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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 41229 times)

ansontan2000

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Re: Feudalism Rethought
« Reply #480 on: October 20, 2012, 09:14:56 pm »

I'm still taking part, don't forget about me.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #481 on: October 20, 2012, 09:31:08 pm »

Tack: Mostly, we decided that children would stop being considered children once they were old enough to work, but about a third could do basic work if they had to.
Oh, and with 45 miners, you're pulling in 40 units of native aluminum and somewhere between 13 and 108 rough sapphires per month. With four units of fuel per month, a single smelter would be able to smelt all of the ore per month, and your five jewelers would be able to handle the gem-load easily. Perhaps you should change three or four of your smelters to smiths?
« Last Edit: October 21, 2012, 07:15:55 am by GreatWyrmGold »
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Phlum

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Re: Feudalism Rethought
« Reply #482 on: October 20, 2012, 09:40:40 pm »

i'm in too, but may sometimes take a while to post.

Title: the Grey Lord

Family name: Phlum

Feif name/description: Phluminton

Phlumiton is a group of smallish Islands about a 2 day's sail (we are sailing right?) northwest of the mainland. these are very misty islands sparce of trees and with very rocky (infertile) terrain, there are abundent sources of copper and tin, as well as somewhat rarer iron. the seas around them are full of fish, whales are sometimes sighted off the cost.  hope these island fifes arnt getting too common.

Background: since the dawn of time the people of the grey have been shipbuilders. makeing up for the rarity of wood by doubuling it's effectiveness. since they have had do this, there is a sort of pride in doing everything as perfectly as possible. for that, these people are quick to protect their pride. this may be the cause to many fudes with other houses, they have a very long history of war. this ended with the loss of land on the mainland. now without a castle or a large population, these peoples are hard pressed to be much of a threat.
[Edit] location change, cant have an island on a mainland, as well as history addition.)
« Last Edit: October 21, 2012, 01:38:21 pm by Phlum »
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Phlum

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Re: Feudalism Rethought
« Reply #483 on: October 20, 2012, 10:21:21 pm »

revised Census of Phluminton:

2 720 total population Divided Among:

830 Men

1040 Women (whered they come from?)

860 Children

MEN:

knights? what are those?

200 men at arms (about 10 ships, 25 crossbowmen and 25 pikemen) (the remaining 150 are in the navy, 5 solders on each ship and a crew of 10, and one ton of food and gear)

150 miners, (50 tin) (50 copper) (30 Iron) (20 quary stone)

300 fishermen

50 farmers

40 wood cutters

10 charcoal makers

20 metalworkers

20 craftsmen (weavers and bone/shell crafters)

15 nobles (admin)

10 merchants

5 priests (their religion is not important at the moment)

5 carpenders

5 masons

Women:

480 housekeepers

200 farmerswives

250 fisherwives

50 weavers/ clothers

30 nobility

30 craftswomen (with shells, bone, cloth and the like)

Children

860 unemployed, though will sometimes collect shells and the like for the elderly craftswomen in retern for stories.(not that this effects anything)



in short
860 children

800 food gathers/producers

480 housekeepers

200 men at arms

150 miners

130 craftspeople

60 other

40 lumberjacks

thats a little less than 1/3 food production

i looked around the net for a little while, hoping to find some number a single person can sustain and found that in the US there were about 8 million farms sustaining 123,202,624 people in 1930
hope me using the ones and tens places didnt open a can of worms  ::)

[EDIT] was unstustainable
« Last Edit: October 21, 2012, 09:11:57 am by Phlum »
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #484 on: October 21, 2012, 12:01:36 am »

Putting Phluminton right next to Jolanti might not work well; it,s just south of the mainland and just north of Aelv.
My biggest other question is, how big are these near-constant wars being fought by your couple hundred soldiers? Followed closely by how 200 fisherfolks, feeding four each, can feed 2,100 people.
Oh, and kudos on remembering the housekeepers.
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IamanElfCollaborator

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Re: Feudalism Rethought
« Reply #485 on: October 21, 2012, 12:34:27 am »

When do we start?

Vonyx

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Re: Feudalism Rethought
« Reply #486 on: October 21, 2012, 03:08:56 am »

Just posting to show that I am following.
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Tack

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Re: Feudalism Rethought
« Reply #487 on: October 21, 2012, 03:10:19 am »

We start when all of the populations get sorted, I guess.

Not too many people left.
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Kedly

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Re: Feudalism Rethought
« Reply #488 on: October 21, 2012, 03:30:26 am »

Would cultural artifacts and similar vanity items be able to increase the happiness/complacency? If so, would you be able to sell/trade them so that that benifit would still be usable by whomever bought them? Also my offer to the king is half of any slaves I ever take, and about 1/10th of all cultural/vanity items my nation creates
Probably; why, what did you have in mind?

Populations start at some arbitrary number of happiness/complacency (lets use an example of 100). Any needs not met like food/housing/safety/heavy taxes/etc will carry happiness deficits, whereas things like landmarks, cultural artifacts, theaters/pubs, recent victories would net pluses in happiness. If the city's happiness dips below 0 riots start happening, if happiness gets above 200 you could recieve bonuses like +25% productivity? Starvation could net something like -20 happiness a month or more if its more severe, lack of housing -10 a month or more. Losing a battle would lose happiness based on the severity of the loss, likewise tax-happiness loss would be based on the taxes. On the positive side social buildings would net something like +5 a month per fully staffed social building, victories would net a value equal to the strength of the victory, landmarks would net 10-20 happiness a month, but would take a few years and a lot of rescources to complete, and cultural artifacts > +1 per artifact

edit: That was a quick-ish example, if you like it I can put more effort into that system
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Tack

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Re: Feudalism Rethought
« Reply #489 on: October 21, 2012, 03:38:50 am »

I like how everyone's throwing a little bit into the game.
Makes complex games like this much easier to run- albeit not perfectly along the GM's rules.
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
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10ebbor10

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Re: Feudalism Rethought
« Reply #490 on: October 21, 2012, 03:45:44 am »

I like how everyone's throwing a little bit into the game.
Makes complex games like this much easier to run- albeit not perfectly along the GM's rules.
Problem with this types of rules is that they're more organically grown than logically constructed, and can therefore be rather complex and confusing.
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Child of Armok

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Re: Feudalism Rethought
« Reply #491 on: October 21, 2012, 03:49:26 am »

I propose we remake this game.
We can discuss rules in this thread and then make a new thread for a new game.
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Tack

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Re: Feudalism Rethought
« Reply #492 on: October 21, 2012, 04:50:28 am »

Why not discuss rules in the rules thread and then make a new thread?

However, I'm going to fence-sit on that idea.
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Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

USEC_OFFICER

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Re: Feudalism Rethought
« Reply #493 on: October 21, 2012, 08:23:37 am »

The Notifiation emails weren't getting through for some reason, so... I have several pages of thread to go through.
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Phlum

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Re: Feudalism Rethought
« Reply #494 on: October 21, 2012, 08:39:32 am »

Putting Phluminton right next to Jolanti might not work well; it,s just south of the mainland and just north of Aelv.
My biggest other question is, how big are these near-constant wars being fought by your couple hundred soldiers? Followed closely by how 200 fisherfolks, feeding four each, can feed 2,100 people.
Oh, and kudos on remembering the housekeepers.
ok i see, i may need to redo this

i will edit

on the subject of wars, they have not fought wars in a while. not since they lost land on the mainland, (making this up as i go, yes) just wanted to be hated by the others.
« Last Edit: October 21, 2012, 08:42:44 am by Phlum »
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So I have spoken, may this thread live long!!

I don't share my age online, no one takes horny 14 year olds seriously.

"dwarf fortress is autism in a game"  -a guy named rick
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