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Author Topic: (IC) Feudalism - A Multiplayer Kingdom Simulator (12/10) - Turn 2 (Now with OOC)  (Read 9527 times)

Taricus

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #45 on: October 28, 2016, 09:24:48 am »

Okay. First off are those prices right because holy shit it'll take ages just to get the resources to even expand a little bit, much less actually getting another map tile altogether.
Secondly, name changes:
-Galliene Keep is changed to Arkov Castle
-Gallitown is changed to Salkoise
-Gallifarm Village (North) changed to Orgenset (North)
-Gallidowns Village (East) is changed to Eltaith Valley (East)
-Gallifield Village (South) is changed to Gallifield (South)

Anyway my turn:

Spoiler: Galliene's Turn (click to show/hide)
« Last Edit: October 28, 2016, 12:00:58 pm by Taricus »
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andrea

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #46 on: October 28, 2016, 09:53:06 am »

You can put more than one quarry/ lumber camp in one village, right?
edit: kashyyk, got a message to you.
Taricus, nice format.

Insanegame27

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #47 on: October 28, 2016, 09:56:35 am »

Gonna steal Tar's form for this:

Name changes:
- [Refertiti Castle] is changed to [Refertiti Stronghold]
- [Refertifield] is changed to [Grainfeld(A)]
- [Refertititown] is changed to [Goodslund]
- [Refertifarm village] is changed to [Lumberfeld]
- [Refertidown village] is changed to [Stonefeld]

Anyway my turn:

Spoiler: Refertiti Turn (click to show/hide)
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Taricus

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #48 on: October 28, 2016, 09:57:14 am »

Thank you, though I'm certain that more than one quarry/lumber camp/mine can be built per village looking at some of the other holding sheets.
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andrea

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #49 on: October 28, 2016, 10:19:26 am »

Name changes

-[Durum Castle] is changed to [Golden seat]
-[Durumfield village] is changed to [East Goldenfield]
-[Durum town] is changed to [Emmertown]
-[Durumfarm] is changed to [North Emmerfield]
-[Durumdown village] is changed to [West Emmerfield]

Spoiler: Durum turn (click to show/hide)
« Last Edit: October 30, 2016, 12:02:40 pm by andrea »
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Imic

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #50 on: October 28, 2016, 10:32:38 am »

Spoiler: my stuff (click to show/hide)
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Kashyyk

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #51 on: October 28, 2016, 10:39:08 am »

I'll update people's location names soon.

Okay, questions have been asked both here and privately. They will be answered here, but private questions will be edited for brevity and be anonymous.

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I want to do [REDACTED] but I don't want anyone finding out
Almost everything is publicly accessible, because manipulating this much information privately will be a pain in the ass and make it impossible for any observers. The only things that are private are spy ring actions and results, mid-research tech and, optionally, turn submissions.

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The island at C4 F11 and K5 are there any defensive terrain bonuses there?
There's nothing special about C4, F11, K5 or any other island that is within the same subregion as the mainland.

The larger islands of C2-D3 and E2-F3 are separate however, and will require boats to access.

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What time period are we tech-wise?
Currently early medieval. Shortswords and longswords as two different breeds have not developed yet, there is only the sword. Cutting edge armour is alternate solid and rivetted maille.

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Can docks be built and if so how much do they cost as well as wharf and do docks receive outside trade or only trade between players?
They can be built with tech.

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Will the empire receive outside invasions or grow their army?
Spoilers.

Quote
If I am not mistaken, materials inccome is calculated monthly, while food income is yearly ( harvest). Does that mean that as long as I build mills the month before harvest I get the full bonus? Or is food income also calculated monthly?
]Correct, material tax is acquired monthly and food is yearly at the harvest. And correct, as long as a mill is present before the harvest you gain the benefit, because I can't be bothered making it more complicated than it needs to be.

Quote
Also, I see that most buildings require generic materials and quarries produce 2.5X times as much than lumber camps. Before I spam quarries for early income, is that intended?
Regarding quarries vs lumber camps, yes it is intended. Stone however, is only useful for construction and you need a lot of it for stone-only constructions. Logs are also used for weaponry.


You can indeed build multiple quarries/lumber camps at a single location. As one quarry produces enough stone per month to build two more quarries a compound investment can quickly create a lot of income.
« Last Edit: October 29, 2016, 01:15:09 am by Kashyyk »
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Taricus

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #52 on: October 28, 2016, 10:43:32 am »

What effects does a wharf have? There's nothing in the OP about them. Also, do clergymen work as the same as stewards, only needing to be present in the larger settlement for the villages to gain their bonuses?

Also, updating my post with research.
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andrea

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #53 on: October 28, 2016, 10:45:25 am »

The way I interpreted it, clergymen have to be present in the specific holding ( otherwise, why have stewards at all?)

Kashyyk

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #54 on: October 28, 2016, 10:47:50 am »

Wharfs, docks and shipyards are village, town and castle specific respectively.

Wharfs allow for fishing, a monthy food source.
Docks allow for trading by sea instead of land (useful if you don't have a safe land connection with a trade partner)
Shipyards allow you to build warships.

Currently they are all locked away behind the technology barrier. This was a very insular, land-focused empire before you guys came along.

Clergymen do indeed have to be present in the specific holding. The Steward tax and Clergy hard work bonuses stack however.
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Taricus

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #55 on: October 28, 2016, 11:50:14 am »

Alright, at least I know that now. Time to grab a few more clergy.

Also, what IS the religion everyone has exactly? A whose realm, whose religion sort of deal or is there one faith we all follow?
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Kashyyk

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #56 on: October 28, 2016, 11:57:02 am »

I'm keeping it non specific, but as the basic theme is medieval Europe a Christian-ish faith would be logical. Conversely we have some clearly non European nobility, so who knows.
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Imic

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #57 on: October 28, 2016, 11:58:10 am »

The church of the Lord. There are no heathen gods, only the Lord.
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andrea

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #58 on: October 28, 2016, 12:01:37 pm »

I smell religious wars coming.

I am willing to sell food to whoever fights.

Detoxicated

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Re: Feudalism - A Multiplayer Kingdom Simulator (13/10) - We are GO!!
« Reply #59 on: October 28, 2016, 12:18:38 pm »

Spoiler (click to show/hide)
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