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Author Topic: The Art of War: Feudal Lord Simulator: OOC Thread  (Read 39754 times)

Tiruin

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #255 on: January 16, 2015, 02:35:47 am »

No offense to those that having a timer will effect, but with a game this size that has so many players we can't not have a strict timer for posts otherwise we'll never get anywhere because that'll end with half the players shrugging things off till later until finally the game dies from no one really acting in the game. I personally would quit if mastahcheese (no offense meant to you mastahcheese) doesn't impose some form of time limit, because I know that will never end well ...

How's about we all agree for a 'default action list' if the player cannot come at the time limit? It's a thing in many other threads that has worked very efficiently. (problem here is that there is...no technical limit as to how much one can act :P) Let's Sloooow this game down a bit--so players can talk and do things.

Say, update every 5 days. Or 3 days, minimum.

A 24 hour limit after the turn to post actions. With this many people, getting the actions in fast, or at all, is going to be hard.
* Tiruin punches Playergamer in the shoulder, lightly.
We are not all [from the same country] here.
Think about Timezones.

Edit: Edited my Spoilered turn action!
I really need to know the maximum number of major ideas to be done per turn .-.
« Last Edit: January 16, 2015, 06:22:01 am by Tiruin »
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Orange Wizard

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #256 on: January 16, 2015, 06:46:57 am »

I really need to know the maximum number of major ideas to be done per turn .-.
+1

...

Also, is mastah about? And okay?
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mastahcheese

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #257 on: January 16, 2015, 09:51:59 am »

I wasn't here yesterday at all because reasons. I don't really have time to talk, or answer questions, or really anything.

If someone could go through and find all the asked questions, (I remember something about mineral rights, and more clarification on traits) that would be awesome.

I'll think on the time limit thing
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The Derail Thread

Kashyyk

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #258 on: January 16, 2015, 10:07:42 am »

Quote
Could you please explain how the traits that we picked in the beginning affect us?
Given that the yellow areas are either highlands/hills or desert, how are the people there sustaining themselves?
Could I be PMed the info I ask my advisors or does it have to stay on the thread?

Those are all the questions I could find since the last time you posted.
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Playergamer

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #259 on: January 16, 2015, 10:26:54 am »

I wasn't suggesting it, Tiruin, I was explaining what it was, since heydude (I think it was heydude) didn't understand what they meant.

Also, Tiruin, I kinda need that arm for my job.
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highmax28

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #260 on: January 16, 2015, 10:53:24 am »

Hope everything is alright Mastahcheese. Take as much time as you need
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TD1

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #261 on: January 16, 2015, 11:38:46 am »

Quote
Could you please explain how the traits that we picked in the beginning affect us?
Given that the yellow areas are either highlands/hills or desert, how are the people there sustaining themselves?
Could I be PMed the info I ask my advisors or does it have to stay on the thread?

Those are all the questions I could find since the last time you posted.
And my one:
Hrmmm, I didn't want to take a go because I have exams, but they're over tomorrow. Could I perhaps take the now-empty spot?

If you don't mind, of course :P
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mastahcheese

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #262 on: January 16, 2015, 11:57:33 am »

You can only do one thing that requires time, for the type of people involved.
So you can't train soldier and build ships at the same time, because that's both military.
Trying to research something, however, would not involve the military, and could also be done.
Constructing a mine/bridge/other undefined building (like defensive structures) would not interfere with either the military nor research.
Using Spies, messangers, and other recon units is instant, and doesn't require time (you have to wait for the info to come back, but giving the order to send someone out is instant.

Being in a desert makes no difference to how people sustain themselves, because that's too much work for me.

I'll explain traits when I have more time.

If people drop out, they will be replaced (as in, someone takes control of their character)
since Haspen dropped out, he'll be replaced. (I think Remalle has dibs on first replacement, though)
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Might as well chalk it up to Pathos.
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TD1

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #263 on: January 16, 2015, 11:59:44 am »

Awh, drat. Rightyoh, let me know if a space opens!
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hector13

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #264 on: January 16, 2015, 01:04:15 pm »

I'd like to edit my posts in the game then... I'll highlight any bits I change though, just in case you've already gone through it, mastah.
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swordsmith04

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #265 on: January 16, 2015, 01:14:43 pm »

I edited my post, as well, to account for shipwrights and soldiers apparently being mortal enemies.

mastahcheese

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #266 on: January 16, 2015, 01:38:13 pm »

I edited my post, as well, to account for shipwrights and soldiers apparently being mortal enemies.
If you get a second territory, then you'll have the space for multiple things at once, as long as each action is within different territories.

Since people think armies are supposed to be like, 20 people, drafting an army generally takes 10% of the territory's population, so expect each player to be able to field 500 troops at the start, so you get an idea of how it works.
(That would take 5 ships to transport, by the way. Don't recall how many I said boats hold.)
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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

Taricus

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #267 on: January 16, 2015, 02:02:55 pm »

Ten percent?! That's basically economic suicide (From how much it'll take to upkeep, to the loss of money from drafting up that many people.)
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InstantHax

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #268 on: January 16, 2015, 02:09:21 pm »

I can't build boats and recruit at the same time?

Hmmmm....

So it would take me four turns to build and use a small navy?
 
First turn: Recruit peasants
Second turn: Build boats
Third turn: Train peasant
Fourth turn: Use navy

Seems a bit overkill imo

Also gonna edit my post now
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hector13

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Re: The Art of War: Feudal Lord Simulator: OOC Thread (Sign ups closed!)
« Reply #269 on: January 16, 2015, 02:34:06 pm »

It takes time to recruit and train people, and also to build boats and stuff. Four seasons in a year, one year to build a navy and train your army. Seems reasonable to me.
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Look, we need to raise a psychopath who will murder God, we have no time to be spending on cooking.

the way your fingertips plant meaningless soliloquies makes me think you are the true evil among us.
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