Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 11

Author Topic: Great Powers: Magitech Empires  (Read 10075 times)

Harbingerjm

  • Bay Watcher
  • [ENTROPY INTENSIFIES]
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #60 on: July 06, 2013, 01:27:50 am »

Question: What do Tengris Vision bonus do?
Edit: Also, if we "acquire" new states/retake previously held states with other races in them, how does that influence our nation? Do we have to kill them all, boot them out, assimilate them?

(Also also, lack of a "Magocracy" government type makes me sad  :'()
« Last Edit: July 06, 2013, 02:43:50 am by Harbingerjm »
Logged
15:35   HugoLuman reads Harb his secret spaghetti recipe

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #61 on: July 06, 2013, 07:02:42 am »

Question: What do Tengris Vision bonus do?
Edit: Also, if we "acquire" new states/retake previously held states with other races in them, how does that influence our nation? Do we have to kill them all, boot them out, assimilate them?

(Also also, lack of a "Magocracy" government type makes me sad  :'()

I think that the theocracy should be a Magocracy since it has a magic bonus. You don't get to add new races/cultures to your nation. Vision and concealment affect how close you can get an army to someone's personal lands.
Logged

RangerCado

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #62 on: July 06, 2013, 07:39:39 am »

Hmm... i think i need to change my races again... yeah, lets go do that now that i have a better idea of what i want. ...Are we able to take contracts from other nations to build something in heir territory for them?
Logged
The best ship is the one where one of them is literally allergic to the other~
Quote from: NakaTeleeli
"A room ain't messy less you can't find nothin!"
[/quote]

Taricus

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #63 on: July 06, 2013, 07:43:36 am »

Well, that may not be viable for you right now Cado, considering your current national setup. Could be if it changed though.

Also MoLAoS, when's the map being posted?
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #64 on: July 06, 2013, 07:44:21 am »

Hmm... i think i need to change my races again... yeah, lets go do that now that i have a better idea of what i want. ...Are we able to take contracts from other nations to build something in heir territory for them?

No contracts for any purposes. That stuff starts making the code base shit itself from complexity.

As far as the map being posted, I'll try to get it up by wednesday or tuesday.
Logged

Grek

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #65 on: July 06, 2013, 07:46:56 am »

So, to clarify, we cannot sign treaties which exchange buildings, land, money etc. between players?
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #66 on: July 06, 2013, 07:48:28 am »

So, to clarify, we cannot sign treaties which exchange buildings, land, money etc. between players?

How would you trade a building without trading the province it was in? You can send money and land to each other I would expect. That's as simple as changing the playerID in the database.
Logged

RangerCado

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #67 on: July 06, 2013, 07:48:42 am »

Well, that may not be viable for you right now Cado, considering your current national setup. Could be if it changed though.

Also MoLAoS, when's the map being posted?
I'm changing it to something more... specialized. Like Nirur's spy army hes thinking of. Plus, get on good terms with many nations, and your not likely to be abandoned when someone thinks "Ooo, hes weak, lets kill him now!"

Hmm... i think i need to change my races again... yeah, lets go do that now that i have a better idea of what i want. ...Are we able to take contracts from other nations to build something in heir territory for them?

No contracts for any purposes. That stuff starts making the code base shit itself from complexity.

As far as the map being posted, I'll try to get it up by wednesday or tuesday.
Dang, maybe i won't change it up then... i'll think about it some more.
Logged
The best ship is the one where one of them is literally allergic to the other~
Quote from: NakaTeleeli
"A room ain't messy less you can't find nothin!"
[/quote]

Grek

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #68 on: July 06, 2013, 07:54:29 am »

How would you trade a building without trading the province it was in? You can send money and land to each other I would expect. That's as simple as changing the playerID in the database.

Goldie McRichpants wants Buildie McMasonshorts to build him a Cheese Refinery in the Great Province of Cheese Lake. Let's say Cheese Refineries take 3 turns to build. The two players come to the following agreement: On turn 1, McRichpants will cede Cheese Lake to McMasonshorts and McMasonshorts will construct a Cheese Refinery there. On turns 2 through 4, McMasonshorts sends the Income from Cheese Lake to McRichpants and works on building a Cheese Refinery in Cheese Lake. On turn 5, McMasonshorts cedes Cheese Lake (which now has a Cheese Refinery) back to McRichpants while McRichpants gives a pile of money to McMasonshorts for the price of the Cheese Refinery.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #69 on: July 06, 2013, 07:59:02 am »

How would you trade a building without trading the province it was in? You can send money and land to each other I would expect. That's as simple as changing the playerID in the database.

Goldie McRichpants wants Buildie McMasonshorts to build him a Cheese Refinery in the Great Province of Cheese Lake. Let's say Cheese Refineries take 3 turns to build. The two players come to the following agreement: On turn 1, McRichpants will cede Cheese Lake to McMasonshorts and McMasonshorts will construct a Cheese Refinery there. On turns 2 through 4, McMasonshorts sends the Income from Cheese Lake to McRichpants and works on building a Cheese Refinery in Cheese Lake. On turn 5, McMasonshorts cedes Cheese Lake (which now has a Cheese Refinery) back to McRichpants while McRichpants gives a pile of money to McMasonshorts for the price of the Cheese Refinery.

I suppose you technically could do that. It seems needlessly complicated. There may be some sort of population type per province value or revolt value that makes that not work.
Logged

Grek

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #70 on: July 06, 2013, 08:06:11 am »

It is a bit complicated, but it's also the only way a building-focused empire can get diplomatic, really.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #71 on: July 06, 2013, 08:12:22 am »

It is a bit complicated, but it's also the only way a building-focused empire can get diplomatic, really.

That's not really the case. You can do a lot of stuff with buildings. I would say that it might not be the best idea to focus purely on -x months of build time. But it should be able to compete reasonably well. Start building a lot of econ buildings quickly if you feel you are poor. I might add some races which get cheaper buildings and maybe change some current building races to gain that bonus as well as build time.

Also, we only have like 5-7 players, it would be good to have at least 10. Hopefully more people sign up before the start date. Perhaps I should get a building list up today or tomorrow so people know what they have to work with.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #72 on: July 06, 2013, 08:13:15 am »

Out of curiosity, how do you intend to run turns when you are asleep?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #73 on: July 06, 2013, 08:15:05 am »

Out of curiosity, how do you intend to run turns when you are asleep?

As I stated, I am not running turns. The program runs the turns itself. God I can't even imagine doing the math on this game myself, and I am abnormally good at arithmetic.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #74 on: July 06, 2013, 08:39:39 am »

Oh. That makes sense.

...And there will be some way to program in autoturns?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.
Pages: 1 ... 3 4 [5] 6 7 ... 11