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Author Topic: Feud: A Text-Based Feudal Simulation Game  (Read 7285 times)

Addemup

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #15 on: March 13, 2017, 03:56:59 pm »

Version 0.0.4:
- Added Taxes Menu
- Fixed a bug
- You can finally get past Febuary.
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Lukewarm

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #16 on: March 13, 2017, 10:32:24 pm »

How about Northern Ireland? Are you a filthy partitionist or are you filthy United Ireland scum? Or are you going to skip the middle man and go revisionist history and just preemptively prevent the Troubles by allowing us to genocide the Emerald Isle and make it properly English?
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snow dwarf

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #17 on: March 14, 2017, 07:05:12 am »

Haven't played it yet but cool. The idea kind of reminds me of Warsim. Do you plan on more playable countries in the future?
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Addemup

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #18 on: March 14, 2017, 02:11:44 pm »

Haven't played it yet but cool. The idea kind of reminds me of Warsim. Do you plan on more playable countries in the future?

Ah, thank you, I do plan on the possibility of playing in other countries, such as the HRE, Scotland, or France.
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Addemup

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #19 on: March 16, 2017, 04:28:56 pm »

Version 0.0.5:
- Added Knighthood Mechanic
- Added message in the Market can now tell you whether you are Buying or Selling.
- Added requirements for buildings
- Taxes are fixed
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Addemup

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #20 on: April 06, 2017, 03:00:57 pm »

Version 0.0.5.1:
- Fixed Knighthood Mechanic
- Fixed the Menu
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MrWiggles

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #21 on: April 06, 2017, 10:03:17 pm »

PTW
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Addemup

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #22 on: April 16, 2017, 06:21:37 pm »

Version 0.0.6:
- Fixed Knighthood Mechanic (again)
- Added liege mechanic
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Funk

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #23 on: April 16, 2017, 08:37:19 pm »

If your makeing a text based game can you do it with a 32bit exe?
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MrWiggles

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #24 on: April 17, 2017, 01:31:47 am »

So I tried the game out. Can you do anything else beside buy timber, sell food, build cottages and steal other lords serfs? I came to a failure state, when I misunderstood what 'depositate personal wealth' did, and gave personal fund a debt of a 1000. And that some reason meant that my serfs didnt farm anymore.
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Reelya

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #25 on: April 17, 2017, 04:41:33 am »

PTW, i have some related ideas. I like the dynasty aspect.

Addemup

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #26 on: April 17, 2017, 02:47:48 pm »

Version 0.0.7:
- Fixed liege mechanic
- Added more names for the name generator
- Fixed major bug
- Nearby lords can now remove serfs from your land and back to yours
- Added messages for the beginning and end of harvesting season.
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a1s

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #27 on: April 17, 2017, 04:20:35 pm »

And now it's time for a bug report from Lady Kursett-Fingeurs:
Spoiler (click to show/hide)
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Reelya

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #28 on: April 18, 2017, 03:57:40 am »

How about Northern Ireland? Are you a filthy partitionist or are you filthy United Ireland scum? Or are you going to skip the middle man and go revisionist history and just preemptively prevent the Troubles by allowing us to genocide the Emerald Isle and make it properly English?

The partition of Ireland didn't happen until 1920. It's not relevant to a medieval game, and given divergent history in a game spanning 800 years that has player agency, it should basically never happen.

EDIT: if you look at the history, the deal was that Northern Ireland was the part that had the most english protestant immigrants, they basically made the location of Belfast into a fully-fledged city. So if Addemup wanted this modeled in the game it'd have to track nationality %'s of populations. Then you could get periodic uprisings, maybe triggered by such things as taxation, and they are less likely in provinces with more of your own countryfolk / religion.

This would lead the player to want to create a foothold of your own loyalists. If you sent a few immigrants to every Irish province, they'd merely be absorbed by the Irish within a couple of generations (have a chance for immigrants to marry other immigrants or locals, then have a % chance for the babies to consider themselves locals or immigrants).

This would actually be a really interesting modelling problem. e.g. you'd want to say send enough immigrants to Belfast such that it's 60% English, but then you don't want that just rocketing to 100% without any further involvement. What could be modeled is a value for a population's resistance to intermarrying. e.g. intermarriages happen fast at first, but each time they do, the remaining population gets slightly more resistant to the idea (e.g. they represent more of the people who aren't ok with intermarrying). so there's mixing but not at a steady rate.
« Last Edit: April 18, 2017, 04:20:45 am by Reelya »
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Neonivek

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Re: Feud: A Text-Based Feudal Simulation Game
« Reply #29 on: April 18, 2017, 06:56:31 am »

How about Northern Ireland? Are you a filthy partitionist or are you filthy United Ireland scum? Or are you going to skip the middle man and go revisionist history and just preemptively prevent the Troubles by allowing us to genocide the Emerald Isle and make it properly English?

The partition of Ireland didn't happen until 1920. It's not relevant to a medieval game, and given divergent history in a game spanning 800 years that has player agency, it should basically never happen.

Counterpoint! Grand narrative history!
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