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Author Topic: Colony [OOC]  (Read 7820 times)

Iituem

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Re: Colony [OOC]
« Reply #15 on: December 06, 2014, 06:28:27 am »

Heheh.  I shall neither confirm nor deny the existence of the Hatcuri, but you can't play as one.  ;D

Ophelia and Everett, if a touch short, seem fine by me.  I'll start working on the intro pages.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

micelus

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Re: Colony [OOC]
« Reply #16 on: December 06, 2014, 06:38:17 am »

Naaah. Course not. That would be absurd. I've finished my sheet btw; if I'm not in I guess I can read those secret reports. :p
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

Digital Hellhound

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Re: Colony [OOC]
« Reply #17 on: December 06, 2014, 07:44:19 am »

Spoiler (click to show/hide)

There we go. What the 'true faith' is yet to be decided. It is now Cyclism. Hmmmm.
« Last Edit: December 07, 2014, 04:57:49 am by Digital Hellhound »
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Iituem

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Re: Colony [OOC]
« Reply #18 on: December 06, 2014, 03:07:41 pm »

Driving to Lincolnshire tomorrow, so this may not start until Monday.  Fair warning.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

a1s

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Re: Colony [OOC]
« Reply #19 on: December 06, 2014, 07:56:44 pm »

Spoiler (click to show/hide)
Totally not telling you what to do, but the Knowledge package allows you to start with 3 priests already in play.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Criptfeind

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Re: Colony [OOC]
« Reply #20 on: December 06, 2014, 08:08:49 pm »

Wealth package allows you start with, and keep paying for the upkeep of, four. (Although admittedly by that metric knowledge lets you start with 5...)
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a1s

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Re: Colony [OOC]
« Reply #21 on: December 06, 2014, 08:35:23 pm »

Wealth package allows you start with, and keep paying for the upkeep of, four.
Kinda. It would take a turn to make them. But that is peanuts compared to the fact that there probably aren't 4 monasteries (remember 1 specialist/turn, that's priests and scholars combined) in New Sheepstead, to say nothing about you being able to use them all.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Digital Hellhound

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Re: Colony [OOC]
« Reply #22 on: December 07, 2014, 04:52:34 am »

Religion isn't the sole focus of my character, and it seemed more fitting to have Wealth instead of Knowledge with the background - he comes from a powerful, but rural, non-noble family. He was just a village priest. I can see how Knowledge could be fluffed even so, but Wealth it is.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Criptfeind

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Re: Colony [OOC]
« Reply #23 on: December 08, 2014, 11:10:18 am »

By the way, were we suppose to attach our Mercantile to a resource or is it just a general thing?
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a1s

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Re: Colony [OOC]
« Reply #24 on: December 08, 2014, 11:28:15 am »

It's implied that you do. But it's a bit hard to tell.
Quote
A mercantile specialism will grant a bonus to any industries of its type you own or run in a city, so long as you are resident there.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Iituem

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Re: Colony [OOC]
« Reply #25 on: December 08, 2014, 05:10:00 pm »

To a resource, yes.  Forgive me for not elaborating.  The resource you pick will grant you a bonus to production of that resource, and to Workshops converting that resource.  e.g. You have a Wool specialty.  Your Looms produce 4 Wool instead of 3 Wool per turn, and Workshops you own produce 4 Goods from Wool instead of 3, or if it is producing, say, 3 Goods from 3 Iron, allows you to add production of another Good from Wool.

Father Longroth:  I've assigned you a Wool specialty at present.  This should put in a favourable position at game start.

Working on the turn now that I've got a free evening.  Game start should be this evening.

Edit:  It's late, and the start's not done yet.  Start tomorrow instead.
« Last Edit: December 08, 2014, 09:54:10 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

a1s

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Re: Colony [OOC]
« Reply #26 on: December 09, 2014, 05:22:17 am »

if it is producing, say, 3 Goods from 3 Iron, allows you to add production of another Good from Wool.
Wait. Can a workshop only produce goods from one type of resource per turn?

Trade questions:
is there trade with the outside world?
Can you elaborate on how caravan/ship routes work? Do they start transporting on the same turn you declare them? What happens if you cancel the route? (if something bad, can you modify resource composition, without changing the destination points? i.e. it was 2 Goods, 2 Grain <->4 Iron and now you want 1 Good, 3 Grain <->3 Iron)
It says workshops sell goods for 5 gold, and that other infrastructures buy goods for 5 gold from traders. Is that more of a guideline, or are traders just chumps/altruists?
In fact, since you can produce goods out of any resource you want (except horses and food.), and everyone produces food, is trade even going to be a a thing?
« Last Edit: December 09, 2014, 05:39:19 am by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Digital Hellhound

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Re: Colony [OOC]
« Reply #27 on: December 09, 2014, 07:57:52 am »

Wool was what I'd have chosen anyway, so wonderful.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Aseaheru

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Re: Colony [OOC]
« Reply #28 on: December 09, 2014, 07:59:24 am »

A1s, Wood, iron and wool will probably all be traded.
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Criptfeind

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Re: Colony [OOC]
« Reply #29 on: December 09, 2014, 01:05:19 pm »

I had assumed that the way it would work would be sorta like, the towns will automatically do the process where they take in a raw resource, make it into a goods, and then use it. With the prices in a npc only line being basically meaningless, since it's the town paying the town and it just takes it's own money. But the prices being important when a player takes part in the line, that the town will buy goods for 5, and that workshops will buy resources for 2 (and sell for 5 if the trader wants to move the goods to a town that they own things in so that town can make stuff) and that player workshops can buy goods for 2 from whatever npc resource gathering infrastructure exists then sell it for 5 (or best of all probably, the player making resources, then making them into goods, then selling them for five in pure profit)

Although the questions I have, do players need to pay for the goods that their infrastructure uses, or does the town pick up that cost (thus making it profitable to just sell to yourself to extract money from the town...) and can you selectively give goods to infrastructure (such as your own infrastructure) for free if there isn't enough money/goods in town to keep them running?
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