Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: Lords of the Middle Kingdom - OOC Thread, new players always welcome!  (Read 3166 times)

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile

IC Thread is here!

Spoiler: The Beginning (click to show/hide)
====
Spoiler: Economy (click to show/hide)
====
Spoiler: Warfare (click to show/hide)
====
Spoiler: Politics (click to show/hide)
« Last Edit: August 31, 2013, 06:01:14 pm by Haspen »
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

wolfchild

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #1 on: August 22, 2013, 05:32:54 am »

Wow um, dont think I have the time for that but it looks quite well thought out, aaand ptw
Logged
You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #2 on: August 22, 2013, 06:12:41 am »

I do like the look of it and would play it.

The only thing I don't like the look of is Espionage. He has a whole season to do something(3 months?) so why a 1/6 change of success? Maybe he succeed on a 5 as well, but not as much as 6 would of would encourage players(me at least) to use their spy to do something other then look for spies in their province?
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #3 on: August 22, 2013, 06:30:30 am »

Hmm, yes, success on 5 might be good as well.

I will wait for other suggestions - simply because I want to include Espionage in the game, but I don't know how to make it both simple and properly balanced v:

Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #4 on: August 22, 2013, 06:36:23 am »

PTW and probably join.
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

LordBucket

  • Bay Watcher
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #5 on: August 22, 2013, 07:48:18 am »

Feedbck after reading:



Is there any reason at all not produce food of types with the highest modifiers? Every food type appears to be equal in utility. Take your example:

Quote
Example: Your province has Food Production lvl.3, and it's main Foodstuffs are Game Meat and Wheat.
This means your province produces: (3x2)x(0.8+1.6) = 6x2.4 = 14.4 units of Food.

Rice has a 2x modifier. What possible reason could there be to choose game meat over rice?



Why does it take four seasons to switch to collecting game meat?



Suggestion: have different collection periods for different food types. The whole reason it takes a year to switch from cabbage to rice is that you're planting a new crop, right? But that implies that it takes a year for the food to become harvestable. So have it take time for food to be harvestable. In this way you can distinguish between the various types. For example, maybe something like:

Game meat: x1 (one season)
Cabbage: x3 (two seasons
Wheat: x6 (three seasons)
Rice: x9.0 (four seasons)

So game meat generates 1 food every season, cabbage generates 3 food every other season, wheat 6 food every 3 seasons and rice 9 food every four seasons. So while rice, for example, is four and a half times as efficient as game meat, somebody farming rice has to go for longer between collections. If you capture a new territory, immediately you can hunt to collect a little bit of food on your following turn. Or, you could, for example, plant rice, to collect nothing at all right away, but then a great big harvest several turns later.

The long term investment of different food types not only crates incentive for each, it also will have implications for the timing of attacks and defense, since players can allow others to own a territory for a while...then capture it the turn before harvest to collect all the food they spent that time growing.



Formatting issue with your code blocks. I can only see two lines at a time. This makes it tedious to read them without copy and paste.



Game needs a map



Quote
You cannot support more Armies than there's Population units in the Province.

That might have implications different than what you intend. Two things come to mind, depending on how it is implemented. Either iot implies that a small population territory is more difficult to conquer, because you can bring in fewer armies. or it implies that smll population territories are difficult to defend because it's not possible to station many troops there, therefore anyone with an adjacent territory that is larger can easily bring in more troops than the defender can possibly have.

You might consider either having troop limits by food rather than population, or hve a "total allowable army size" that is determiend by the total population of all ownted territoes, withotu regard for the number of troops in any particular territory.



How is goods transport handled? For example, let's say I construct "build materials" in one province, but want to move them to another province to be used there.



Is it possible to engage in trade while under siege?



Are the effects of ceramics stackable? For example, if I have 4 ceramics can I convert  province from one food type to another instantly?



You might want to introduce the possibility for fortification to be damaged or destroyed.



Without going into tremendous detail or spending too much time engaging in wild mass guessing, I get the impression that the siege rules might play out oddly.

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #6 on: August 22, 2013, 07:52:31 am »

Suggestion: have different collection periods for different food types. The whole reason it takes a year to switch from cabbage to rice is that you're planting a new crop, right? But that implies that it takes a year for the food to become harvestable. So have it take time for food to be harvestable. In this way you can distinguish between the various types. For example, maybe something like:

Game meat: x1 (one season)
Cabbage: x3 (two seasons
Wheat: x6 (three seasons)
Rice: x9.0 (four seasons)

So game meat generates 1 food every season, cabbage generates 3 food every other season, wheat 6 food every 3 seasons and rice 9 food every four seasons. So while rice, for example, is four and a half times as efficient as game meat, somebody farming rice has to go for longer between collections. If you capture a new territory, immediately you can hunt to collect a little bit of food on your following turn. Or, you could, for example, plant rice, to collect nothing at all right away, but then a great big harvest several turns later.

The long term investment of different food types not only crates incentive for each, it also will have implications for the timing of attacks and defense, since players can allow others to own a territory for a while...then capture it the turn before harvest to collect all the food they spent that time growing.
I like the sound of that.
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #7 on: August 22, 2013, 08:53:04 am »

Feedbck after reading:

Is there any reason at all not produce food of types with the highest modifiers? Every food type appears to be equal in utility. Take your example:

Quote
Example: Your province has Food Production lvl.3, and it's main Foodstuffs are Game Meat and Wheat.
This means your province produces: (3x2)x(0.8+1.6) = 6x2.4 = 14.4 units of Food.

Rice has a 2x modifier. What possible reason could there be to choose game meat over rice?

Why does it take four seasons to switch to collecting game meat?

Suggestion: have different collection periods for different food types. The whole reason it takes a year to switch from cabbage to rice is that you're planting a new crop, right? But that implies that it takes a year for the food to become harvestable. So have it take time for food to be harvestable. In this way you can distinguish between the various types. For example, maybe something like:

Game meat: x1 (one season)
Cabbage: x3 (two seasons
Wheat: x6 (three seasons)
Rice: x9.0 (four seasons)

So game meat generates 1 food every season, cabbage generates 3 food every other season, wheat 6 food every 3 seasons and rice 9 food every four seasons. So while rice, for example, is four and a half times as efficient as game meat, somebody farming rice has to go for longer between collections. If you capture a new territory, immediately you can hunt to collect a little bit of food on your following turn. Or, you could, for example, plant rice, to collect nothing at all right away, but then a great big harvest several turns later.

The long term investment of different food types not only crates incentive for each, it also will have implications for the timing of attacks and defense, since players can allow others to own a territory for a while...then capture it the turn before harvest to collect all the food they spent that time growing.

Oh I believe you're missing one vital thing about this - you don't 'harvest'. The food production and output is 'just there'. Same for Crafts and Gold; you don't collect them in numbers, they just simply exist!

Also, there are certain bad events in the game that greatly hamper the crops (from Cabbage to Rice) for several seasons, and that's when Game Meat is more profitable in a pinch.

I was also considering that certain Provinces might be better suited for certain foods; while Game Meat would be allowed everywhere, Rice would be native to coastal/southern Provinces, while Millet and/or Wheat could be available in the drier, northern provinces, what do you think? v:

Quote
Why does it take four seasons to switch to collecting game meat?

Why I didn't think of this on my own eludes me; so yeah, changing that to 'instantly'.

Quote
Formatting issue with your code blocks. I can only see two lines at a time. This makes it tedious to read them without copy and paste.

Huh? All the formatting works perfectly for me o:

Quote
Game needs a map

There is one in Beginning spoiler, it's hyperlink, or whatever you call that :v

Quote
Quote
You cannot support more Armies than there's Population units in the Province.

That might have implications different than what you intend. Two things come to mind, depending on how it is implemented. Either iot implies that a small population territory is more difficult to conquer, because you can bring in fewer armies. or it implies that smll population territories are difficult to defend because it's not possible to station many troops there, therefore anyone with an adjacent territory that is larger can easily bring in more troops than the defender can possibly have.

You might consider either having troop limits by food rather than population, or hve a "total allowable army size" that is determiend by the total population of all ownted territoes, withotu regard for the number of troops in any particular territory.

It's the latter of the first paragraph; for example, if you have 10 Population in your Province, you cannot have more than 10 armies in it.

But I do agree that food limit is better than population limit; I will switch to that.

Quote
How is goods transport handled? For example, let's say I construct "build materials" in one province, but want to move them to another province to be used there.

If you ask about sending goods to other province so said province can benefit from the Special Effect, then you can simply set up a trade agreement where you give 'building materials' and don't get money for it.

However I believe you think that you can own multiple provinces; that's not the case. If you 'Assimilate' another Province, it becomes a part of your 'home' Province, and dissappears from the game map.

Quote
Is it possible to engage in trade while under siege?

I was meant to write that all trade routes are disrupted when the Province is sieged, but seem to have forgotten to do that. Good catch there. So yeah, when there's your Province is Sieged, you cannot trade and current trades are broken.

Quote
Are the effects of ceramics stackable? For example, if I have 4 ceramics can I convert  province from one food type to another instantly?

There's an explanation that Crafts' Effects do not stack in the coded table, but as you pointed before, the coding might show up wrong at you and you might've missed that.

Quote
You might want to introduce the possibility for fortification to be damaged or destroyed.

That's a nice idea; there could be a chance for the Fortification level to be downgraded, maybe (10%) x (number of Siege Engines of the invading force)?

Quote
Without going into tremendous detail or spending too much time engaging in wild mass guessing, I get the impression that the siege rules might play out oddly.

I don't think it will be that bad, but I will look through everything and maybe make up some dry theoretical sieges on paper to test the sieges.

---

Phew, long reply post is long :v
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Lords of the Middle Kingdom - Discussion and brainstorming :v
« Reply #8 on: August 22, 2013, 11:37:51 am »

Since the game is still under some construction, I'll probably join later when things get finalized, but it's looking really good to me so far.

And also, I really hope I get to use lots of espionage, it not in enough games.
Logged
Oh look, I have a steam account.
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

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: Lords of the Middle Kingdom - OOC Thread, Recruitment, and Discussions!
« Reply #9 on: August 24, 2013, 05:49:57 pm »

Okay so this is officially OOC and Recruitment thread.

Any takers? Five are needed at the moment to fill the empty Provinces at the moment!
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Taricus

  • Bay Watcher
    • View Profile
Re: Lords of the Middle Kingdom - OOC Thread, Recruitment, and Discussions!
« Reply #10 on: August 24, 2013, 05:54:46 pm »

I'll take Wu.

EDIT: Full sheet.

Name: Xiao Chen
Province: Wu
Special Starting Bonus: Industrial Center (Bonus good-Silk)
« Last Edit: August 24, 2013, 06:09:13 pm by Taricus »
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: Lords of the Middle Kingdom - OOC Thread, Recruitment, and Discussions!
« Reply #11 on: August 24, 2013, 05:58:21 pm »

Surname, first name, starting bonus :P
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Lords of the Middle Kingdom - OOC Thread, Recruitment, and Discussions!
« Reply #12 on: August 24, 2013, 05:59:27 pm »

Name: Xing Li Qian of Shu

Starting Province: Shu

Special Starting Bonus:

Emperor's Cousin
« Last Edit: August 24, 2013, 06:55:05 pm by Cheesecake »
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: Lords of the Middle Kingdom - OOC Thread, Recruitment, and Discussions!
« Reply #13 on: August 24, 2013, 06:08:02 pm »

Guan Tao of Yen Province. He was the Child of the Merchant Lord
« Last Edit: August 25, 2013, 03:43:44 am by scapheap »
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: Lords of the Middle Kingdom - OOC Thread, Recruitment, and Discussions!
« Reply #14 on: August 24, 2013, 06:10:14 pm »

Pretty much yes, male. Dat patriarchy v:
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.
Pages: [1] 2 3 ... 5