Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 29 30 [31] 32 33 ... 165

Author Topic: Fiefdoms @ War: Fluff Thread  (Read 76361 times)

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #450 on: March 26, 2011, 12:14:57 pm »

JF how would your people know of my necromancy we are on the otherside of the wprld ?
The +10 bonus implies that all nations have some contact.
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #451 on: March 26, 2011, 12:15:08 pm »

JF how would your people know of my necromancy we are on the otherside of the world ?

Word gets around quick in a month  :P
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #452 on: March 26, 2011, 12:23:45 pm »

I only meant that the fact that his best ally is just anyone who doesn't actually ask for his death means a lot. I didn't want to sound insulting.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #453 on: March 26, 2011, 12:26:45 pm »

Half a year now, I forgot to mention.  Changed the turn times because I wanted a bit more progression of history.

All nations have some contact, but it may well be indirect.  Technologies spread at varying rates throughout the populace, but travellers make their way all across the world.  Even though there may be no trade route making it easy for trade between two nations, some trade or even just cross-migration will still happen unless they devote all their time and energy to stopping it (read: The Old Empire).  Knowledge spreads slowly, but it still spreads, making it easier to research elsewhere.  By the time it's reached 5 empires, enough of the world knows it that you just can't keep it a secret any more.  People pick up little details from different sources and put it together themselves.

It's like Radio being invented near-simultaneously across the world, or the atom bomb being re-developed five years later in Russia; once the basis is in place, the resulting technologies get easier to re-research.
Logged
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.

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #454 on: March 26, 2011, 12:29:49 pm »

Half a year per turn?

Crap.
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #455 on: March 26, 2011, 12:34:09 pm »

Oh damn. That drastically decreases my leaders lifespan. He has a prince to take over for him once he is gone.

He is 50. Ariani live to about 60 or 70.

So yeah. You get the idea.

Why not all four seasons (Turns) for a year?
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #456 on: March 26, 2011, 12:36:36 pm »

I like the 6-month turns. I would even expand them to 1 year/turn. It doesn't make sense to have so many new tech in so little time, and having leader die make for interesting RP (and funny succssion in the Empire)
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #457 on: March 26, 2011, 12:41:07 pm »

Well it isn't quite as bad as it could be, but it gives people the scope to change leaders every 30-50 turns if they wish, whilst if not they could still last 160 turns even with a human leader without it being implausible.  That and it makes the tech progressions marginally more believable.  Seasonal turns felt too long for me, whilst annual turns stretched my believability about raising armies, building buildings etc.



Alright, wrote a quick bit of code to do some of my upkeep/value balance calculations quicker.  What do we think of the revised values here?  None of the stats have changed, so 'str' is just an average of their offensive and defensive strengths taking into account special modifiers vs other units.  Str 15 having value 500 and upkeep 15 is the base; whatever I do with the math, it will pivot around that figure.

Code: [Select]
Spearmen: Str(8.0), Val(210.0), Upk(20)
Skirmishers: Str(14.5), Val(450.0), Upk(45)
Javelineers: Str(15.0), Val(500.0), Upk(50.0)
Archers: Str(15.0), Val(500.0), Upk(50.0)
Slingers: Str(15.0), Val(500.0), Upk(50.0)
Light Macemen: Str(15.0), Val(500.0), Upk(50.0)
Light Swordsmen: Str(18.0), Val(650.0), Upk(70)
Light Axemen: Str(17.0), Val(625.0), Upk(60)
Longbowmen: Str(20.0), Val(840.0), Upk(85)
Heavy Macemen: Str(20.0), Val(840.0), Upk(85)
Phalanx: Str(20.5), Val(880.0), Upk(90)
Heavy Swordsmen: Str(23.0), Val(1100), Upk(110)
Heavy Axemen: Str(22.5), Val(1050.0), Upk(105)
Light Cavalry: Str(20.0), Val(900.0), Upk(85)
Heavy Cavalry: Str(26.0), Val(1400.0), Upk(140)
War Elephants: Str(28.0), Val(1600.0), Upk(160)
Trireme: Str(14.0), Val(500), Upk(60)
Logged
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.

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #458 on: March 26, 2011, 12:48:23 pm »

Dang JF you lucky person those Ele-Cavs are insanely strong.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #459 on: March 26, 2011, 12:48:53 pm »

I like six months as well, I was just surprised is all.

>_> Looks like I missed a election.

I am not that good at balance. So I don't know. It looks fine to me.
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #460 on: March 26, 2011, 12:50:02 pm »

Imagine what would happen if he added an extra zero to one of those numbers.  :P
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #461 on: March 26, 2011, 12:51:24 pm »

Then they would be 10 times as good or 1/10 as good.
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #462 on: March 26, 2011, 12:52:19 pm »

Imagine what would happen if he added an extra zero to one of those numbers.  :P

You know you could probably also add spike tot the eles, and research growth magic, and druids then bam giant elephants with spikes everywhere SUPER DEADLY goo thing I can fly.
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #463 on: March 26, 2011, 12:52:59 pm »

...
...
...
...
...
...
What?
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Fluff Thread
« Reply #464 on: March 26, 2011, 12:53:44 pm »

What are you confused about ?
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 165