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Author Topic: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)  (Read 61788 times)

HmH

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #435 on: July 03, 2013, 11:32:38 pm »

Meet Alexandria.

Take over the Warriors' Market Houses around the northeastern market.
« Last Edit: July 04, 2013, 05:21:13 am by HmH »
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flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #436 on: July 03, 2013, 11:33:21 pm »

((Oh, quick question to the GM about upgrading buildings: If one guild upgrades a building, is the upgrade available to all 3 potential guilds occupying the building? For example, can Xantalos make use of the Training Center Maxinum made in his territory?))
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dewboy

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #437 on: July 03, 2013, 11:37:33 pm »

((DanSmithers, Pay me in Trust, Loyalty, And Comradeship.))
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Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #438 on: July 04, 2013, 12:48:49 am »

((DanSmithers, Pay me in Trust, Loyalty, And Comradeship.))
Thank you.
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mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #439 on: July 04, 2013, 02:50:15 am »

((Oh, quick question to the GM about upgrading buildings: If one guild upgrades a building, is the upgrade available to all 3 potential guilds occupying the building? For example, can Xantalos make use of the Training Center Maxinum made in his territory?))
((Holy cow about the post amounts, this is ridiculous. I've been having the idea of individual/combined upgraded buildings and how they should work, so let's take a vote

Should an upgraded building be only usable by the Guild that made it?
Or by all Guilds that have control over the building?

If it ends in a tie, I'll make them separate, but give a discount for following the same upgrade yourself for that building.))
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The Derail Thread

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #440 on: July 04, 2013, 02:54:55 am »

Whichever guild holds the building can use it, I say.
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Sig! Onol
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XANTALOS, THE KARATEBOMINATION
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((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Harry Baldman

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #441 on: July 04, 2013, 05:13:39 am »

Yeah, whichever guild holds the building can probably use it, though in the case of a Training House, I'm not so sure - would mages, thieves and fighters use the exact same facilities?
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HmH

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #442 on: July 04, 2013, 05:20:12 am »

Vote: all guilds can use the same facilities. That will give people a reason to pool their resources to afford the more expensive buildings, which will speed up the midgame's pace, which is always good.

dewboy

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #443 on: July 04, 2013, 10:30:11 am »

I vote all guilds. Except for the training house due to the different training methods that the various classes would use.
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kj1225

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #444 on: July 04, 2013, 10:38:44 am »

I abstain.
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flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #445 on: July 04, 2013, 10:45:37 am »

I would think that buildings affect all who own it.
Maybe certain buildings could provide a better bonus to the guild that built it, but I'm not sure.
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Maxinum McDreich

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #446 on: July 04, 2013, 11:10:59 am »

I'll put out that buildings like taverns and things that can be used universally would be to all guilds the same. But things like blacksmiths for weapon making might not be so... effective for say... wizards.
Training hall, that kind of thing, probably would benefit from a slight overhaul from other guilds to make fit their needs. Just a little common sense I think.

Tis my two cents anyways.
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Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #447 on: July 04, 2013, 12:40:27 pm »

(( I'd think it'd be limited to each guild for training and such. Why build a training hall to improve your men if you allow your future enemy to use it to improve his as well? ))
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She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #448 on: July 04, 2013, 01:56:23 pm »

Yeah, buildings like Training Halls should have to be refitted by he guild that captured them if they're from a different style (warriors/sorcerors, for example).
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Sig! Onol
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mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #449 on: July 04, 2013, 06:34:25 pm »

Ok, so what we've got so far.

Universal buildings:
Market Houses
Taverns
Other stuff that would seem usable by anyone

Guild specific:
Recruitment Offices
Training Halls
Equipment Upgrades (Blacksmiths, etc.)
Dockyards
Other things I haven't thought of

And if there is already a building of that type, you get a discount for placing the same type on top of it, due to it already having a usable layout, but not the right equipment fro your Guild. I think it should be somewhere from 30 to 60% off, provided you have that guilds permission to co-own it.

Does that sound acceptable?

And pooling resources should be allowed, anyway.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread
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