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Author Topic: You are a Lord  (Read 29146 times)

Iituem

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Re: You are a Lord
« Reply #450 on: July 10, 2011, 02:33:28 pm »

Would you like my suggestions on balancing your system?
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RabidAnubis

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Re: You are a Lord
« Reply #451 on: July 10, 2011, 02:35:39 pm »

Yes.  Please give them.
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RabidAnubis

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Re: You are a Lord
« Reply #452 on: July 10, 2011, 02:38:09 pm »

Actually, the easiest way to do the system with it being balanced is make every guy gather 5, but make it cost much more for metal items.

For instance, an iron breastplate would cost 50 iron, while a leather one would cost only 10
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Dwarmin

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Re: You are a Lord
« Reply #453 on: July 10, 2011, 02:50:13 pm »

I wasn't even go track indiviual breast plates

It would be more like

Leather Armor/Industry Lv.1

5 pop, 10 Leather to support
Can armor 5 light infantry regiments

Wooden Weapons/ Industry Lv.1
5 pop, 10 hardwood to support
Can arm 5 light infantry regiments

I'm just thinking to keep all the mining/collecting population requirements the same, and increase the amount of pop and raw material needed to support a higher level/difficulty of industry. They would be seperate.

ex.
 
Metal Weapons/ Industry Lv.1
10 pop, 25 metal to support
Can armor 5 heavy infantry regiments
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RabidAnubis

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Re: You are a Lord
« Reply #454 on: July 10, 2011, 02:53:10 pm »

Ahh... I see now.  So you would construct industries in your city?

Would upgrades make it more efficient or simply mean you have more people doing it?
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Dwarmin

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Re: You are a Lord
« Reply #455 on: July 10, 2011, 02:54:58 pm »

Ahh... I see now.  So you would construct industries in your city?

Would upgrades make it more efficient or simply mean you have more people doing it?

It would increase the amount of people employed, and the amount you produce.

I guess I could add a research tree if we wanted efficency.. *shudder*
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RabidAnubis

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Re: You are a Lord
« Reply #456 on: July 10, 2011, 03:08:45 pm »

Nah.

How about something like this.

Level 1 mining industry- Each person working produces 3 stone per year (Max Working 10)  Cost 5 Copper Bars to upgrade
Level 2 mining industry- Each Person working produces 4 stone per year (Max Working 20).  Cost 20 Copper bars to upgrade
Level 3 mining industry- Each person working produces 4 stone per year +1 copper ore (Max working 30)  Cost 30 Copper bars to upgrade
Level 5 mining industry- Each person working produces 5 stone per year +1 copper ore and +1 Iron ore. (Max 50)  Cost 50 copper bars to upgrade.

And then for smelting and proccesing it would increase by 1 per level. 

We could make a formula, a very simple one.

Mining- Every 1 upgrade 1 stone.  Every 3 upgrade 1 copper.  Every 5 upgrade one iron ore.  Every 50 upgrade 1 adamentine.  Upgrade the one furthest in the chain only.  (For instance, every 3 you would not upgrade the stone production with the copper production.)

And for regiments I thought you would have to initially invest so much, for instance a infantry with iron chain mail and an iron sword would take 100 Iron Bars to start up, and then 5 iron per year, along with the food and the gold.

how big is a regiment?  I think we should switch it to units.

Also, the easiest way to vary locations would be for us to all pick 6 resources.  1 in abundance, 2 easy to find, 2 hard to find, 1 not in the area at all.


« Last Edit: July 10, 2011, 03:16:15 pm by RabidAnubis »
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adwarf

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Re: You are a Lord
« Reply #457 on: July 10, 2011, 03:11:32 pm »

World of (?)
Map of Known World


Yellow - Dwarmin's Lands, C - Capital, T - Town
Capital -
Name: (?)
Forces: (?)
Owner: Lord Dwarmin
Income Generated: (?)

Towns -
Name: (?), (?), (?), (?), (?), (?), (?), (?)
Forces: (?)
Owners: (?)
Income Generated: (?)

Magenta - Greensteel, T - Town
Red - Hightower, T - Town
White - Mellowbrook, T - Town
Cyan (Blue) - Lamnakbob, T - Town

Is that alright ?
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Iituem

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Re: You are a Lord
« Reply #458 on: July 10, 2011, 03:19:57 pm »

Edit:  Unfortunately, what started out as a series of suggestions has become a slightly rambling essay.  You folks post quickly.

This thread has moved quickly whilst I've been studying it.  Before I begin, let me state that I don't think what you've created is simple by the standards of forum games.  That's perfectly fine, since your aim here is apparently for greater depth, though you are looking at Excel sheets by this point.  Right now I don't even really have suggestions so much as restating what I've observed for clarity.

Demand

Population is divided into Units representing a given amount of population (maybe one family, maybe not).  Each Population Unit (PU) produces X amount of labour.  Labour is used to produce goods or services.  Each PU also creates a certain base demand for items, both in terms of possessions and upkeep.  Thus we can derive a potential situation as follows.

Population Unit produces:
8 pts labour per year.

Population Unit demands
in possessions:
8 units housing
3 units trade goods
1 unit metal goods

in upkeep:
8 units food

Upkeep demands have to be met each year anew for each PU.  Possession demands work differently; new possessions are demanded when the population increases, but otherwise these possessions decay at a specific rate/year.  Thus if the population is stable and housing decays at a rate of 15%/year, demand will exist to replace 15% of the existing housing for the entire population.  Similarly trade goods and other possessions would have their own decay rates.  Food however would need to be prepared anew for the population each year (unless stored).

Higher classes (lower class, middle class, upper class etc) simply add to these basic demands.  Industry could create additional demand (see below).


Production, Industry & Production Limitations

As mentioned above, each PU produces a set amount of labour/year.  Labour can be apportioned to the fields, mines, military service or whatever else is required.  Labour and production is limited by the natural resources available in the region, as well as the industrial capacity (workshops, training etc).

For example, if the region only has 2000 labour's worth of arable land (producing at an efficiency of 1.1 food/labour) then it does not matter if you have 3000 spare labour, you can only put 2000 labour into producing food (giving a maximum output of 2200 food).  Similarly if iron deposits can only be worked by a maximum of 300 labour, you can only put up to 300 labour into mining iron (at whatever efficiency).  Primary industry is thus limited by the availability of resources.

Secondary industry would conceivably be limited by availability of resources produced from primary industry, demand (the main limiter, likely) and facilities to engage in the industry.  One may as well assume that 'facilities' covers both physical facilities e.g. workshops and training of associated craftsmen.  If facilities have their own decay rate, it can thus be reasonable for facilities to decay - but warning: this is drifting dangerously into micromanagement territory.  You may just want to keep secondary industry limited by demand and resources.  Efficiency would in either case determine how much labour was needed to manage production.

Tertiary industry (if facility is not a requirement) would almost certainly be regulated entirely by demand.
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RabidAnubis

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Re: You are a Lord
« Reply #459 on: July 10, 2011, 03:25:08 pm »

Okay.  That is my point system.  And make it be 10 points of labor, not 8 and we should be okay.

We gonna bother doing middle and upper classes yet?

Here is what I was thinking for all the industries

Poor-

Mining-Mason
         -Smelter- (To blacksmith)
Cutting-Carving
Farming-Kitchen (for the richer people)

8 units wooden housing
3 units wooden goods
1 unit copper/cheap metal goods

8 food

Middle

Blacksmith-

Labours (?)

10 units stone housing
5 units wooden housing
5 units wooden goods
3 units metal goods


I think that is it?

Also, I do agree with the maximum possible labor.

We would simply say that you have to put 5% of your total wealth back into the fortress.  For instance, if I have 1000 units of wooden housing, I would have to make 50 more units in wooden housing.  Simple.
« Last Edit: July 10, 2011, 03:33:13 pm by RabidAnubis »
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adwarf

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Re: You are a Lord
« Reply #460 on: July 10, 2011, 03:30:28 pm »

Technically Anubis blacksmiths during the dark ages were middle class citizens, so they should go into middle not poor.
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RabidAnubis

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Re: You are a Lord
« Reply #461 on: July 10, 2011, 03:32:27 pm »

Okay.   I am summing up what we have to officialize it.

Okay.  10 labour points.

We simply need to figure out how many points each of those labout points would need, and I'll make the final draft, as simple as possible.
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adwarf

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Re: You are a Lord
« Reply #462 on: July 10, 2011, 03:35:17 pm »

I will make ascii maps for anything you guys need if you want me to, but as you can see they aren't top quailty =, but they are about the best I can do.
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RabidAnubis

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Re: You are a Lord
« Reply #463 on: July 10, 2011, 03:35:47 pm »

Well your world map is fine as far as I know.
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Dwarmin

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Re: You are a Lord
« Reply #464 on: July 10, 2011, 03:44:26 pm »

I don't even want to calculate harvesting operations like that, though, Rabid. Based upon our totally untapped resources, population are just assigned to it with 1 pop harvesting 5 resources, that's it. Iituem has that point.

Infantry Regiments would take up 1 population point, have the intial gold cost and upkeep, and double the food cost.

but if you have an industry set up thats already consuming resources, I would just count that as already having the materials to outfit them...industries not used for soldiers would produce gold in taxes.

@Adwarf: Eh, could be better. Nice work anyway.
Also, good point on that-people who work in higher industries would become middle class.

I am using this point, at least.

Quote
Higher classes (lower class, middle class, upper class etc) simply add to these basic demands.  Industry could create additional demand (see below).

But we start the game with only lower class citizens anyway...

Also, I'm only keeping track of two things for each population point, modified by class

Food-
Lower Class needs 1 food a year, and can harvest 5 resources a year
Middle Class needs 2 food a year, and can mine 5 resources a year, OR refine 10 resources a year with industry
Uppper Class needs 4 food a year, and just pays lots of taxes, needed for elite infantry like knights


Commodity-
Lower Class needs 1 type of commodity a year, and can harvest 5 resources a year
Middle Class needs 2 types of commodity a year, and can mine 5 resources a year OR refine 10 resources a year with industry
Uppper Class needs 4 types of commodity a year, and just pays alot of taxes, needed for elite infantry like knights


I'm not tracking *anything else*, since I can assume even without a large industry, most people would make do if they have food and commodites. For example, everyone is capable of making their own houses! Yeah, it's all handled behind the scenes, No need for us to actually order them built.

Industry List!

Leather Armorer
Weapon Carver (catch all for wooden weaponry)
Weaponsmithy
Armorsmithy
Wizard Towers (spending magicka on spells)
Craftsworks (for making commodities, carpenter, gemcrafter, metalworking, alchemist etc..)

I'd prefer to keep the math simple as possible...this has already gone out of control lol
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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