Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 11

Author Topic: Great Powers: Magitech Empires  (Read 10091 times)

Taricus

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #15 on: July 05, 2013, 03:34:50 pm »

Okay, thanks for clearing that up.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #16 on: July 05, 2013, 03:36:32 pm »

I'd like to post an empire, but first I'd like to know--for instance--what the typical importance and building/researching/forging times of buildings, enchantments, and artifacts are.
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 #17 on: July 05, 2013, 03:39:05 pm »

Quote
Spying missions have a required strength to complete successfully. Success rate effectively multiplies strength, but not against the base. So 1.5 from a Spy courtier and 1.2 and 1.3 from racial bonuses are not 4.0 but rather 2.34, multiplicative and not additive.
Is this only for spying missions, or do they all stack similarly?
Two races with the same bonus help each other, rather than us using the best bonus? Interesting. Can we stack two of the same race for a larger bonus, or would that do nothing?
Quote
Musician: 1.5x population bonus to one province
Is this a fertility modifier, or some sort of morale bonus?
Quote
Assassinate Courtier:
This is self explanatory, you kill another nations' courtier. A random kill will be selected. This is very hard to do and has a high discovery chance.
Is it randomly selected by which courtier is in the province, or the entire empire and only possible in capitals?

Quote
Note that the template has space for 7 races, that's not set in stone, you could have only 2-3 races or you could have 8 if you can manage it.

Below are the races in the game. There are a lot and you have a lot of choices. Some races are more cost efficient but have more particular uses and consume a lot of your total points. Higher costs also make it difficult to use all 20 points.


Below are the courtier types you can choose from(10 population and 500 gold for courtier and staff):
The text I bolded is misplaced.

Everything stacks the same way. You cannot pick the same race twice but you can pick races with complementary bonuses. For buildings and research and artifacts its important to note that the lower bound is one month. So -10 months on a 5 month artifact or enchantment or building will mean it takes one month to finish, but an 11 month thing will also take one month.

Musician is a fertility mod I guess. You get a population boost.

You can only kill a courtier in the province you are running the mission in. That is because the spy defense and various bonuses are province specific as spy attack is.

Fixing the misplaced text.
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #18 on: July 05, 2013, 03:40:47 pm »

Stop worrying and just post something GWG, but I'd guess those things are fairly important though.
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 #19 on: July 05, 2013, 03:49:40 pm »

I'd like to post an empire, but first I'd like to know--for instance--what the typical importance and building/researching/forging times of buildings, enchantments, and artifacts are.

I tried to balance the point costs of races with the bonuses including the bonuses relation to each other. Its probably not perfect as this will be the first run through of the game.

Building buildings is extremely important. Buildings, of which you can create 10 per province, that number being subject to change, provide all sorts of bonuses to various stats as well as the ability to create artifacts and research faster.

Research lets you learn new enchantments for artifacts and there are many of varying levels and kinds.

Artifacts give powerful spells. You can deal significant damage to armies, attack the buildings and population of a province, take control of other units, spawn undead laborers, create massive short term pop boosts and various other things. I am still finishing off the effects of artifacts.

How those compare to military and econ bonuses is hard to say. You kinda will figure it out yourself.

I will say that it takes a long time to wipe a nation of the map, so there is a lot of give in the game. Buildings and heroes can make up for many of your starting decisions.

I would say maybe focus more on your role play goals or theme for the nation. For instance a water based nation should take the water based bonuses. This game is more about the rise and fall of powers than anything else. You can make up for a lot by playing well with other players.

Probably the safest picks if you are unsure would be econ and population picks and then maybe some building time drops.

Stacking magic has the bonus of being hard to figure out, ie, what magic does my enemy have and how much of it, since spies can't track artifacts. But its risky if someone does work up the courage to attack you.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #20 on: July 05, 2013, 03:51:38 pm »

Stop worrying and just post something GWG, but I'd guess those things are fairly important though.

My personal suggestion is that no one should get too worked up about their national picks. Since this is the first time playing this game for everyone.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #21 on: July 05, 2013, 03:54:01 pm »

In the absence of any overwhelmingly powerful options and the presence of advice suggesting I just throw it together, I'll do that (perhaps with dice to some extent) once I finish my 2D Tribes update.
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.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #22 on: July 05, 2013, 04:05:59 pm »

Nation Name: Heartstrong Unified Glorious States
Government Type: Agrarian
Religion Name: Cult of The Trickster
Races: Kobolds, imps, gremlins, halflings, nymps/satyrs.
Hero: Thilrinlk the Master Spy

Anyone who says not-Coyote shouldn't be worshiped doesn't belong on my friendly nations list.
History coming eventually.

Are we doing flags? I made a flag.
Spoiler (click to show/hide)
« Last Edit: July 06, 2013, 01:59:48 pm by Nirur Torir »
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #23 on: July 05, 2013, 04:08:48 pm »

Damn you Nirur, making me attempt to make a flag out of jealousy :I
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 #24 on: July 05, 2013, 04:24:15 pm »

People in IOT and NES make flags. Its fine with me either way. I'm not sure what you would do with it. Maybe put it on official thread and PM messages? But go crazy. You can make as much flavor as you like.

I see someone is running a pop growth and sneakiness empire. I am almost tempted to rearrange the costs to let you stick halflings in there :P
Logged

Alexandria

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #25 on: July 05, 2013, 04:42:05 pm »

Nation name : Amazonia
Government type : Imperial
Religion name : Harmonia
Races : Dragons, Horse lords, Nymphs, Goblins.
Hero : Alexia Jade, Amazonian grand admiral.

History :
Religion : The religion of Harmonia is a religion of warriors and fertility, every living woman of Amazonia is a devout follower of Harmonia and over 90% of the population is made up of females, by the religion of Harmonia men are seen as nothing more then breeding slaves and as such are not required in large numbers, only the strongest and most virile of men are welcomed into the nation and though they are slaves in name they are treated better then the lords of most other nations.

As a warrior religion the Amazonian's require a significant population and it is common place for pregnant women to remain in the armies until mere weeks before they are due to give birth and men are often taken with the armies on the march.

Harmonia is worshiped as a dual goddess of fertility and war and no Amazaonian man or woman has ever left her service.
« Last Edit: July 06, 2013, 01:49:58 pm by Alexandria »
Logged
The darkness was eternal, all-powerful, unchangeable.
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.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #26 on: July 05, 2013, 05:10:43 pm »

Spoiler: The Teal Empire (click to show/hide)
I used random.org for most of the list choices (except the choice of dark dwarves as a race). It lead to a random assortment of things that I think I fit together.
« Last Edit: July 05, 2013, 06:46:15 pm by GreatWyrmGold »
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 #27 on: July 05, 2013, 05:12:59 pm »

Made some modifications to the sea races including adding an extra one. Certain sea races now have great symmetry but are not very effective at land related activities. Others are better suited to combining with land races for small bonuses but do not combine well with other sea races.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #28 on: July 05, 2013, 05:16:31 pm »

I see...hm, I'm thinking of replacing nereidi with sirens. Partly since I have trouble remembering where the i in neired is.
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.

Taricus

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #29 on: July 05, 2013, 05:20:00 pm »

Sea nymph.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
Pages: 1 [2] 3 4 ... 11