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Author Topic: (OOC) Feudalism - A Multiplayer Kingdom Simulator  (Read 3428 times)

Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #30 on: November 05, 2016, 05:02:07 am »

I've got wood if you need it, for the time being (I'm not gonna be spending much of it, even with a bowyer in the plans.)

Also, are we able to build villages in the areas controlled by other players with their permission?
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Kashyyk

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #31 on: November 05, 2016, 06:08:28 am »

Can I move unemployed villeins from different villages around?
I don't see why not.

Edit: Also, will I get the tax from my stone mines I built last turn on this turn? Or is it next turn?
You can make use of any building that is fully built at the beginning of the turn, so yes. Those who have part built buildings like ironsmiths cannot use them until next turn however.

Also, are we able to build villages in the areas controlled by other players with their permission?
With an official treaty, yes. For that you will need dignitaries in each other's courts.
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Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #32 on: November 05, 2016, 06:35:02 am »

Well that solves one little diplomatic issue I have :D

Also, wouldn't be easy enough to tag the end destination of multi-turn moves on the units doing such?
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Kashyyk

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #33 on: November 05, 2016, 06:56:52 am »

The problem would be me remembering to go find them all to move. Some people may also not want people to know the end destination of their units.

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Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #34 on: November 05, 2016, 07:19:40 am »

Well, having to keep track of all the moving units and their destinations would certainly bog down the game. Might need to cut down that somehow...

Also, just spotted an issues in my holdings, Eltaith Valley only has the one quarry, as opposed to the three it has now. That just needs to be fixed and we're good there

EDIT: Also did a little math... You may want to tweak agricultural outputs given that EVERYONE will have mass starvation given the current population sizes. 28200 Total pop (Serfs included) against 12000 bushels of food doesn't really match up well.
« Last Edit: November 05, 2016, 07:39:21 am by Taricus »
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Grek

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #35 on: November 05, 2016, 01:31:42 pm »

I'm pretty sure food is only actually consumed during sieges. There's off screen food used to feed people outside of sieges.
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Kashyyk

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #36 on: November 05, 2016, 05:35:21 pm »

Grek has it right there. I'm also of the opinion that serfs are living off slightly less than a bushel each as well.
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Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #37 on: November 05, 2016, 07:00:14 pm »

Ah, okay. So basically the farm output is converted to cash? Gotcha.
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TopHat

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #38 on: November 07, 2016, 02:26:04 pm »

Okay, I think there are a couple of errors with Veersdown Village, namely the number of employed villeins (should be 394, I think) and the Lumber Camp (which seems to gain no benefit from the steward). Other than that, I think my turn is fine.

Oh, and one question about the Clergy's Family Values bonus: is it an extra 5% of the population (effectively doubling growth) or is the growth increased by 5%.

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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Kashyyk

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #39 on: November 07, 2016, 02:47:08 pm »

The growth percentage is increased by 5%.
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Grek

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #40 on: November 07, 2016, 06:53:56 pm »

I'm afraid that I'm going to have to drop out of this game, I'm going through a really tough patch and I can't commit to it. Sorry.
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Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #41 on: November 07, 2016, 07:26:06 pm »

Aw damn, sad to see you go Grek.

...Mind if I take Grek's holding Kashyyk? :P
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Kashyyk

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #42 on: November 08, 2016, 07:09:41 am »

I'm sorry to hear that Grek, I hope everything comes together for you.

...Mind if I take Grek's holding Kashyyk? :P

Heh. I have a feeling that would put everyone else at a bit of a disadvantage. They'll either get retgoned, or become a subsidiary of the emipre.
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Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #43 on: November 08, 2016, 07:16:45 am »

Retgoned then. I don't see the empire having holdings this far out. And negates why I chose far in the first place :P
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Taricus

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Re: (OOC) Feudalism - A Multiplayer Kingdom Simulator
« Reply #44 on: November 13, 2016, 06:30:54 am »

Excuse the doublepost but how fares the turn Kashyyk?
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