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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 27455 times)

Nirur Torir

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Re: Fallen Imperium - Turn 0.
« Reply #120 on: May 15, 2011, 01:57:15 pm »

Yes, six planets per player total, as a measurement of sector size. Everyone still starts with one.

The maths is actually quite easy when the equations are fully understood, on that note, Nirur, can you please rewrite the equations of the sample turns to be a bit more clear (as in fully explained)
I rewrote the sample turn. What's obvious to me isn't obvious to everyone; please let me know what else needs clarifying. I generally prefer to write out a strange formula instead of "1% growth per difference between current environment and ideal environment."
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Vanigo

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Re: Fallen Imperium - Turn 0.
« Reply #121 on: May 15, 2011, 02:37:20 pm »

It took me a while to work out what was going on with trade; I actually had to look at the other thread. I couldn't figure out which planet was planet A and which was planet B. Turns out it's two-way, so each takes that role for the other. I'm still not sure at what point trade bonuses are applied, though.
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Nirur Torir

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Re: Fallen Imperium - Turn 0.
« Reply #122 on: May 15, 2011, 04:43:32 pm »

Turn 1) Trader reaches destination and establishes route.
---I state the trade amount everyone gets, based off of end-turn production---
Turn 2) Money and production is received.


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evilcherry

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Re: Fallen Imperium - Turn 0.
« Reply #123 on: May 15, 2011, 05:11:56 pm »

Turn 1) Trader reaches destination and establishes route.
---I state the trade amount everyone gets, based off of end-turn production---
Turn 2) Money and production is received.
yes as I have always intended.

So case closed  :)

Vanigo

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Re: Fallen Imperium - Turn 0.
« Reply #124 on: May 15, 2011, 05:30:16 pm »

Turn 1) Trader reaches destination and establishes route.
---I state the trade amount everyone gets, based off of end-turn production---
Turn 2) Money and production is received.
Right, but if somebody's got a +20% bonus to trade, where is that applied?
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Criptfeind

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Re: Fallen Imperium - Turn 0.
« Reply #125 on: May 15, 2011, 05:31:16 pm »

At the end I believe.
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Vanigo

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Re: Fallen Imperium - Turn 0.
« Reply #126 on: May 15, 2011, 05:36:56 pm »

At the end I believe.
To which side? If Al and Bob are trading, and Al has +2 trade (and Bob doesn't), what does that mean for the production and money each gets? Does Al get +20% to each? Does Al get +20% to one and Bob +20% to the other?
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Criptfeind

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Re: Fallen Imperium - Turn 0.
« Reply #127 on: May 15, 2011, 05:40:04 pm »

Al would get +20% to each benefit. Bob gets nothing.
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Nirur Torir

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Re: Fallen Imperium - Turn 0.
« Reply #128 on: May 15, 2011, 05:44:04 pm »

Actually, just to make it "interesting," I think I'll apply both players' bonuses at both ends. With a 120% and 80% bonus, each player would get 96% of the standard 20% credits and production (for one trade route). If both players have a 20% bonus, it's a 144% overall increase.

Trade effectiveness research, on the other hand, would only work one way. Player A would gain increased credits, and increase the incoming production, but player B would get the trade income as though A had no research.
« Last Edit: May 15, 2011, 07:20:09 pm by Nirur Torir »
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Vanigo

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Re: Fallen Imperium - Turn 0.
« Reply #129 on: May 15, 2011, 06:42:16 pm »

Wow.
If a planet has two trade routes, and both its trading partners have only one, do they get resources and money as if their partner had only one?
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Nirur Torir

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Re: Fallen Imperium - Turn 0.
« Reply #130 on: May 15, 2011, 07:19:27 pm »

Wait, no, that's a terrible idea. It'd wreck diplomacy, make a +2 trade bonus a no-brainer, and a team with maxed out trade would have too much of an advantage.

Instead, a trade bonus/penalty only affects the player with the bonus/penalty, both in credit creation and incoming production.

For players C & D, C has 2 routes and D has 1, all to their capital:
A receives 30% of his production as gold, and 15% of the production from each player he's connected to.
B recieves 20% of his production as gold, and 20% of A's production.
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Vanigo

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Re: Fallen Imperium - Turn 0. One more player needed.
« Reply #131 on: May 17, 2011, 05:28:23 pm »

Apologies, didn't notice this until now, was out, and then had a bunch of other stuff going on. Respectfully requesting an extension, though I may not need it, as I will begin working on it now.

Also the fluff can be changed. I was merely going to use the same name, leader, and some of the strategy, mostly.
So, uh, shouldn't you have posted by now?
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ragnarok97071

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Re: Fallen Imperium - Turn 0.
« Reply #132 on: May 17, 2011, 09:14:03 pm »

I'm trying, but I just can't seem to find the time and willpower to go through all of this for a game. Sorry.

Not trying to criticize how you're running this, but it's just not my cup of tea.
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ggamer

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Re: Fallen Imperium - Turn 0.
« Reply #133 on: May 18, 2011, 08:17:59 pm »

bro, turn, now.

Nirur Torir

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Re: Fallen Imperium - Turn 0.
« Reply #134 on: May 18, 2011, 09:35:02 pm »

Turn tomorrow, Terraria now.
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