is awesome, I only wish I had been more active on the forums and had seen this when it started. No way to get in the game now right? Or should I just sit back and watch?
You could take control of, let's see...Fufgraf, which has little food but plenty of iron; Dalberg, with pasture and woods but not a lot of cropland; or Ouldlend, an island fairly near the main enemy nation but mostly undefined.

I can not seen you needing so many priests or merchant and you certainly need less craftsman.
Taxmen I'm not sure about but I don't know Wyrms plans for tax in the game.
I think we can abstract away tax collectors.

Speaking of taxes, everyone decide what they want to give in tribute to the king annually. If you give a little, you won't get much aid; if you give a lot, His Majesty may let under-justified wars or somesuch be ignored. Just try to keep this sort if guideline in mind.
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mesor

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Re: Feudalism Rethought
« Reply #427 on: October 18, 2012, 10:50:01 pm »

I'll be sending gold and silver monthly maybe as much as half of what I make.
Do I have enough smelters to cover refining all of my ores every month?

Does the huge stock I gave to you from my starting pool count for anything?
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #428 on: October 18, 2012, 10:54:49 pm »

Good, yes, and yes. It'll count for tribute for a year and a favor, let's say.
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mesor

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Re: Feudalism Rethought
« Reply #429 on: October 18, 2012, 10:59:38 pm »

Nice you already know what favor I have in mind.
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Zrk2

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Re: Feudalism Rethought
« Reply #430 on: October 18, 2012, 11:03:05 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

2000 men at arms (crossbowmen and pikemen mostly)

13000 farmers

5000 housekeepers

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

2000 assorted craftsmen

250 priests

250 merchants

200 tax collectors, scribes and other civil servants

And I'll probably be doing my best to pay the king as little as possible, as I'll be staying in character.
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mesor

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Re: Feudalism Rethought
« Reply #431 on: October 18, 2012, 11:05:16 pm »

Looks great except you don't need the tax men you get all your income automatically you don't collect it from the people.
Wyrm how will his huge number of little baronies work?
Is he gonna generate a small income from each one or what?

I would not suggest that because if he gets annoyed he has 2 knight orders both of which have your armies out numbered and I'll be happy to gain more land.
If he gets mad it wont go well for you.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #432 on: October 18, 2012, 11:08:43 pm »

Are the gatherers half woodcutters, half herbalists, or are you waiting to see what you have before deciding?
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mesor

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Re: Feudalism Rethought
« Reply #433 on: October 18, 2012, 11:14:19 pm »

You should probably only take like 50-100 wood cutters trust me I've only got 25 and thats more then enough unless your intending to build a new city.
You need miners as well the silver is valuable and lead will be eventually.

Fufgraf is a bad idea though.
« Last Edit: October 18, 2012, 11:28:38 pm by mesor »
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Deny

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Re: Feudalism Rethought
« Reply #434 on: October 19, 2012, 02:00:33 am »

So sorry guys, I had a camp for a week but my internet fucked up before I could tell you guys, I'll do some reading over right now, please tell me I didn't miss anything important

Oh and because I have to put it out here, Bronze is better than Iron but not steel

And I thought I had reasonable acces to metals, butmy mines suck, oh and tell me what stats I have to put up
« Last Edit: October 19, 2012, 02:20:19 am by Deny »
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In denial of sanity...

and insanity
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