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Author Topic: Great Powers: Magitech Empires  (Read 10073 times)

GreatWyrmGold

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Re: Great Powers: Magitech Empires
« Reply #30 on: July 05, 2013, 05:30:43 pm »

The problem isn't the what, it's the how. Specifically, how to spell.
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Grek

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Re: Great Powers: Magitech Empires
« Reply #31 on: July 05, 2013, 06:05:08 pm »

I'm in.

Nation Name: New Atlantis
Government Type: Democracy
Religion: Neptune
Races: Atlantian, Shark, Mermen, Pirates
Hero: High Priest Timaeus, King of All Pirates
History: Originally a joint, democratically run Merman-Atlantian trading outpost, New Atlantis has grown to new heights after the latest Magistrate, High Priest Timaeus was blessed by Neptune with the service of numerous sentient sharks, allowing the fleets of Atlantis to subdue the local pirate threat. Many minds all wonder the same question: Who next?
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MoLAoS

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Re: Great Powers: Magitech Empires
« Reply #32 on: July 05, 2013, 06:14:33 pm »

I'm in.

Nation Name: New Atlantis
Government Type: Democracy
Religion: Neptune
Races: Atlantian, Shark, Mermen, Pirates
Hero: High Priest Timaeus, King of All Pirates
History: Originally a joint, democratically run Merman-Atlantian trading outpost, New Atlantis has grown to new heights after the latest Magistrate, High Priest Timaeus was blessed by Neptune with the service of numerous sentient sharks, allowing the fleets of Atlantis to subdue the local pirate threat. Many minds all wonder the same question: Who next?

Someone took the optimal ocean picks, glad I added those.

There might be some more incoming race changes and bonuses and new races, but nothing that will ruin anyone's picks. I won't be messing with the ocean races again for sure.

For those playing ocean races, remember your limitations. You will need to abuse the hell out of those particular bonuses to compete. Once the map comes out I would suggest a large island decently far from any major landmass in order to work your navy to your best advantage.
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GreatWyrmGold

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Re: Great Powers: Magitech Empires
« Reply #33 on: July 05, 2013, 06:17:22 pm »

Remind me, what is the "Hero" supposed to be?
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Taricus

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Re: Great Powers: Magitech Empires
« Reply #34 on: July 05, 2013, 06:26:25 pm »

Starting hero I take it.
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Grek

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Re: Great Powers: Magitech Empires
« Reply #35 on: July 05, 2013, 06:36:33 pm »

For those playing ocean races, remember your limitations. You will need to abuse the hell out of those particular bonuses to compete. Once the map comes out I would suggest a large island decently far from any major landmass in order to work your navy to your best advantage.

Pfft. Navies. My plan is to locate a 7 hex island just off the coast from my major trading partner found a city in the center and appoint a steward to Trade Island. Then route all trade through that island for 2 * 1.1 * 1.2 * 1.2^6 * 1.3^6 = 38.05 times trade. Before trade buildings.

Forget war. Trade is where it's at.
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GreatWyrmGold

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Re: Great Powers: Magitech Empires
« Reply #36 on: July 05, 2013, 06:38:31 pm »

Starting hero I take it.
Where are the hero rules?
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MoLAoS

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Re: Great Powers: Magitech Empires
« Reply #37 on: July 05, 2013, 06:42:08 pm »

Starting hero I take it.

Hero is a courtier, from the list in the post with the races. Its actually your leader and has 2x the normal bonus. I forgot to clarify that.

I made some changes to the military units, mostly just adding more levels, it won't affect anyone's bonuses. Note that most players won't have legions and only major sea powers will even reach battleships unless the game lasts longer than I think.

Frigates are now better than before and thus sharks are slightly more powerful. Also, pirates get 25 gold off ships instead of 10, since ships have been changed.
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MoLAoS

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Re: Great Powers: Magitech Empires
« Reply #38 on: July 05, 2013, 06:45:58 pm »

For those playing ocean races, remember your limitations. You will need to abuse the hell out of those particular bonuses to compete. Once the map comes out I would suggest a large island decently far from any major landmass in order to work your navy to your best advantage.

Pfft. Navies. My plan is to locate a 7 hex island just off the coast from my major trading partner found a city in the center and appoint a steward to Trade Island. Then route all trade through that island for 2 * 1.1 * 1.2 * 1.2^6 * 1.3^6 = 38.05 times trade. Before trade buildings.

Forget war. Trade is where it's at.

Pirates and Merfolk give income, not trade. Only atlantians give a trade bonus, for coastal provinces.

Plus you will need to defend that island. Why wouldn't I just conquer the crap out of you? Your income and trade bonuses are balanced by your shitty ground army meaning you need to abuse your ship bonuses to defend your main lands. There is a particular important strategy to use but I'll let players find it out themselves.
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Grek

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Re: Great Powers: Magitech Empires
« Reply #39 on: July 05, 2013, 06:48:01 pm »

Merfolk are listed in the OP as Mermen(4): +2 navy strength, 1.2x income per bordering coastal province

Is income not based on the amount of trade?
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MoLAoS

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Re: Great Powers: Magitech Empires
« Reply #40 on: July 05, 2013, 06:53:02 pm »

Merfolk are listed in the OP as Mermen(4): +2 navy strength, 1.2x income per bordering coastal province

Is income not based on the amount of trade?

Trade is from trading with other nations.
Income is the money generated from your national economy. The trade bonus is still really huge, especially if you trade with nations with lots of other trading partners, though.

If you read the trade rules, a nation trading with 5 other nations is worth 1.5x the base trade value. But again remember the negative effects of trade. There is not a good incentive for players to all trade with every other player, although their isn't a rule either. NPC trade is the most valuable since they won't use the trade maluses to screw you over.
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Grek

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Re: Great Powers: Magitech Empires
« Reply #41 on: July 05, 2013, 06:56:12 pm »

NPC trade plus inducements* to the other players it is.

*Note, inducements may take the form of sharks or piles of gold, depending on how much inducement you need.
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MoLAoS

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Re: Great Powers: Magitech Empires
« Reply #42 on: July 05, 2013, 07:06:14 pm »

NPC trade plus inducements* to the other players it is.

*Note, inducements may take the form of sharks or piles of gold, depending on how much inducement you need.

Note that you can be embargoed, I know its not in the rules yet, I may just leave it to version 2.0 if it upsets people. Basically an embargo means blocking off the oceans adjoining coastal squares. This nullifies the bonus. Also blocking trade routes between nations whether land or sea, nullifies the trade.
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Taricus

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Re: Great Powers: Magitech Empires
« Reply #43 on: July 05, 2013, 07:13:09 pm »

I have to say, that with the current strengths of the units, having warriors and admirals seems like a waste at the moment.
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RangerCado

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Re: Great Powers: Magitech Empires
« Reply #44 on: July 05, 2013, 07:20:44 pm »

Okay, you've tempted me. Lets try this out then shall we?

Name: The Old Ones.
Government Type: Democracy
Religion: None
Races: Brownies, Early Industrialist, Artisinal craftsmen, humans, goblins, travellers.
Hero: Steward (Hugo)

History: Pending.
« Last Edit: July 06, 2013, 08:51:36 am by RangerCado »
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