Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 11

Author Topic: Great Powers: Magitech Empires  (Read 10120 times)

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #75 on: July 06, 2013, 08:45:16 am »

Oh. That makes sense.

...And there will be some way to program in autoturns?

I'm not actually expecting people to take every turn. At some point it should be possible to set multiple turns at once. Although how the program will resolve errors where you thought you had more money or w/e than you did is hard to say.
Logged

Harbingerjm

  • Bay Watcher
  • [ENTROPY INTENSIFIES]
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #76 on: July 06, 2013, 08:45:48 am »

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.
I see, I see.

Perhaps I should get a building list up today or tomorrow so people know what they have to work with.
That would be handy.

Nation Name: Lorinthus
Government Type: Theocracy
Religion Name: No formal name, worship of the Emperor
Races: Dragons, Kobolds, Deep Elves, Humans, High Elves
Hero: Emperor Lorith the Unfathomable, Magical ArseholeLibrarian

Waiting on Map, building list, etc for more details.
Logged
15:35   HugoLuman reads Harb his secret spaghetti recipe

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #77 on: July 06, 2013, 08:47:56 am »

I'm not actually expecting people to take every turn. At some point it should be possible to set multiple turns at once. Although how the program will resolve errors where you thought you had more money or w/e than you did is hard to say.
That's more or less what I was asking about.

...Hopefully that point will be around when the game actually starts?
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.

RangerCado

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #78 on: July 06, 2013, 08:52:36 am »

Okay, i'm settle on my races. No more changing unless more races are added again.
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]

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #79 on: July 06, 2013, 08:53:32 am »

Is it just me, or did just about everyone choose dragons?
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 #80 on: July 06, 2013, 08:53:40 am »

I'm not actually expecting people to take every turn. At some point it should be possible to set multiple turns at once. Although how the program will resolve errors where you thought you had more money or w/e than you did is hard to say.
That's more or less what I was asking about.

...Hopefully that point will be around when the game actually starts?

At the start of the game there is no reason you should need to run more than 2 turns a day, and which 2 doesn't really matter for a while.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #81 on: July 06, 2013, 08:55:34 am »

Is it just me, or did just about everyone choose dragons?

Dragons have that cool factor. Personally I tend to not pick races with land combat bonuses, but the dragon does have a pretty good one.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #82 on: July 06, 2013, 09:01:50 am »

I'm not actually expecting people to take every turn. At some point it should be possible to set multiple turns at once. Although how the program will resolve errors where you thought you had more money or w/e than you did is hard to say.
That's more or less what I was asking about.

...Hopefully that point will be around when the game actually starts?
At the start of the game there is no reason you should need to run more than 2 turns a day, and which 2 doesn't really matter for a while.
Aren't there six turns in each day?
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.

Harbingerjm

  • Bay Watcher
  • [ENTROPY INTENSIFIES]
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #83 on: July 06, 2013, 09:02:31 am »

Is it just me, or did just about everyone choose dragons?
Well, I had to take Kobolds, and once they were chosen... Well, why not? Besides, it fits the theme I'm working on.
Edit: Actually, aren't there only three of us that have dragons?

At the start of the game there is no reason you should need to run more than 2 turns a day, and which 2 doesn't really matter for a while.
Aren't there six turns in each day?
I assume MoL meant that you won't need to issue orders every turn near the start.
« Last Edit: July 06, 2013, 09:07:15 am by Harbingerjm »
Logged
15:35   HugoLuman reads Harb his secret spaghetti recipe

MoLAoS

  • Bay Watcher
    • View Profile
Buildings
« Reply #84 on: July 06, 2013, 09:12:04 am »

Here is a provisional list of buildings(more will be added and costs and effects may be balanced):
Irrigated farms- 1.2x pop growth in province 100gold
Aqueducts- 1.5x pop growth in a province 300gold
Carpenter- -1 month build time 100gold
Stone Mason- -2 month build time 200gold
Library- -2 month research time 400gold
Academy- -50 gold for courtier 500gold
Shipyard -10 gold for ships, -1 month ship build time 300gold
Training grounds- 1.1x military strength 250gold
Harbor- 1.1x trade, -1 month ship build time 500gold
Enchanter- -1 month artifact forge time 300gold
Metalsmith- -1 month artifact forge time, 1.1x income, 1.1x military strength 500gold
Road- 1.1x land speed in province, if trade route is totally paved +1.2x trade income for route 100gold
Highway- 1.3x land speed in province, if trade route runs along complete highway +1.5x trade income for route 300gold
Magesmith- -3 month artifact forge time 700gold
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #85 on: July 06, 2013, 09:13:39 am »

Is it just me, or did just about everyone choose dragons?
Well, I had to take Kobolds, and once they were chosen... Well, why not? Besides, it fits the theme I'm working on.
Edit: Actually, aren't there only three of us that have dragons?

At the start of the game there is no reason you should need to run more than 2 turns a day, and which 2 doesn't really matter for a while.
Aren't there six turns in each day?
I assume MoL meant that you won't need to issue orders every turn near the start.

That is correct. Honestly, you don't really need to do more than 3 turns a day in the whole of the game. Spread out turns help time zone differences and let obsessive people min-max, although min-maxing is limited to some degree.
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #86 on: July 06, 2013, 10:11:12 am »

I would say your hero is immortal. Only courtiers can be assassinated or killed. Militia is weaker than platoon its a tier one land army. Bonuses are the part added to one, so a hero spy would be 2.0.
So, say I choose the spy hero. RangerCado hires me to go trash Grek's buildings, so I send the hero off with a spy cell to his capital. Once there, I find that he's a tad bit paranoid and has two spy cabals for counter-espionage duties. He kills off my spies through overwhelming numbers, and then ... my hero just laughs as the other spies just repeatedly try to kill him off? Or does he get 'wounded' and need to rest for a while before returning to active duty?

Also, I think there's a typo on the militia-platoon strengths if platoons are supposed to be stronger. Currently they're just more expensive.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #87 on: July 06, 2013, 10:16:54 am »

I would say your hero is immortal. Only courtiers can be assassinated or killed. Militia is weaker than platoon its a tier one land army. Bonuses are the part added to one, so a hero spy would be 2.0.
So, say I choose the spy hero. RangerCado hires me to go trash Grek's buildings, so I send the hero off with a spy cell to his capital. Once there, I find that he's a tad bit paranoid and has two spy cabals for counter-espionage duties. He kills off my spies through overwhelming numbers, and then ... my hero just laughs as the other spies just repeatedly try to kill him off? Or does he get 'wounded' and need to rest for a while before returning to active duty?

Also, I think there's a typo on the militia-platoon strengths if platoons are supposed to be stronger. Currently they're just more expensive.

Sorry, platoon should have been 100. I would say that if he gets caught he can no longer spy in that country since he will be recognized now. Or something.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #88 on: July 06, 2013, 11:54:51 am »

I am changing the races around a bit and adding new ones, but keeping the same themes per race. I am making a table to make it all more organized that will be posted on the races page on the site. I may spoiler tag the table here as well.
Logged

MoLAoS

  • Bay Watcher
    • View Profile
Re: Great Powers: Magitech Empires
« Reply #89 on: July 06, 2013, 01:00:59 pm »

This forum won't accept <> or w/e so here is a link to an in progress table on the site that does the calculations. Its currently done manually but at some point I may hook it up to the database.

http://lordofthedawn.com/races.php
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 11