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Author Topic: Fiefdoms @ War: Turn 15  (Read 127437 times)

Terenos

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Re: Fiefdoms @ War: Turn 2
« Reply #450 on: March 19, 2011, 05:59:26 pm »

Yeah your math looks fine Adwarf.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 2
« Reply #451 on: March 19, 2011, 06:19:58 pm »

Stupid Fucking dumbass.
Its a called "A calutulator" or "Google".
Ya well you don't have to be an ass seriously stop.

Well, stop making stupid, annoying, and snarky comments then.

Or this will happen in the future.
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #452 on: March 20, 2011, 05:59:18 am »

1.  I would appreciate as GM if you send me chatlogs or include me in the PMs of your alliance discussions or whatever medium you use for voting, just to keep me clued in.  This should not affect your strategy, as I am impartial in my own game.

2.  I have been toying with whether or not to use Hero units.  If I do, they will most likely add bonuses to individual units they are stacked with, but that will wait until I get around to adding that ability to the engine.

3.  The high drama here is hilarious, but better if kept in character.  If you want to have arguments out of character as player to player, take it to PM.  I do have to skim every post in case of someone posting a turn, after all.

3a.  Seriously, 15 pages of it?  You practically doubled the length of the thread.

4.  Vassalage in this instance is defined by the contract of vassalage.  Historically this is backed up as any vassal-style contract is an exchange of arms for territory and defence.  A tributary arrangement would be the exchange of money for territory/defence.  Whatever it may have been historically, I will only respect those contracts specified here.

4a.  Which is to say, not at all.  I'm game master, my job is to adjudicate rules, not politics.  Whether or not you betray each other is an ingame strategic concern.

5.  I am still putting together the turn, having just gotten back.  Should be up in an hour or so.  Kashyyk, if you get this in time you might be able to change your post, but I'm afraid you cannot build that workshop.  Until you have researched Infrastructure II, you will be unable to build more than one industry building in a territory; however, researching Mechanics II will give you an improvement option for the Sawmill and I believe Weaving is the first industry to be mentioned aimed at non resource-requiring buildings.


6.  I have had a request from the Western Alliance for a sort of specialised Alliance faction.  Some of their requests I may be inclined to grant, others I will not.  Here's what I can offer you.

i.  You may move each other's troops freely through one anothers' territory anyway as part of your alliance.  You may also 'loan' your troops to the command of another player (I would count Phantom loaning 2 infantry to Sheb as an example).  During such a loan the creditor (the loaner) pays all the upkeep costs and retain technical ownership of the armies but the units are under the control of the debtor (the person being loaned to).  The creditor has the option to pull out his troops at any time, even if that means completely undercutting the debtor's forces literally as he goes into battle.  Be warned.

ii.  I will allow a restricted Alliance faction, under aforesaid restricted rules.  I will treat the Alliance faction as an almost separate faction and I want the speaker of the Alliance to make up turn posts for it.  The Alliance will generate cash and be able to construct improvements and recruit soldiers in its own territories.  Cash may not leave or enter the Alliance territories without agreement of the Alliance.  Alliance territories may not be redistributed to members without agreement from the Alliance.  Alliance troops may not be given to members without agreement from the Alliance.

iii.  I will treat the Speaker of the Alliance as ruler of Alliance territories as far as orders are concerned.  If you disagree with his orders, vote in a new speaker or declare a vote of no-confidence.

iv.  If the Speaker gets a vote of no-confidence from a majority (or 50%) of the Alliance members, all Alliance assets will be frozen.  I will not respect any troop movements, construction or transfer requests for that entire turn or any turns after until the disagreement has been resolved, even if it goes to war.  The Alliance faction will defend itself if attacked and if taken too far I may turn it into an NPC faction.  Be warned.

v.  If the Alliance is reduced to two members and there is a falling out, the Alliance assets will also freeze until one of you surrenders control or is destroyed (in which case all alliance assets are subsumed by the victorious empire).


7.  I am very wary of this arrangement, as I fear bickering amongst the alliance may slow the game down with regards to the actions of this faction.  As such I will not wait for the Alliance faction actions when doing turns and instead do one of its turns as 'neutral' if no orders have been received (no construction, no recruitment, just stockpiles money).

8.  While I do want you to keep your turns restricted to the same post (i.e. don't re-post turns, edit them), I also want you to post if you've edited your turn.  Otherwise I may just overlook it when turns come.
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Kashyyk

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Re: Fiefdoms @ War: Turn 2
« Reply #453 on: March 20, 2011, 06:19:07 am »

5.  I am still putting together the turn, having just gotten back.  Should be up in an hour or so.  Kashyyk, if you get this in time you might be able to change your post, but I'm afraid you cannot build that workshop.  Until you have researched Infrastructure II, you will be unable to build more than one industry building in a territory; however, researching Mechanics II will give you an improvement option for the Sawmill and I believe Weaving is the first industry to be mentioned aimed at non resource-requiring buildings.

Okey dokey, I'll edit the post
Edited :D
« Last Edit: March 20, 2011, 06:23:26 am by Kashyyk »
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #454 on: March 20, 2011, 06:21:14 am »

Finally:

a)  Sorry, I am closing further applications for sides.  We have enough players that turns will take long enough to do as is.  I don't want to burn out on this, and you don't want me to either.  Feel free to watch, though.

b)  Please stop choosing grey, white or black as colours, they play merry devil with the way I have the territory maps set up.  I have three different shades of green on the map as it is.
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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.

Terenos

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Re: Fiefdoms @ War: Turn 2
« Reply #455 on: March 20, 2011, 06:28:19 am »

3a Made me laugh for a good 5 minutes. Thank you for that.
This is why I picked orange people. Quick, someone take Pink. PIIINNNNKKKKK!
Anywho, Welcome back.
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Iituem

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Re: Fiefdoms @ War: Turn 3
« Reply #456 on: March 20, 2011, 07:20:35 am »

Turn 3 - Sparks of Magic
Winter 1001 A.D.

Across the world, little inklings of a return to the old ways begin to show up.




Events in the World

Shambles (Sordell):  Rumours abound on the border of Farland and Arcadia of figures shambling across the moors at night, terrorising farmsteads.  There is talk of the dead coming back to life and corpses rising from the grave to attack the living.  Most of these rumours are coming from the border of Western Sordell.

Fireflies (Terret/Storm):  There have been reports of strange occurences on the border of West Terret and South Storm; cattle being found dead, their hide burned with several scorch marks, huts in flaming ruins.  The citizens on both sides are scared and appealing to their rulers for help.  The occurences are spreading further and further afield but seem to be centred on a series of caves by the shore, right next to the border on the Terret side.

Foul Omens (Foul):  News reaches the Emperor's desk of a new hive rising in Western Ichor, quickly dominating the surrounding hives and coming close to achieving dominion over the area.  Rumour from the drones suggests the hive has made a pact with some kind of dark god - they have supposedly gained the power to rot a klackon's flesh out from under his carapace with a word.

Desert Winds (Pomford):  Stories circulate about a long-lost temple in the deep desert of North Pomford, recently unearthed by a sandstorm.  Traders suggest that the temple is guarded by an army of soldiers dressed in an ancient mode of armour and heavily armed, but that they seem almost hazy and insubstantial, as if composed of the winds themselves.

The Ice Queen (Terrendale):  Rumour has it that in central Terrendale there is a palace of ice in which sleeps the most beautiful woman the world has ever seen.  Rumour also suggests that the palace is guarded by great white beasts of the snow, chained to the place by her command.

Bearskin (Brent):  There is one figure in the foothills of South Brent who will not accept the rule of the McBrents, a strange and powerful figure who goes only by the name of Bearskin.  He strides through the hills wearing a pelt of bearskin and supposedly followed by a family of bears who obey him.  He has not caused trouble yet, but it may depend on how the McBrents treat their new subjects.








Spoiler: Arcadia (Kashyyyk) (click to show/hide)





Spoiler: Cadre of Vremya (click to show/hide)
« Last Edit: March 25, 2011, 11:18:09 am 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.

Terenos

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Re: Fiefdoms @ War: Turn 3
« Reply #457 on: March 20, 2011, 07:43:45 am »

Spoiler (click to show/hide)
One question. Is a resource available without a building to exploit it. I ask because when Spoon's caravan gets here, I am curious about my access to iron through him. Will I have it? Will I not as he has no mine?
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Pillow_Killer

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Re: Fiefdoms @ War: Turn 3
« Reply #458 on: March 20, 2011, 07:47:14 am »

Spoiler (click to show/hide)
The Glorious Peaceful Empire of Peaceful People of Peaceful Republic extendes it's greetings to the all free world. As we reclaim the territory that rightfully belongs to us, We Wish other Empires are open to the cooperation and trade. We are willing to sign trade agreements with all the members of Free World, and we hope that we can all co-exist peacefully and improve the world together!
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #459 on: March 20, 2011, 07:51:53 am »

I have elephants?

FUCK. YES.

Edit: Read the alliance rules. Those are fair and just.

Edit2: Turn. (( Note: I am hoping I can get horses for Dragoon Soldiers. ))
Spoiler (click to show/hide)

Phantom, How about a trade agreement for your horses? I'll give you Dragoon tech if you do.
« Last Edit: March 20, 2011, 10:40:53 am by Johnfalcon99977 »
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Iituem

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Re: Fiefdoms @ War: Turn 3
« Reply #460 on: March 20, 2011, 08:38:50 am »

Resources are available without buildings to exploit them.  It is assumed that small freeholders, prospectors and the like engage in private enterprise to exploit resources - buildings represent major centres or investments in industry.  The difference between having an iron mine built is between having to purchase your iron from little prospectors and mines and having one massive mine/set of mines extracting and processing ore.

Once you connect to Foul by trade route (on completion of the caravan's trade mission) you will automatically have access to their iron and they will automatically have access to your copper.  Neither of you will get territory-specific bonuses (such as being able to build metalworks on the territory) without owning them, but both of you will be able to build copper and iron-related units.  Some buildings may get discounts from having access to materials as well, though these are usually region-specific.  An example of an unresearch-as-yet building that would gain benefits from simply having access to materials would be a Marketplace; a building that generates a certain % increase over base revenue and has its own flat upkeep, but the % bonus increases the more of certain types of resources are available to it.

Also, we have a fairly major game balance change coming up - I think it needs it.


Quote from: Game Balance Change:  Research
The core research formula has not changed.  It remains:

success cap = £ spent / 1000 * base cap

with the need to roll under the success cap on a roll of 1-100.  Again as before, investing £500+ into a tech adds +1 to the cap.  The rule is now being adjusted so that every £150 above £500 invested per turn will add an additional +1 to the research cap.

The reason for this is that although investing £1300 makes you twice as likely to succeed at research that turn as investing £650, if you fail you would still only have a cap increase of 1% (at £1000).  For example:  If the base cap was 70 and you invested £650 you would have a 45.5% chance of success, whilst investing £1300 would give you a 91% chance of success.  If you failed, though, the base cap would still only increase to 71 under the old system whether or not you invested £650 or £1300.  Under the current system the base cap would increase to 72 for investing £650 and 76 for investing £1300 (or £1250), rather increasing the likelihood of success on the next attempt.
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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.

Terenos

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Re: Fiefdoms @ War: Turn 3
« Reply #461 on: March 20, 2011, 08:46:44 am »

Excellent, Excellent. This will factor into my plans -perfectly-.
Also, 3 turns relatively fast. 8 more to go. I CALL YE FORTH FROM THE SHADOWS! POST YOUR TURNS!
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Iituem

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Re: Fiefdoms @ War: Turn 3
« Reply #462 on: March 20, 2011, 08:47:32 am »

Regarding the auxiliaries:  Do you want metal-dependency?  If you do, they'll need copper or iron to work but they'll be stronger.
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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.

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #463 on: March 20, 2011, 08:53:58 am »

Metal should be a optional to them. Without metal they can still be made but they will be weaker. If they have Iron or copper they will become stronger.

Edit: May I ask WTF is that camel on the map doing?
« Last Edit: March 20, 2011, 09:29:05 am by Johnfalcon99977 »
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Terenos

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Re: Fiefdoms @ War: Turn 3
« Reply #464 on: March 20, 2011, 09:33:26 am »

I cant imagine how you missed this, but its Spoon's Caravan. Look at it, all in East Grok and everything.
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