Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: GreatWyrmGold on January 01, 2013, 02:15:35 pm

Title: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 01, 2013, 02:15:35 pm
Alright, I'm finally getting restarted on this.

-----

This is an unfinished world, but it will be peopled by mighty empires.

Spoiler: Old World Map (click to show/hide)
Spoiler: Current World Map (click to show/hide)
Spoiler: Map Features (click to show/hide)

Step 0 is to sign up. I'll be allowing no more than six and probably only 4-5 players play. Too many and games like this become a nightmare. Priority will be given to those who participated in my Feudalism Rethought game.
Step 1 is to finish the world. Each player I will be able to make one major change or three minor changes to the map.
Step 2 is to seed your empires. Each empire will start with a single town and will have a number of points assigned to it by the player controlling it.
Step 3 is to add finishing touches. Each player will be able to add a reasonable number of minor features to the area within 1 World Hex of their empire's starting position.
Step 4 is to alter the course of history. Doing so entails me describing a period of history, then the players can influence their empire's destiny. This will be somewhat freeform; you'll be able to do just about anything within reason.
Step 5 is to wait for me to finish up compiling all of these little things so I have a nice, detailed map to use.
Step 6 is to actually play.

Hopefully this will capture the worldbuilding aspects of the original Feudalism and the empire-building aspects I had imagined, without being too hard on me.

-----

Player List:
10ebbor10?
Child of Armok
Dariush
javierpwn
mesor
scapheap
Title: Re: Feudalism Rethought Redux: Table of Contents
Post by: GreatWyrmGold on January 01, 2013, 02:16:15 pm
Table of Contents

Overview (http://www.bay12forums.com/smf/index.php?topic=121171.msg3918981#msg3918981)
Table of Contents (http://www.bay12forums.com/smf/index.php?topic=121171.msg3918984#msg3918984) (in case you can't find it) (http://tvtropes.org/pmwiki/pmwiki.php/Main/DepartmentOfRedundancyDepartment)
Step 1 Rules (http://www.bay12forums.com/smf/index.php?topic=121171.msg3919127#msg3919127)
Step 2 Rules (http://www.bay12forums.com/smf/index.php?topic=121171.msg3946518#msg3946518)
Title: Re: Feudalism Rethought Redux: Step 0
Post by: mesor on January 01, 2013, 02:16:58 pm
In.

You PM ninja'd me lol.
Makes a change normally I'm the one who ninja's you :D.
Title: Re: Feudalism Rethought Redux: Step 0
Post by: GreatWyrmGold on January 01, 2013, 02:19:59 pm
Wow, I probably didn't even need to send the PM. Nice eye.
Title: Re: Feudalism Rethought Redux: Step 0
Post by: mesor on January 01, 2013, 02:20:36 pm
Luck lol I just reset my PC and this popped up about 2 seconds before I opened the forum.
Title: Re: Feudalism Rethought Redux: Step 0
Post by: Dariush on January 01, 2013, 02:22:03 pm
So in.

Luck lol I just reset my PC and this popped up about 2 seconds before I opened the forum.
Uh... how could it pop up before you opened the forum?...
Title: Re: Feudalism Rethought Redux: Step 0
Post by: scapheap on January 01, 2013, 02:22:18 pm
I'm in too.
Title: Re: Feudalism Rethought Redux: Step 0
Post by: Child of Armok on January 01, 2013, 02:27:46 pm
I'm in too.
Title: Re: Feudalism Rethought Redux: Step 0
Post by: 10ebbor10 on January 01, 2013, 02:28:08 pm
Ptw. Maybe reserving
Title: Re: Feudalism Rethought Redux: Step 0
Post by: javierpwn on January 01, 2013, 02:34:33 pm
Ptw. Maybe reserving

ill join in
Title: Re: Feudalism Rethought Redux: Step 0
Post by: mesor on January 01, 2013, 02:35:58 pm
That was fast, ofcourse if any of the old group join then some of you will go to wait list.
But still, wow that was fast.
Title: Re: Feudalism Rethought Redux: Step 0
Post by: GreatWyrmGold on January 01, 2013, 02:37:29 pm
That's full.

Please be patient while I post the descriptions of constitutes a "major" or "minor" change.
Title: Re: Feudalism Rethought Redux: Step 1 Rules
Post by: GreatWyrmGold on January 01, 2013, 03:00:57 pm
Alright, against my better judgement I'm going to consider all of you officially IN. Let's hope we don't get too many other people from Feudalism Redux coming in or this will  be You Are Islanders all over again...

As noted, you can make one major or two minor changes to the map.

Spoiler: Major Changes (click to show/hide)
Spoiler: Minor Changes (click to show/hide)
Spoiler: Combining Actions (click to show/hide)

Any questions about the rules or map?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 01, 2013, 03:10:26 pm
Do we say the changes or do we draw on the map because I'm having trouble with the second
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 03:11:28 pm
Just say them.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 01, 2013, 03:13:28 pm
Ok.

I'll take a mineral deposit of iron on the island thats on it's own to the left.
A mineral deposit of gold on the same island.
A small island two hexes to the islands right ( Dark blue hex with two light blue ones connecting it to the island )
Title: Re: Feudalism Rethought Redux: Step 1
Post by: javierpwn on January 01, 2013, 03:17:32 pm
I'll take a volcano,river source in that mountain plz?
And the tile beneath it to be mineral of iron
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 01, 2013, 03:21:58 pm
Ruins on the island on the west side.
Perpetual storm around it(the light blues hexes)
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Child of Armok on January 01, 2013, 03:25:27 pm
A mountain on the center of the end of the landtung, wich is a volcano.
To the bottem right is a mineral of iron.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 03:29:59 pm
Ruins on the island on the west side.
Perpetual storm around it(the light blues hexes)
That's two. You can have three minor actions.

Other than that, looks good.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 01, 2013, 03:37:21 pm
copper mine at the island
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 04:06:49 pm
That leaves Dariush and possibly 10ebbor10 to select their changes.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 01, 2013, 04:22:14 pm
The map is rather small, it appears to me.

A group of small islands near the West of the swamp. (Middle)
A viable deposit of Basalt in on the island, remnant on an old Volcano
A river mounding in the swamp, coming from one of the soon to be mountain in the North

Edit: Just a question. In what order does picking civ start positions occur. Because I think at least 2 people have intent on settling on the island to the left.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 01, 2013, 04:32:07 pm
Mesor and I are sorting a backstory that mean we are oppose empire. We need something to fight over.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 01, 2013, 04:33:08 pm
We're gonna run knights orders as twin brothers.
Kind of a which one of us is the evil twin and which one of us is the eviler twin thing.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 01, 2013, 04:36:22 pm
The plain two tiles to the west of lowest swamp shift into mountain, create rivr source there, make rivr delta exceptionally fertile.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 01, 2013, 04:41:06 pm
The plain two tiles to the west of lowest swamp shift into mountain, create rivr source there, make rivr delta exceptionally fertile.
There's a plain there? Don't you mean East?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 04:47:00 pm
The map is rather small, it appears to me.
A bit, yeah. I didn't discover I could set the world generator to make bigger worlds until it was too late.  ::)

...On that note, who thinks we should stick with the little map and who wants to have a bigger world?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 01, 2013, 04:47:27 pm
I'd vote for a bigger one.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 01, 2013, 04:48:17 pm
Bigger please.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 01, 2013, 04:52:17 pm
Agreed. More variety is also a plus.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 04:53:21 pm
ebbor, mesor, scapheap...yup. Probably at least one more will vote aff.

Replacing world map in OP with this one:
Spoiler: Somewhat large image (click to show/hide)
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 01, 2013, 04:55:16 pm
Step 1 again?

Island top right ruin on desert hex, Perpetual storm around island or if too big ruin and a copper mine on the pine forest surounded by other pine forest.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 04:57:13 pm
Ayup.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 01, 2013, 04:57:37 pm
Top right island.

Add Iron.
Add Tin.
Add Gold.

In the forests around the Copper mine.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 01, 2013, 08:30:49 pm
How about you other four? Please try not to fit the world's entire population on one island.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: javierpwn on January 01, 2013, 08:38:21 pm
then 1 disease kills everyone
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 02, 2013, 03:29:03 am
River coming in the central plains, coming from the mountains. (Mounding between 2 plains)
Iron deposit in the central plains
The tiles in front of the river mounding are partially blocked by coral reefs and crags.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 02, 2013, 04:06:00 am
Gagh. I actually woke up in the middle of the night (http://i.imgur.com/DT4lO.png) and made that post to not keep you guys waiting (and yes, that's east) and you go and replace the map. Gaaaaagh.

Two quick questions: can we lay down the rivers or only their sources? And are they going to run through the hexes or on their borders?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 02, 2013, 04:08:26 am
Quote
Choose a source, a mouth, and optionally a route it takes. Don't violate the laws of nature too much with this; a river which winds across the entire continent WILL be rejected

I think you can choose for the last one.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 02, 2013, 04:39:29 am
Ooh. And why aren't there any on the unchanged map?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 02, 2013, 04:53:31 am
Because the random generater doesn't do rivers, I think.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Child of Armok on January 02, 2013, 05:24:59 am
 Mountain on the medium middle island who is a volcano with a mineral of iron.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 02, 2013, 09:45:56 am
Because the random generater doesn't do rivers, I think.
Exactly.
And as to where rivers run: Either between hexes or through them. I'm not picky.

Sorry to inconvenience you, Dariush. Speaking of which, have you decided what you're doing? How about you, javierpwn?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 02, 2013, 10:05:30 am
Spoiler (click to show/hide)
Blue is a river, green is an exceptionally fertile place and grey is an iron deposit.

The lack of natural rivers is still idiotic, though.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 02, 2013, 10:11:09 am
I'm going to modify the map some when you guys are done, because the perfect hexes look ugly to me and yeah there should probably be some more features. Don't worry, I won't screw with what you guys make.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 02, 2013, 06:05:22 pm
Still need javier's action, then I can start fiddling with the world map.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: javierpwn on January 02, 2013, 06:11:33 pm
Didn't see new map
Add an iron deposit  on other side of river
A river source coming out of the new mountain being created
And an island between the middle and eastern continents
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 02, 2013, 07:44:24 pm
Excellent, now to make some edits...
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 02, 2013, 09:37:25 pm
River coming in the central plains, coming from the mountains. (Mounding between 2 plains)
Iron deposit in the central plains
The tiles in front of the river mounding are partially blocked by coral reefs and crags.
Where are you putting these? The big southern continent?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 03, 2013, 01:52:22 am
The group of six plains on the big continent
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 03, 2013, 08:17:53 am
Thanks.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 03, 2013, 11:11:49 am
There's an issue appearing.
I'm going to modify the map some when you guys are done, because the perfect hexes look ugly to me and yeah there should probably be some more features.
I'm regretting those words.
Spoiler: Current World Map (click to show/hide)
See that? The northern bit looks pretty, doesn't it?
It's also tedious.

Would anyone mind if I left it like this and just went to adding your features to the map, or would you rather I finished smoothing it?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 03, 2013, 11:22:06 am
I liked the perfect hexes, so yes you can stop at that.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 03, 2013, 11:22:26 am
I don't mind the hexes actually.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 03, 2013, 11:26:53 am
I have no strong feelings one way or the other.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Rolepgeek on January 03, 2013, 04:57:37 pm
Can I join wait list? I love RMGs.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 03, 2013, 04:58:04 pm
I'm good with whatever.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 03, 2013, 07:45:44 pm
Can I join wait list? I love RMGs.
Sure. What do the R and M in RMG stand for?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Rolepgeek on January 03, 2013, 08:18:08 pm
Resource management.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 04, 2013, 12:00:33 pm
Good news, I have the map almost finished. Bad news: The "almost" involves labeling the deposits.

Spoiler: Map (click to show/hide)

So I had an idea.
We've got hexes; why not use them?
I would assign a couple letters to each column (or something like that) and each hex would have a designation. The 17th one down in the GW column would be GW-17, for instance.
I would simply record what resource or whatever was in each tile's deposit.

Sound good?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 04, 2013, 12:06:02 pm
Yes. Why are the rivers green? And why are half of all hexes perfect and half are not?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 04, 2013, 12:08:12 pm
Yes. Why are the rivers green? And why are half of all hexes perfect and half are not?
read this and the last page again.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 04, 2013, 12:22:14 pm
Yes. Why are the rivers green? And why are half of all hexes perfect and half are not?
The rivers are green because it looked like more of a cyan when I added them, and half of the hexes are perfect hexes while half are fixed because I discovered how tedious it was a bit ago, asked if anyone cared if I finished dehexifying, and no one did.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 04, 2013, 12:25:13 pm
Maybe restore the hexes then. Half rounded half perfect is kinda ugly.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 04, 2013, 12:27:07 pm
It would probably be easier to de-hex the other half, actually.
Or at least, not much harder.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 04, 2013, 12:45:56 pm
Well, when I said I didn't care I meant that I'd be fine with either perfect hexes or natural borders, not the uglyass clusterfuck that is present right now.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 06, 2013, 04:36:40 pm
Here's the finalized world map:

Spoiler: Map (click to show/hide)
For details on what's where, check the OP.

Any final objections before carrying on to Step 2?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 06, 2013, 04:39:18 pm
the half and half need fixing, other than that it good.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 06, 2013, 04:40:27 pm
Yeah, perfect hexes are good for me.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 06, 2013, 04:46:06 pm
Looks good to me but shouldn't it have 4 metal sources on the top right island?

Between me and scap we had tin, copper, iron and gold.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 06, 2013, 04:47:40 pm
the half and half need fixing, other than that it good.
It's an ongoing process. It's gone on better than last time.

Looks good to me but shouldn't it have 4 metal sources on the top right island?

Between me and scap we had tin, copper, iron and gold.
One is concealed by the hex designation thingy.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 06, 2013, 04:52:19 pm
Oh ok.

Then yea looks good.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 07, 2013, 04:12:48 am
Why is there a river in the middle of a desert on the top left island?
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Rolepgeek on January 07, 2013, 09:15:18 am
It's just in denile.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: Dariush on January 07, 2013, 09:33:19 am
Insert alligatory groan.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: mesor on January 07, 2013, 09:34:11 am
It's just in denile.

......... Just no.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: scapheap on January 07, 2013, 10:00:59 am
It's just in denile.
That hurt, I mean really hurt that I'm bleeding here.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: 10ebbor10 on January 07, 2013, 03:58:45 pm
These puns are terrible.
Title: Re: Feudalism Rethought Redux: Step 1
Post by: GreatWyrmGold on January 07, 2013, 09:38:21 pm
Why is there a river in the middle of a desert on the top left island?
Ever hear of the...yeah.
Or desert rivers everywhere. The Nile is the best-known, though.
Title: Re: Feudalism Rethought Redux: Step 2 Rules
Post by: GreatWyrmGold on January 12, 2013, 04:55:11 pm
This isn't dead, I've just (almost?) forgotten it. I've actually had this post open and mostly completed for a while...

-----

Here's where you create your empires.

An empire starts with one of a couple kinds of settlements, plus 10 points to spend on special features, and a starting location. Ideally, a brief description would be provided as well.
Spoiler: Settlements (click to show/hide)
Spoiler: Traits (click to show/hide)
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 12, 2013, 05:08:18 pm
((GWG what would the cost of my knights being able to imbue their sword with fire be?))
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 05:13:29 pm
What percentage of the population would be able to do it, and would they be able to do other firey stuff?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 12, 2013, 05:22:43 pm
Only knights of the holy order of the Phoenix who would be 1/5 of my army so village plus fortress = 200, one tenth. They would also be resistance to fire so they would not kill them selves with their own sword, but otherwise magicless.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 05:30:51 pm
Okay, about 10% of your people have access to a reliable and moderately powerful yet very limited form of magic...let's say 3 points.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 12, 2013, 05:33:22 pm
Sound about right.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Rolepgeek on January 12, 2013, 05:58:58 pm
5 plantations: 0.05 of a hex, 5 net food production, 10 IUT to build.
1 village: 0.05 of a hex, 3 net food production, 15 IUT to build.

Think about that.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 12, 2013, 06:06:12 pm
Starting location EG 1. ( Town and 3 villages that I begin with, next to the iron deposit. )
Iron level tech .4.
Inhuman. 5-3. ( Humans with dark blue skin and animalistic features due to being tained by demons blood by their god. )
Superior combat skills.
Berserkers.
Increased population.

Heavily reduced diplomatic ability.
Reduced research ability on non combat related things. )
2 Extra villages.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 06:54:11 pm
5 plantations: 0.05 of a hex, 5 net food production, 10 IUT to build.
1 village: 0.05 of a hex, 3 net food production, 15 IUT to build.

Think about that.
Villages also produce Industry. It's probably worth the loss of two food and the extra IU/T.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 12, 2013, 07:06:05 pm
I'll start at CD 12
With a fortress,
village (2)
Iron Age tech (4)
Earth magic(metals) (?)
Culture military defined (valor) (?)

 Would like input on ?'s
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 07:55:39 pm
Earth magic(metals) (?)
Culture military defined (valor) (?)

Would like input on ?'s
It depends.

How common is Earth Magic and what all can it do?
What are you intending to "get" from being a militarily-defined culture with valor?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 12, 2013, 07:59:25 pm
Earth magic allows mages to control the metals and rock of the earth, and will be uncommon to see

A populace more attuned to war, and more willing to become soldiers; whilst those who are soldier will fight till their last breath.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 08:05:01 pm
Earth magic allows mages to control the metals and rock of the earth, and will be uncommon to see
So...pretty rare, 1-2% of people tops? How strong are they--pebbles or mountains? How precise-can they create a suit of armor or just crush it? How versatile--telekinesis, shaping, transfiguration?

Quote
A populace more attuned to war, and more willing to become soldiers; whilst those who are soldier will fight till their last breath.
Hm...probably 1-2 points. 2 makes them pretty much unaffected by most anything short of, you know, actually skewering them with various types of sharp sticks.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 12, 2013, 08:13:00 pm
Move boulders,using mind
But with metals, they can shape metals

Using their mind of course

I would say 2 points into valor
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 12, 2013, 08:15:08 pm
How much control do they have over it though? Can the hurl it in a general direction of with pin point accuracy?

Can they create armor to match a smith or can they just produce a subpar set faster then a smith?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 12, 2013, 08:17:47 pm
That would depend on the skill
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 08:21:31 pm
Move boulders,using mind
But with metals, they can shape metals
I would say 2 points into valor
Okay, the magic would probably cost 3 points or so. Less common than scapheap's, but more versatile.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 12, 2013, 09:10:31 pm
I'll take the 1 point into valor then

Can I say that gems empower the focus of earth magic, as they contain the soul of the earth?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 12, 2013, 09:14:51 pm
I'll take the 1 point into valor then

Can I say that gems empower the focus of earth magic, as they contain the soul of the earth?
Probably fine. Just defining an undefined bit.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 04:48:53 am
DF 17

Spoiler: Cities (click to show/hide)

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Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 13, 2013, 05:13:09 am
Spoiler (click to show/hide)

Also mesor, I got the names.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 13, 2013, 09:15:04 am
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?

Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 09:18:36 am
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?
No, it just lets you put initial, non-colony settlements outside of your starting hex.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 13, 2013, 09:26:19 am
Does it give any extra settlements or do we have to put part of the starting set of three villages+stuff in another hex?

Also, how much would my race cost?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 13, 2013, 09:26:50 am
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?

Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
lay off mah Cd 12, I called it first!
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 13, 2013, 09:29:36 am
...Are you kidding me? I completely shaped the terrain there. Just because you live in a timezone closer to the mod's one doesn't mean you get to steal my work.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 13, 2013, 09:31:52 am
...Are you kidding me? I completely shaped the terrain there. Just because you live in a timezone closer to the mod's one doesn't mean you get to steal my work.
i did make cd 13 have ore.....
Fine ill move to CD 13....

And btw, although I live in the US , I was awake until 2 AM.... So time zones rarely matter... 
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 09:43:05 am
Does it give any extra settlements or do we have to put part of the starting set of three villages+stuff in another hex?
You could put some of the starting settlements in it, or buy some new ones to put in it.

Quote
Also, how much would my race cost?
I can't see any race you suggested. The magic stated here (http://www.bay12forums.com/smf/index.php?topic=121171.msg3948223#msg3948223) is somewhat common (compared to most magic, at least), and fairly versatile, so ~4 points. That leaves a couple points for tech and a couple points for the expansion emphasis. Is this fine or were there some nonhuman things you wanted to add?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 13, 2013, 10:49:36 am
Start on BC 8
Cities: town and 3 villages.
Society:
-The people are great huntsmen and archers,
they can easily run undiscovered through the woods and ambush enemies. (Villages, colonies and towns consume 1 less food, and the people are superior archers and ambushers. - 4 points) (Tell me if this is ok.)
-Iron age tech -4 points
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 10:53:57 am
Society:
-The people are great huntsmen and archers,
they can easily run undiscovered through the woods and ambush enemies. (Villages, colonies and towns consume 1 less food, and the people are superior archers and ambushers. - 4 points) (Tell me if this is ok.)
I'd have them produce 1 more food instead, but the math works out. As for the price...should be fine.

Quote
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.
Take out the extra +1 food for seaside settlements and sure.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 13, 2013, 10:57:13 am
Quote
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.
Take out the extra +1 food for seaside settlements and sure.

OK, fine.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 13, 2013, 12:08:10 pm
I want my fort to be shoreline please?
Future seaside exploration would be nice....
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 12:14:11 pm
I want my fort to be shoreline please?
Future seaside exploration would be nice....
Is your starting hex near the ocean?

-----

10ebbor10, Child of Armok, Dariush, javierpwn, mesor, and scapheap have replied with their empires. That seems to be everyone, awesome. Could everyone bring up their last-minute questions and possibly quote their empirey stuff so we can finish this bit up?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 13, 2013, 12:21:30 pm
Not really.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 13, 2013, 12:23:54 pm
Hex: EH-2
Settlements: village and fortress.
Traits:
Magic: Knights of the holy order of the Phoenix can imbue their sword with fire to burn their enemies. 3 points
Technology: Iron age. 4 points
Village: 2 point
Plantation: 1 point
Ta da.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 12:55:40 pm
Thank you, scapheap.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 01:43:43 pm
Starting location EG 1. ( Town and 3 villages that I begin with, next to the iron deposit. )
Iron level tech .4.
Inhuman. 5-3=2. ( Humans with dark blue skin and animalistic features due to being tained by demons blood by their god. )
Superior combat skills.
Berserkers.
Increased population.

Heavily reduced diplomatic ability.
Reduced research ability on non combat related things. )
2 Extra villages.4.

Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 01:45:08 pm
DF 17

Spoiler: Cities (click to show/hide)

Spoiler: Society (click to show/hide)
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 13, 2013, 01:55:46 pm
And btw, although I live in the US , I was awake until 2 AM.... So time zones rarely matter...
At this point I wanted to point out that GWG posted at what is midnight here and you posted at what is 2 AM, but let's just drop the matter. We'll have to live together, after all. :D

I can't see any race you suggested. The magic stated here (http://www.bay12forums.com/smf/index.php?topic=121171.msg3948223#msg3948223) is somewhat common (compared to most magic, at least), and fairly versatile, so ~4 points. That leaves a couple points for tech and a couple points for the expansion emphasis. Is this fine or were there some nonhuman things you wanted to add?
Er, by 'race' I meant 'everything I put together'. I couldn't find a better word. :)

So, 4 points for magic. How much would the expansion emphasis cost and what would the effect be? And are you going to fix the halfway done map?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 13, 2013, 02:34:29 pm
I could be the Sparta in the town relationship, a military power which conquered other civilizations for resources


It did pretty well until 300 spartan men fought off 100,000 men and were all slaughtered.

Then again alot of the Persians did die......


Aka, you give me food, resources, and any sort of tribute, and we will leave your town, women, and first born children alone.....
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 02:58:10 pm
Try it with mine or my brothers orders and it'll cost you a lot more then 300 men sparta boy.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 13, 2013, 03:02:45 pm
Then again 250,000 of the Persians did die......
Spoiler (click to show/hide)

If you allow movies like 300 to shape your historical outlook, you should really be kept away from people.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 13, 2013, 03:09:07 pm
But it sounds cooler when half a million men fight against 300 men....

Instead of 100,000 men vs  almost 2000+ allies
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 04:16:40 pm
I can't see any race you suggested. The magic stated here (http://www.bay12forums.com/smf/index.php?topic=121171.msg3948223#msg3948223) is somewhat common (compared to most magic, at least), and fairly versatile, so ~4 points. That leaves a couple points for tech and a couple points for the expansion emphasis. Is this fine or were there some nonhuman things you wanted to add?
Er, by 'race' I meant 'everything I put together'. I couldn't find a better word. :)
Ah.

Quote
So, 4 points for magic. How much would the expansion emphasis cost and what would the effect be?
Like I said, about two points. As to the effect...cheaper colonies and lowered expenses for building far away, probably. The specifics are forthcoming!

Quote
And are you going to fix the halfway done map?
Yes.

Spoiler (click to show/hide)
That is a really cool picture.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 04:27:17 pm
But it sounds cooler when half a million men fight against 300 men....

Instead of 100,000 men vs  almost 2000+ allies
7.000 vs 250.000-300.000. Actually (Or, according to Herodotus 3.4 million)


Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 04:31:24 pm
Meh whatever the case, a tiny army fought a huge one and did so much damage that the persians entire advance was stopped in it's tracks.

But try to go sparta on me man I dare you, 300 of your men against 1000 of mine in a nice tight space.
I should mention that my average 15 year old girl could beat a human soldier to death with her bare hands though.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 13, 2013, 04:33:47 pm
Meh whatever the case, a tiny army fought a huge one and did so much damage that the persians entire advance was stopped in it's tracks.

But try to go sparta on me man I dare you, 300 of your men against 1000 of mine in a nice tight space.
I should mention that my average 15 year old girl could beat a human soldier to death with her bare hands though.
It wasn't so much stopped as slow down enough for the pansy ass Greeks to stop parting and get their army ready.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 04:38:50 pm
They could of advanced fast enough to prevent that after the battle, but the minamum losses I've seen was the persians losing 5 men to every greek who died.
But I'd bet it was more like 15 to every greek.
No way to know really.

But still the persians had enough cavalry to advance and stop the army building up they just got so scared of the greeks they took much to long.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 04:53:28 pm
They could of advanced fast enough to prevent that after the battle, but the minamum losses I've seen was the persians losing 5 men to every greek who died.
But I'd bet it was more like 15 to every greek.
No way to know really.

But still the persians had enough cavalry to advance and stop the army building up they just got so scared of the greeks they took much to long.
Mountain passes are pretty hard to charge through.

Besides, the battles on the Athenian side where found at the same moment as the Spartan land battles. The Persian war was won at sea, not at Land.

I should mention that my average 15 year old girl could beat a human soldier to death with her bare hands though.

With the advantage of walls, boiling oil, crossbows, longbows, catapults, moats, deathtraps, stones, more deathtraps, portcullis, maybe even cannons, I doubt there'll be a mellee.

Question for GM: What's medieval tech. Specifically, early or late medieval. Even more specific, gunpowder, Yes*/no.

*Even then, I doubt they'll be usefull. The early cannons were only used as intimidation weaponry. After all, it cost a monk several months to make each cannonball, and the cannons were just as like to explode as to fire properly.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:04:03 pm
My men have longbows, which out range crossbows and other longbows given mine have far superior strength to allow for a stronger bow.
Plus I ain't stupid enough to charge into fortifications.

I doubt we get gun powder and cannons this early.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 05:08:57 pm
My men have longbows, which out range crossbows and other longbows given mine have far superior strength to allow for a stronger bow.
Plus I ain't stupid enough to charge into fortifications.

I doubt we get gun powder and cannons this early.
My bows are better. Should be composite bows by now. Or at least decent longbows. Original longbows were not really accurate.
Fine for me. You can wait outside the city. With the tar and the mud and the fire.

Well, technically, gun powder does date back to the Chinese. It's mostly fireworks and fun untill the late 16 the century though.

Edit: I just remembered my best advantage. Beer, and wine. (To be fair, wine dates back to egyptians.) So better beer and wine.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 13, 2013, 05:09:45 pm
That's why the sieving force made makeshift fortifications, and then dug under the walls of the fortress.....


Besides......
Weakened walls were sometimes blown apart using kegs themselves....
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:11:45 pm
Yea... your kinda boned dude.

Your people might not be worth killing but theirs the small matter of food.
If your army is inside the fort then I'll destroy your villages, murder your farmers and eat your food just close enough for your men to watch my men eat their food while they starve :).
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 05:12:17 pm
Sadly, you both haven't got the tech for that. Also, swamp city. No digging here.

Also, don't underestimate the power of technology. Besides, who keeps their food in their farms anyway. Everybody knows that forts have a decent food supply.

Also, haven't got the disipline for massed volley's. (I hope.)


There are 2 ways this might end up going.
Caesar vs the Celts, or Crete vs whoever invaded it.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:16:48 pm
You won't live for long on food stock piles, but even if you do thats no problem.
While your sitting in your fort I'll be taking over your land.
Sooner or later you have to come out and fight me.
In the mean time I poison the swamp and let you sit and watch what happens, assuming you manage to get your men to the fortress before my men arrive :).

Tech? At best your a small distance ahead of me while my men are better fighters and more numerous.

Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 13, 2013, 05:18:12 pm
Medieval vs Ironage is a good 2000 Years, you know.

Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:29:01 pm
I'd assume your only at the very start of medieval age tech though.

Title: Re: Feudalism Rethought Redux: Step 2
Post by: Rolepgeek on January 13, 2013, 05:29:21 pm
...No, it's around a thousand. Rome is iron age, Crusades is Medieval.

On another note, Crossbows out-range longbows. Unless you're talking about dinky little hand crossbows or some shit. But the good, big crossbows with 400 lb pull strength? And they fire lighter projectiles than crossbows? Oh hell yeah they go farther. Their disadvantage is a long ass reload time. The british longbowmen could draw, aim, and fire fast enough that there was a volley every ten seconds instead of the 40 to 50 seconds required for the giant crossbows.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:32:01 pm
But the crossbows used by the sung dynasty could not hit mongol bowmen because the bowmen had much longer range.

Factor in super strength and means that I can use longbows that an average human could not even draw which would give me even longer range.
Pretty sure my longbows will out distance a crossbow.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 05:34:32 pm
Question for GM: What's medieval tech. Specifically, early or late medieval. Even more specific, gunpowder, Yes*/no.
*shrugs*
Probably closer to late medieval. Plate mail, long- and crossbows, straight swords, but not any effective firearms. (Explosives? Sure, especially unintentional ones.  :P)

Medieval vs Ironage is a good 2000 Years, you know.
Remember when he said that an unarmed preteen girl of his race could fight off an armed human soldier? That's probably true. They're strong and tough enough that each one can take down several human soldiers, assuming approximately equivalent levels of gear and training. Also, he's got about a 20% population advantage, and he'll probably have a higher draft rate come wartime. Plate armor and such will help, but when you're faced with larger army of inherently superior melee combatants...watch out.

...No, it's around a thousand. Rome is iron age, Crusades is Medieval.
I was pretty sure that was right.

Quote
On another note, Crossbows out-range longbows. Unless you're talking about dinky little hand crossbows or some shit. But the good, big crossbows with 400 lb pull strength? And they fire lighter projectiles than crossbows? Oh hell yeah they go farther. Their disadvantage is a long ass reload time. The british longbowmen could draw, aim, and fire fast enough that there was a volley every ten seconds instead of the 40 to 50 seconds required for the giant crossbows.
I'd advise the slower but stronger and longer-range crossbows against mesor's demonic forces.

But the crossbows used by the sung dynasty could not hit mongol bowmen because the bowmen had much longer range.
Factor in super strength and means that I can use longbows that an average human could not even draw which would give me even longer range.
Pretty sure my longbows will out distance a crossbow.
I'm not sure about the specifics, but that's entirely possible.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:44:12 pm
Let me put it this way, if you don't hit one of my men in the head with your crossbow odds are all your gonna get is a very pissed off half demon with a personal grudge to settle.

Also, your facing superior numbers of men who not only have serious issues with death but could probably literally rip your arm off then beat you to death with it and are probably what GWG twice human speed?

Your kinda gonna need to out number me at least 3-1 to stand a fighting chance of winning outside of a siege.
Uhm drafting?
My entire population has been corrupted by demon blood.
Not one person in my entire nation would refuse the chance to fight.
Hell a 5 year old in my nation would fight if I asked him to and if I stick a little sword in his hand he'll fight damned well.

Oh also my men use axes, so plate armor will not help much when my men are hacking your arms off :).
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Rolepgeek on January 13, 2013, 05:48:05 pm
How many points does being demons that have more people and incredible fighting skills cost? 2? Really? Only 2? Especially considering the only diplomacy will really be between you guys? I think an unarmed teen vs. a trained soldier being equal is kinda ridiculous, tbh. But, anyway. GWG's game, just interested to see how things turn out.

On another note, chinese crossbows vs. Mongolian recurve bows(not longbows) is different than Genovese Crossbows vs. English Longbows.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 05:51:25 pm
are probably what GWG twice human speed?
*shrugs* Maybe. Probably a bit slower. Still a bit out in the air; the only definitive number I have so far is "Several humans to a Mesorthing." That's what I said in the PM, right?

Quote
Oh also my men use axes, so plate armor will not help much when my men are hacking your arms off :).
Let's see...I think slashing weapons were the norm until chainmail came along, then--screw it, looking it up.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 05:54:03 pm
How so?
Some of you have magic, some of you have superior tech.
I just picked to make my people half demon.
Then almost crippled my chances of diplomacy, reduced all research that is not weapon or armor related and have 0 chance of ever taking prisoners.

Meh soldiers used axes pretty much from the time that cave men learnt to stick a sharp bit of rock on a piece of wood and swing it.

On a side note, nobody will be fighting unarmed teens anyway.
They'll be fighting teens with big bows, bigger axes and a set of nice heavy iron or bronze armor who's been trained to kill since she was about 5.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 06:15:36 pm
How many points does being demons that have more people and incredible fighting skills cost? 2? Really? Only 2? Especially considering the only diplomacy will really be between you guys? I think an unarmed teen vs. a trained soldier being equal is kinda ridiculous, tbh. But, anyway. GWG's game, just interested to see how things turn out.
FWIW, I charged 4 points for the combat ability.
Oh, and it turns out that big axes and polearms really were the best against plate. You know what's good against that kind of wide-bladed weapon, though? Chainmail.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 06:18:01 pm
Chainmail still doesn't do much good if you aim for a limb though.
One solid blow will part the rings and take the limb off.
Axes and maces were kind of the fall back weapon of the day.

No matter what kind of armor they use an axe or mace is going to hurt them.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Rolepgeek on January 13, 2013, 07:52:07 pm
Yeah...no. Chainmail's bonus was partly the flexibility. That flexibility meant it might break a bone or bruise pretty badly, but it won't hack through, as there won't be enough force to push through the links, the blunt of it being transferred to the padded leather beneath, while the edge is stopped on the steel. Besides, even with super strong demons or whatever, Knights in the medieval era were sometimes called pincushions. Why? Because the arrows would get stuck in their armor without going all the way through. Which is why people invented the bodkin arrow and the crossbow. Those were some of the few things that would get through. Up close, many fights eventually became wrestling matches with knives, each trying to get to a weak point in the armor.

An axe will hurt if you hit it against chainmail, but unless you're a goddamn viking berserker in full rage mode holding it with both hands, or get a weak point, it's not going to shear through solid steel. Of course, a poleaxe will go through pretty easy, and even a dagger will kill if you push it through their visor...Just saying that head to head? There's a reason knights ruled the battlefields.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 13, 2013, 07:56:38 pm
Well I'm intending about 1/4 of my men to have huge two handed battle axes.

That will cut a limb clean off without much problem in the hands of a man with demon strength.
Plus I already intended to create several kinds of arrows anyway one of which was bodkin.
Chain mail armor is what the romans used and plenty of romans got their limbs hacked off by celts or gauls using axes.

It was effective but a strong man could cut through it.
Thats why I'm aiming for limbs as well, even if somehow it fails to cut it off it's sure as hell going to break it, let the knight fight with 1 arm or 1 leg.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 13, 2013, 08:22:58 pm
Just so you know, the actual combat mechanics won't be so detailed. It'll probably just be "X units with Y attack/defense, attack each other..." and stuff like that.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 14, 2013, 05:13:11 am
After all, it cost a monk several months to make each cannonball, and the cannons were just as like to explode as to fire properly.
...what. Firstly, why would a monk do it and not someone who is actually supposed to make stuff out of metal (hint: a smith)? Secondly, why would smelting a simple heavy-ass ball take several months?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 05:32:03 am
He might have meant cannons....
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Rolepgeek on January 14, 2013, 09:47:46 am
Because they were often stone cannonballs during that time?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 14, 2013, 11:06:51 am
Because they were often stone cannonballs during that time?
Correct. The earliest cannons fired stone cannonballs, not iron or steel balls. And it had to be chisseled perfectly, or it would get stuck and the entire cannon would explode. The earlist cannons were kinda rubbish actually. Firing at most once an hour, tendency to explode, ridiculously bad accuracy.

Edit: GWG, is there such a possibility as a fortress city/ Fortifified city. Kinda like Carcasonne?
Edit2: How are you going to handle sieges. Will every siege end up in a charge, and how does the protecting effect of the fortress work.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 14, 2013, 01:16:25 pm
Battle axes wont do much when you have an arrow in the arm/leg/body.
And, GWG, i intended to use recurve bows, is that ok?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 14, 2013, 01:20:56 pm
Battle axes wont do much when you have an arrow in the arm/leg/body.
And, GWG, i intended to use recurve bows, is that ok?
It doesn't matter much. The combat number will be quite simplified.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 01:25:05 pm
Uhm if you hit my men on a limb you'll be lucky to make them flinch. But it's probably just gonna be numbers and weapon that determines everything.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 14, 2013, 01:27:11 pm
Uhm if you hit my men on a limb you'll be lucky to make them flinch. But it's probably just gonna be numbers and weapon that determines everything.
And fortifications.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 01:29:30 pm
Yup, which is why I'm not attacking forts.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 14, 2013, 01:41:47 pm
Just do some mongol tactics to kill those demons, it wont be as effective as full infantry armys, 'cause they will ahve bows as well, but still,their demon skill have not much positive influence with archery.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 14, 2013, 01:45:56 pm
The mongol's tactics where so effective only because they had the advantage of Mounted Archers, as well as a significant range advantage. Since range is merely a measure of how much force you can use, and the demonthingies are quite a bit stronger, they probably have the range advantage. (Though maybe not, depending on material choice and technology)
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 01:55:47 pm
I'll have cavalry, shields and bows with very long range as well as my warriors all being superior combatants, which includes archery. Plus the game won't be that in depth. Most of the mongols enemies also didn't use shields or used very weak ones.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 14, 2013, 02:43:34 pm
Heavy cavalry whould lose against a squadron of melee mongol cavalary. Because of their light equipment and light horses they can dance around them and strike where they want, and cause the cavalry archers are moving, they will be pretty hard to hit, but indeed, the game will probably not be that in depth.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 02:53:16 pm
I know, thats how Ghengis's general countered Russain knights.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 14, 2013, 03:46:12 pm
I just know that any kind of cavalerie tends to fail in a swamp, or when asked to walk up walls.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 04:27:06 pm
That's why earth mages move your stone walls apart with their gem adorned selves

And cause a rocky road to be created in mere minutes to hours in the swamp

Who needs catapults when we've got mages throwing boulders instead
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 14, 2013, 04:29:25 pm
There's a limit to the useage of magic. I'm pretty sure it's somewhere far below terraforming.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 04:31:48 pm
That's why we get them gems!

Those who are adorned with gems, are therefore more powerful

I did say minutes to hours......
And it will probably involve plenty of mages
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 04:34:01 pm
I'm pretty sure he can stick make your walls fall down.

Then just march right over the top of your men or throw bolders at them.

Or make them fall down then let me march right over your men :P.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 04:35:36 pm
Boulders tend to crush bones, even if you have demon blood inside you....
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 04:44:12 pm
But my men are faster, so better at dodging huge flying boulders :).
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 04:45:46 pm
Then the boulder rebounds..... And hits from behind
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 04:50:31 pm
Boulders don't rebound..... boulders impact.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 04:53:56 pm
They do when controlled by gem adorned mages, with 2 other gem adorned mages

It just passes right by you, Nd comes from behind for the impact

The rebounding rhyolite boulder strike the Halfdemon man in the upper spine, tearing several tendons
And tearing apart the upper spine's nervous tissue!
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 04:59:13 pm
Until the spell goes wrong and it rebounds into your own men :) magic is a bitch that way.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 05:01:17 pm
That's why we don't have 1 guy controlling the boulders, if 1 guy fails, he has the strength of his buddies
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 05:19:57 pm
And if all of them fail your army gonna get crushed :).
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 14, 2013, 06:52:32 pm
Edit: GWG, is there such a possibility as a fortress city/ Fortifified city. Kinda like Carcasonne?
Probably. I haven't gotten around to it yet.

Quote
Edit2: How are you going to handle sieges. Will every siege end up in a charge, and how does the protecting effect of the fortress work.
It'll be different, but I'm not sure yet.

Who needs catapults when we've got mages throwing boulders instead
The other side, of course.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 06:54:41 pm
But then the boulders will fly back towards the catapults!


When we eventually get medieval weaponry, the ballistae with a rockhead  will be wonderful for our mages!
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 07:02:51 pm
Good point.

Better make you extinct before you get to it then hadn't we :).
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 07:05:03 pm
You don't like the idea of prehistoric guided missiles, which can rend a man apart?

And penetrate through many men?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 07:07:47 pm
Strangely enough I don't.

However I do like the idea of burying earth mages alive so they suffocate.

A fitting end don't you think?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 07:11:29 pm
But if they are buried under the earth....
They can easily escape...,
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 07:14:27 pm
Good point.

Beheading it is.

My people have issues with taking people alive anyway so burying them would be pointless since they'll already be dead.
Assuming I ever have to fight you which unless my brother decides he doesn't like you won't happen.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 14, 2013, 07:17:57 pm
Better make you extinct before you get to it then hadn't we :).
Or make every earth mage yours...
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 07:20:17 pm
But that would require taking them alive.

Which as we know will not happen unless they surrender before the fighting even begins.
Because the moment the first man or woman fires an arrow or swings an axe my men will murder every man, woman and child on the battlefield that is not one of them or an ally.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 14, 2013, 08:00:28 pm
Wait, who brings children to a battle? ...Other than dwarves.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 08:01:05 pm
Who are we waiting on until we move to step 3?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 08:05:07 pm
Battles happen in lots of places, like villages and towns where kids live.

They get one chance when I arrive.
Every man, woman and child surrenders and they live.
One kid throws a rock and we wipe the village out of existance.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 08:26:30 pm
So if third stage is history......

I can make a pansy faction develop inside the demons.....


Or say a demon went rogue and poisoned the water supply, destroying the demon half.....



But that's not fun...z z
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 08:30:59 pm
You can only influence your own history mate but nice try, also thats stage 4.
Stage 3 is changes in your immediate area.

Step 4 is to alter the course of history. Doing so entails me describing a period of history, then the players can influence their empire's destiny. This will be somewhat freeform; you'll be able to do just about anything within reason.
I doubt you can choose to poison my people considering you don't even know my people exist :).
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 14, 2013, 08:42:50 pm
Starting location EG 1. ( Town and 3 villages that I begin with, next to the iron deposit. )
Iron level tech .4.
Inhuman. 5-3. ( Humans with dark blue skin and animalistic features due to being tained by demons blood by their god. )
Superior combat skills.
Berserkers.
Increased population.
Heavily reduced diplomatic ability.
Reduced research ability on non combat related things. )
2 Extra villages.
I'll start at CD 13
With a fortress,
village (2)
Iron Age tech (4)
Earth magic(metals) (?)
Culture military defined (valor) (?)

 Would like input on ?'s
DF 17
Spoiler: Cities (click to show/hide)
Spoiler: Society (click to show/hide)
Spoiler (click to show/hide)
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?

Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
Start on BC 8
Cities: town and 3 villages.
Society:
-The people are great huntsmen and archers,
they can easily run undiscovered through the woods and ambush enemies. (Villages, colonies and towns consume 1 less food, and the people are superior archers and ambushers. - 4 points) (Tell me if this is ok.)
-Iron age tech -4 points
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.
Um...oh, me.

...I'll make the additions to the map. In the meantime, I request flavor!
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 08:45:07 pm
Like what?
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 09:09:02 pm
War, uprising, enslavement, freedom through war, uuuuh

Expansion, curses, death, discovery, bloodshed


Those sound like some nice flavor
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 14, 2013, 09:20:10 pm
Like what?
Naming your civilizations is a good start.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 09:21:50 pm
Mine are named the Order of the Raven.
( Messengers of both Hope and Doom )
Led by Erebos Dimidietas.
( Dark Half )
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 14, 2013, 09:36:14 pm
People's blade, the hand of valor

Led by David Dustothuk
Title: Re: Feudalism Rethought Redux: Step 2
Post by: GreatWyrmGold on January 14, 2013, 11:04:22 pm
Anyone want to name their settlements?

-----

In any case, I have placed all settlements and will upload a map once some more has been dehexified.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: mesor on January 14, 2013, 11:11:49 pm
Name mine Ifreann, it seems fitting.

( Irish Celtic for Hell. )
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Dariush on January 15, 2013, 05:57:54 am
I'll take Nazalam for the civilization name, because subtlety is for the weak.

Flavor: Scientific progress, development of ironworking, population boom, need for expansion.

Settlement naming is for the double weak. If villages are taking up 0.05 of a hex, there's probably going to be a lot of them, so I don't see the point in naming each and every one.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 15, 2013, 09:55:59 am
Civilization:Order of the Phoenix(HP)
Settlement:Spéir(heaven)
Leader:Nadra Dimidietas(light half)
Flavor:Imperial, Religious, clean looking, Chocolate
Title: Re: Feudalism Rethought Redux: Step 2
Post by: Child of Armok on January 15, 2013, 11:52:00 am
Civilization: Ythiradians
Town: Tholithon
Leader: Ythir Boracan
Flavor: Living together with the nature, but not peaceful.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 15, 2013, 02:14:08 pm
Civilization: Confederation of the Red River
Fortress city: The red Gate
   -Smaller communes will not be named
Leader: None. It's a semidemocratic confederation relying on representatives and a bureaucratic system. In practice, the 5 chosen leaders of the villages and some other representatives decide what happens.
History: The delta of the Red river has always been a fertile land. The flooded surroundings allowed for large rice harvests, and wildlife and others were plentifull. While disease and pests are a risk, these have been mostly mitigated by storing all important goods in the central fortress that was build by the villages. Thanks to the large food harvests, and the limited risk of invaders, the society flourished and quickly expanded. Technological advances were quickly made, almost all thanks to a growing  intellectual elite class.

The Red Gate:

The name of the fortress is twofold. Firstly, from it's hightened position in the middle of the delta it controls all traffic going up and down the Red river. The other explanation is it's outlook. There are nearly no rocks in the swamp, and as such the fortress was constructed from thick layers of baked red clay, molded and fit amongst a wooden frame. While the clay is certainly not as strong as normal stone, it's lightness and large availability easily make up for that. The walls are very thick, but mostly hollow, preventing the construction from collapsing while allowing defenders much more space to defend from . Thick layers of softly baked clay on the outside protect against all sorts of projectiles, as well as grappeling hooks while the wooden framework keeps the entire thing together. The entire fort is constructed in such a way, that in an emergency (like a breach), they can lock of parts of the wall, or even let them collapse.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 22, 2013, 01:09:19 pm
-poke
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 22, 2013, 04:48:35 pm
Jim.... I dun reckon dis thread dun died quite a long ways back
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 22, 2013, 04:49:26 pm
Jim.... I dun reckon dis thread dun died quite a long ways back
The last post was like a week ago. Don't be silly.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: javierpwn on January 22, 2013, 04:50:17 pm
I was making an allusion to young southerners poking a dead body with a stick....
Title: Re: Feudalism Rethought Redux: Step 2
Post by: scapheap on January 22, 2013, 05:08:12 pm
I was making an allusion to young southerners poking a dead body with a stick....
Poke it harder.
Title: Re: Feudalism Rethought Redux: Step 2
Post by: 10ebbor10 on January 27, 2013, 04:16:15 pm
 :'(