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Author Topic: Nations of Etraxia OOC  (Read 25103 times)

Knave

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Re: Nations of Etraxia OOC
« Reply #135 on: December 01, 2014, 08:35:17 pm »

Aye, good luck, DBTM!
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Evil Marahadja

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Re: Nations of Etraxia OOC
« Reply #136 on: December 03, 2014, 04:39:31 am »

Everyone is ofcourse welcomed to set up an embassy in Narsis. If they do, we share our map with them. (For now atleast, it is only fair that someone with a embassy have a basic knowledge over the country. But if I receive more sensitive data on the map I might withdraw this perk)

Oh, and good luck with the exams DBTM!
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theyamikami

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Re: Nations of Etraxia OOC
« Reply #137 on: December 03, 2014, 09:18:36 pm »

I am also willing to exchange embassies with any nation that so chooses.
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Taricus

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Re: Nations of Etraxia OOC
« Reply #138 on: December 05, 2014, 02:59:58 am »

Ooohhh, this turn's interesting. And I have to say, someone's already starting shit (Whoever initiated that battle, rock on and keep fighting!)
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Evil Marahadja

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Re: Nations of Etraxia OOC
« Reply #139 on: December 05, 2014, 07:33:48 am »

Ooohhh, this turn's interesting. And I have to say, someone's already starting shit (Whoever initiated that battle, rock on and keep fighting!)

Battle? What have I missed?
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Playergamer

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Re: Nations of Etraxia OOC
« Reply #140 on: December 05, 2014, 10:29:18 am »

I'm guessing two colonization parties ran into each other. A couple of people died, one side was driven off, etc.
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Culise

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Re: Nations of Etraxia OOC
« Reply #141 on: December 05, 2014, 10:30:29 am »

I'm guessing two colonization parties ran into each other. A couple of people died, one side was driven off, etc.
Could well be.  I was wondering if you wasn't kidding when you joked about your happiness at being a rush country surrounded by builders.  ^_^
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Playergamer

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Re: Nations of Etraxia OOC
« Reply #142 on: December 05, 2014, 10:31:54 am »

Oh, hell no. I'm probably gonna do something when a war breaks out, but I don't want to be the first aggressor.
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DontBanTheMan

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Re: Nations of Etraxia OOC
« Reply #143 on: December 05, 2014, 01:21:18 pm »

Just an announcement regarding several important game mechanics to help better explain them.

ALSO: from now on, you have one day following your initial post to edit it. After that time, I will not take any additional actions added to the post.


Trade Routes: From now on, forming a trade route (these items for these items) will be considered a PASSIVE trade modifier. This means the trade goods you designate to the trade route will make the trade route more prosperous.

Giving Trade Goods: If you wish to transfer a trade good from you for another, say something along the lines of "I give my supply of [trade good] to [nation]" (optional: in exchange for...).

Navy: A navy tab has been added in the military section of the information. This is to be considered a guideline of how navy works. I suggest when you start making ships, you outline the details of the ship (speed, araments, name, etc.).

Magical Gems: Magical gems are extremely useful for mages. They allow them to empower spells related to that path of magic and craft magic items.

Nation Ideas: National ideas are essentially inherent traits of your nation gained from constant experience/incorporation into the country by your ruler (EX: I am a military nation. I want to have "NATIONAL PRIDE" as my idea, which will increase manpower and the amount of people who will answer recruitment. To do so, I should, over multiple turns, build up a sense of nationalism and militarism in my country, and, at the end of it, spend a significant [like 30+] amount of military power to gain that nation idea). National ideas CAN be lost by going against that idea or losing it in the eyes of the public (ie, losing multiple wars in a row and kissing the ass of a superpower would lose national pride).

Research/Education Programs VS Universities VS Focused Research: Research Programs multiply the amount of base research by X amount. Education programs increase the chance of receiving advisors/great people. Universities multiply the amount of research by X amount, and stack cumulatively; they are passive, and do not require income over time (the multiplier is smaller, however). Focused research gives a slight boost to research, and increases the chance that the research will be towards what it is focused on.

(( If you have any questions regarding complicated game mechanics, feel free to ask. ))
« Last Edit: December 05, 2014, 02:41:12 pm by DontBanTheMan »
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Playergamer

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Re: Nations of Etraxia OOC
« Reply #144 on: December 05, 2014, 09:09:36 pm »

Wait, so, just to be clear, do you still get the benefits of a good you trade?
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DontBanTheMan

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Re: Nations of Etraxia OOC
« Reply #145 on: December 05, 2014, 09:15:34 pm »

Wait, so, just to be clear, do you still get the benefits of a good you trade?

You get trade benefits, but you can't use it for a specific purpose.

If you GIVE it to someone, you don't get trade benefits OR the ability to use it.
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Rolepgeek

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Re: Nations of Etraxia OOC
« Reply #146 on: December 05, 2014, 10:03:06 pm »

How does Diplomatic Power work? What's it used for?
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Rolepgeek

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Re: Nations of Etraxia OOC
« Reply #147 on: December 05, 2014, 10:17:41 pm »

Also, Dunik, don't forget that horses can be used for the military too...
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Playergamer

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Re: Nations of Etraxia OOC
« Reply #148 on: December 05, 2014, 10:19:42 pm »

Yeah, but I think metal would be more important, as of right now.
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

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DontBanTheMan

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Re: Nations of Etraxia OOC
« Reply #149 on: December 06, 2014, 01:54:04 am »

How does Diplomatic Power work? What's it used for?

Exploration, espionage, improving relations, starting trade, diplomatic actions, etc.
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