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Finally... => Forum Games and Roleplaying => Topic started by: Kashyyk on June 23, 2017, 04:58:27 am

Title: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 23, 2017, 04:58:27 am
This is the OoC/Fluff thread for  Fiefdoms at War  (http://www.bay12forums.com/smf/index.php?topic=164491.0).


Please use this space for any inter-nation communication, general comments about the game and the like. The game thread is for specific game questions and turn posts.

Code: [Select]
Nation                         Player

The Barons Illustrious       : micelus
Storm Empire                 : Taricus
The Brimstone Republic       : Criptfeind
The Bannerstock Mining Guild : Sheb
The Bannerlands              : Ghazkull
Torkal League                : RulerOfNothing
The Alliance of Revakn       : Tiruin
Novatechs                    : Papaj
Pollock                      : Nirur Torir
Kingdom of the Corax         : Khan Boyzitbig
The Kingdom of Yorturim      : snow dwarf
The Principality of Pork     : Iituem
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 23, 2017, 05:18:02 am
This is the OoC/Fluff thread for  Fiefdoms at War  (http://www.bay12forums.com/smf/index.php?topic=164491.0).


Please use this space for any inter-nation communication, general comments about the game and the like. The game thread is for specific game questions and turn posts.
First post! :3

...
/me shakes fist at RNG, muchly.
Also I'm really feeling like as players, we're all going to band together, so prepare for some GM/NPC fun. :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 23, 2017, 05:48:21 am
And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on June 23, 2017, 05:55:33 am
This will make stuff easier.
...
The Kingdom of Yorturim officially declares to the world that it is in a defensive pact with the Kingdom of the Corax.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 23, 2017, 06:03:54 am
And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :P
We're ALL too busy trying to conquer neutral states with far more advanced tech and people than any of us has.

Drive the Empire over us please. :P

This will make stuff easier.
...
The Kingdom of Yorturim officially declares to the world that it is in a defensive pact with the Kingdom of the Corax.
WELL

The Alliance of Revakn is notably obvious that it likes its neighbor, (Criptfiend's people), and its scheming other neighbor, (Iiteum's people)

Also can we have the OOC OP updated with all the players? :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 06:18:11 am
So. Sorta as like, a psa or something. If anyones worried about secret communication, I'd suggest pms over spoilers. In my experience the honor system isn't really a thing when tempers are high... Or honestly even in general, I've seen far too many people cheat in games on bay12 when they can get away with it to not expect people to 'cheat' when it seems like more of a suggestion then a rule and it's as easy as clicking the spoiler button. So, that's why I'm not being so secretive in my responses to you Nirur Torir, because I don't care if anyone sees and even if I did care I don't think a spoiler is the way to go. I've been using a spoiler to represent the physical package of a letter in an envelope for roleplaying, not for any type of security.

Anyway, now that this is in the open. Maybe some sort of dialog can take place and people can air out their plans and stuff and we can all be happy neighbors. Remember. What's more important then fucking over our neighbors? It's working together to fuck over those god damn hoity toity fancy pants schmucks in the empire!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on June 23, 2017, 06:20:44 am
And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :P
We're ALL too busy trying to conquer neutral states with far more advanced tech and people than any of us has.
None of the territories I tried to conquer have units I lack the technologies for making (I ran into a Light Maceman this turn, but I could totally build them if I had access to iron or copper). What did you run into if you don't mind my asking?

EDIT: actually does anyone have long-term (i.e. more than 15 turns) plans? Obviously I'm not asking for you to reveal them but I'm just curious if anyone else has one.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 06:23:36 am
She fought yo'solath. The god of of the moon and suicidal dreams. His horrible tentacle grip still holds parts of owldale. Managed to take out 3 spearmen before going down! So op.
EDIT: actually does anyone have long-term (i.e. more than 15 turns) plans? Obviously I'm not asking for you to reveal them but I'm just curious if anyone else has one.

It'll probably take me more then 15 turns (at least from turn 0, maybe not from turn 3) to take over the land I want. Steel is green, so that's going to be a tough nut to crack.

Otherwise in general, I want to eventually build up an alliance with the others and eventually attack the empire, once I feel I've developed enough and we've scouted out what they have.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 23, 2017, 06:25:49 am
So. Sorta as like, a psa or something. If anyones worried about secret communication, I'd suggest pms over spoilers. In my experience the honor system isn't really a thing when tempers are high... Or honestly even in general, I've seen far too many people cheat in games on bay12 when they can get away with it to not expect people to 'cheat' when it seems like more of a suggestion then a rule and it's as easy as clicking the spoiler button. So, that's why I'm not being so secretive in my responses to you Nirur Torir, because I don't care if anyone sees and even if I did care I don't think a spoiler is the way to go. I've been using a spoiler to represent the physical package of a letter in an envelope for roleplaying, not for any type of security.
I'm non-cheating in anything I play because I just can. :P
That said, I plan to be fully peaceful (unless attacked ;~;) this whole game.

She fought yo'solath. The god of of the moon and suicidal dreams. His horrible tentacle grip still holds parts of owldale. Managed to take out 3 spearmen before going down! So op.
Also yes to this :I
This is my first game with all these, so surprise and my eagerness are killing my troops.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 06:45:54 am
For the second time in a month the Republic was host to visitors from far away. These messengers from a country calling itself the Storm Empire were far less noteworthy to the population of the Republic however, given as they were of proper middle caste races, and Bartiro was left to hastily formulate a reply.

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 23, 2017, 07:39:54 am
The Principality of Pork has slightly screwed itself over with its Non-Aggression Pacts and border lines, because they were drawn before I looked at the wealth map.  In order to expand, I either have to wait for my neighbour to take over a territory so I can move into it elsewhere or take on one of two full green provinces.  >_<
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 07:50:22 am
Yes. We've had a good little laugh about that. At least you changed your actions after seeing the wealth map and didn't run your whole starting army face first into a green like some people did.

If I was you I would consider some realpolitik solutions. Possession is 9/10ths of the law after all.... Tough choice either way.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on June 23, 2017, 07:58:19 am
Or say fuck it to the local area and go overseas. Nothing a boat or two can't handle.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 08:01:56 am
Is 1 transport enough to reduce the island hopping penalty for a whole army? Although to be honest it doesn't really matter. Probably could have island hopped to E Troud which probably would have had minimal resistance and then taken over the rest of Troud from there without the penalty.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 23, 2017, 08:03:51 am
A transport will reduce the penalty for as many units as it's carry capacity.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 08:10:00 am
Hum, alright, that seems to imply that the transport capacity of a ship is used up by any amount of use, so it probably wouldn't be possible to embark say, 2 units onto a Trireme, move it one ocean square, disembark those two units, move another ocean square, embark 2 more units, move a ocean square, and then disembark two units?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 23, 2017, 08:12:45 am
I suppose you could do it that way, but we'd have to think of a reason why the defenders wouldn't go and fight the first two units before the reinforcements get there.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 08:15:26 am
Hum. That would open up a really weird thing where attacking directly across a strait on ships is less good then attacking a few squares away... Idk, maybe make it so that disembarking takes a square of movement from the transport but you can do it as many times as you have move in a turn? That way you could use a ship to islandhop 6 units on a Trireme, using up all it's movement, and larger armies need larger transports? Or even also a square to embark, which would bring it down to merely 2 units per turn still for the trireme (4 units if you prepped last turn), but faster ships will be able to do multiple invasions across a strait per turn?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 23, 2017, 10:13:21 am
The Kingdom of the Corax states that north steel unsurprisingly has heavy swordsmen.
We also state that we distrust the "Central Empire" and their purple cloaks.
Further we are interested in maintaining friendly relations with nearby major powers and peaceful powers irregardless of distance.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 23, 2017, 11:02:39 am
Hum. That would open up a really weird thing where attacking directly across a strait on ships is less good then attacking a few squares away... Idk, maybe make it so that disembarking takes a square of movement from the transport but you can do it as many times as you have move in a turn? That way you could use a ship to islandhop 6 units on a Trireme, using up all it's movement, and larger armies need larger transports? Or even also a square to embark, which would bring it down to merely 2 units per turn still for the trireme (4 units if you prepped last turn), but faster ships will be able to do multiple invasions across a strait per turn?

I'll have to think on it, as that doesn't mesh with the current method of having to move the transport into the coastal territory.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 11:06:36 am
Right. If you have to move the ship into the coastal square even if you're not attacking with it (or rather, then you would be attacking with it, but you have no choice whether or not to attack with it) then that solves the issue because the ships going to be stuck in that territory until the battle resolves. I thought that wasn't the case, cuz if it was it wouldn't be possible to do the multiple group rotation shipping thing I asked about earlier.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 23, 2017, 03:49:39 pm
Quote
@Nirur Torir, from what I understand there has been a massage that I haven't noticed and I'm sorry for that. Would you mind reposting it cause I still can't find it.
It was this, aimed at both you and Khan.

Quote from:  Khan Boyzitbig
I would also like to point out publicly that I have only now actually sent any messages to any other realm but the Kingdom of Yorturim. I also hadn't responded to the message from Pollock because I was wondering how I would make use of such an offer and whether I would at all. Quite happy with what land I have.
I'm sorry about that. When this started, I had you both mentally sorted as "The northerners who are probably going to work closely together to get land on the mainland." Then I tried to figure out how quickly I could take the entire coast and fortify it better than the NPCs, due to how easy it used to be to cross that sea. It was pretty hard, and then the paranoia started feeding into itself.

A new day, a clearer head, and the realization that that would definitely not be an easy campaign for you, even if you went for it. There's really no need for every zone to be able to repel invaders by itself. Snow Dwarf, Khan Boyzitbig, I'm back to willing to let you split Villvale (and Grok East, if you both want land there, for a 4/2 or 3/3 split), and I'm take the easier provinces and sell them to you for a few hundred so you don't need to buy boats and deal with a hostile landing. Just .. after I have time to get a few defenders up.


And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :P
You could add in some economic rivalry .. wonders, powerful entities giving quests for either artifacts (acting as transferable hero promotions?) or some sort of god buff only available to one side at a time. Maybe something like demons offering deals, which reward greatly if only one person accepts, but cause terrible damage if too many go for them or if we discuss them.


Quote
EDIT: actually does anyone have long-term (i.e. more than 15 turns) plans? Obviously I'm not asking for you to reveal them but I'm just curious if anyone else has one.
Mostly just the types of magic I'm pursing. I'll invent technology with elemental magics and enchantment.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on June 23, 2017, 04:38:48 pm
Spoiler: Letter to Brimstone (click to show/hide)

Spoiler: Letter to Corax (click to show/hide)

Spoiler: Letter to Yorturim (click to show/hide)

Spoiler: Letter to Revakn (click to show/hide)

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 23, 2017, 05:15:00 pm
I understand your paranoia Nirur, It is much the same reasoning as to my constant garrison of my capital with the best of my ability.
I would far sooner trade with Pollock than see you and you people as enemies, if you eventually offer to sell land I will probably accept, even the least valuable part of villvale is better than most of the northern lands.

As for a 15 turn plan, well, I will publicly state that such a plan predominantly contains strengthening my lands and establishing trade with those who are willing to trade also. I shall invest in a navy, lest pirates ruin all our plans.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 23, 2017, 05:27:49 pm
I'm totally up for a race war with any motherfuckers who won't accept our entirely reasonable pork and bacon alternatives (will require us to capture some lizardmen first) once we have them.  It's pretty much my nation's brief.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on June 23, 2017, 05:29:07 pm
...Pollock and pork in a race war to eat one another.

Pass the popcorn, that's going to be hilarious! And the winner won't need to worry about food so much.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 23, 2017, 05:31:07 pm
Salamanders are amphibians, not lizards, and I can't be bothered to march troops that far anyway, so ...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 23, 2017, 08:24:43 pm
Question: Is it okay to eat pig people if you also eat all types of people? You know, so long as it's not discrimination?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 24, 2017, 02:03:08 am
Funnily enough, that's an accurate description of our solution to the pork problem.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 24, 2017, 06:53:16 am
So what type of pig people are you?
Spoiler: Sorta like this? (click to show/hide)
Spoiler: Or more like this? (click to show/hide)
Just you know, to help me get the visual stuck in my mind.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 24, 2017, 07:00:21 am
Just you know, to help me get the visual snack in my mind.
I misread it as this.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 24, 2017, 09:24:21 am
The empire awaking is pretty spooky. They are quite vast and I know that I for one can not afford the taxes they ask for.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 24, 2017, 09:27:13 am
United we could all humble this crumbling ruin of an empire. I am more worried about sea serpents than imperials.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on June 24, 2017, 09:37:10 am
Speak for yourself.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 24, 2017, 09:37:40 am
I too close and can't afford to ignore them, but I can afford to hire legal scholars (next turn).

If they're accosting single province PCs for taxes, can we also expect a decrease in NPC defender strength?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 24, 2017, 09:41:20 am
I don't think it'd be that easy. They have 24 provinces, each one probably very highly developed with at least the more powerful low tier troops. Maybe once we have universal trade and 2-4 capital level income provinces each we'll be equal to them.

I do think however we should be united against them. Hell, if we just kill all the envoys, and so no word ever gets back into the crushing bureaucracy that the outside expedition ever bore fruit, it might even be possible they forget us, at least for a time. If people start paying in then people within the empire are going to start having a vested interest in the going ons outside it. That'll only lead to more and more pressure put on us. Remember that right now they think we are worthless barbarians. Show them we have things of value, and they'll only become interested in taking those things away, or even worse, folding us into the empire.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on June 24, 2017, 09:46:35 am
And I shall continue to drown my sorrows of my horrible luck with the RNG.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 24, 2017, 09:48:22 am
Well. Eh. To be honest. Mirror match up of defensive troop vs defensive troop. You do sorta expect the team defending to win.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on June 24, 2017, 09:57:08 am
Our plan is to throw the empire envoy to the sea serpents and hope for the best. For 'northern barbarians' it seems a rather valid plan.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 24, 2017, 09:59:42 am
Best use of taxmen is the first course for a sea monster. And every other course too.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on June 24, 2017, 10:19:36 am
Best use of taxmen is the first course for a sea monster. And every other course too.
The consequences might be scary though.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 24, 2017, 10:21:44 am
We might be able to appease the sea monsters if the empire keeps sending dinner to them. And if the empire actually decides to send an army to investigate well they can take care of the sea monsters and we simply find something else with a voracious appetite for taxmen to feed.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on June 24, 2017, 10:24:41 am
We might be able to appease the sea monsters if the empire keeps sending dinner to them. And if the empire actually decides to send an army to investigate well they can take care of the sea monsters and we simply find something else with a voracious appetite for taxmen to feed.
Like this plan.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 24, 2017, 10:38:11 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on June 24, 2017, 11:03:46 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 24, 2017, 11:06:05 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 24, 2017, 01:09:13 pm
It occurs to me that this is liable to turn into "loyalists vs rebels," "empire vs everyone," or "everyone dances to absurd demands."
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 24, 2017, 01:55:47 pm
Hey Tiruin, the brimstone republic appreciates your offer to help secure our borders, but we've already sent troops to the affected areas to help hold against the blighted menace, as well as try to cut it off at the source.

Your troops would probably be better spent readying themselves to expand your lands into the rest of beaton or securing your own border with the blighted lands. After all, it's no use if you send troops to help secure my lands, only for your own to fall.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 24, 2017, 02:00:02 pm
Hey Tiruin, the brimstone republic appreciates your offer to help secure our borders, but we've already sent troops to the affected areas to help hold against the blighted menace, as well as try to cut it off at the source.

Your troops would probably be better spent readying themselves to expand your lands into the rest of beaton or securing your own border with the blighted lands. After all, it's no use if you send troops to help secure my lands, only for your own to fall.
Great point ._. I just want to help though since this turn and next are caravan making.

Now to try and contact someone I have no idea about yet but that makes sense in-game for purposes of trade routes (and helping others with moneys)

...This turn is Kashyyk subtly pushing the "PvE" bit right? After realizing that we're really going to RP our nations instead of going against each other? :P

Edit: Not to doublepost but...what's all that about me reading people spending {X} to have something customized happen?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 24, 2017, 02:55:41 pm
Pork will be going with the traditional avenue of tax dodging through complicated legal loopholes for now.  An annoying technically loyal non-complier is more likely to get an angry taxman than an angry army.

Edit:  Let's throw a quick letter in.

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 24, 2017, 04:27:51 pm
Would I be correct in assuming that the tax is on our income before expenses?

That is correct.
This is unfortunate, but by the time imperial accountants finally get around to auditing me, I'll have researched tax law enough to have a loophole.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on June 24, 2017, 06:37:29 pm
Man between the empire awakening and my luck wit the RNG I can't help but feel the game has it out for me. Again :V
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on June 24, 2017, 06:45:27 pm
Envoy, what envoy? never heard of no envoy.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 24, 2017, 10:56:36 pm
Spoiler: Quickletter back (click to show/hide)

Edit:
:I
Nobody cared to nudge me on this tax that was on the top of the Turn 4 that I missed because of rushing!
Hmph >_> [/oopsme]

@Kashyyk: Linkie for "Turn 4" for editing the OP faster. :3
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=164491.msg7493995#msg7493995]Turn 4[/url]
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 25, 2017, 06:40:07 am
Spoiler: Quickletter back (click to show/hide)
Spoiler: A Swift Response (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on June 27, 2017, 08:54:56 am
Tiruin, how exactly do you pronounce 'Revakn'?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 27, 2017, 10:59:29 am
I've been pronouncing it "Reh-vahk-en". I'm curious as to what she says now.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 27, 2017, 11:32:21 am
I've said it in my head as Ree-Va-kin. But thinking about it there's no I.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 29, 2017, 07:19:16 am
I've been going with Reh-vahk-en as well.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 29, 2017, 11:04:26 am
HAH FINALLY I HAVE GOOD INTERNET (ok, not good, but 'not horribly disconnecting in that I can't load Bay12 but load other areas')

In lore, it was a rather...mixed collusion of language, as while all I'm doing is typing it all in English, the translation to symbols make it different--the leader's surname however is how it should be mentioned 'Reh-vahn(d)'.

To simplify it: Just mention it with a silent 'k'. :P
But otherwise, the background has its own language and accent so you're all correct technically too.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 29, 2017, 06:03:45 pm
Question:  Is tech sharing a thing, or do we research tech independently?  Under what circumstances can we share tech, if so?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 29, 2017, 06:11:15 pm
Question:  Is tech sharing a thing, or do we research tech independently?  Under what circumstances can we share tech, if so?

Tech can be given to other players, either as a gift or part of a trade, at which point it'll be as if they discovered it themselves.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 29, 2017, 06:22:03 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 29, 2017, 07:43:53 pm
Hum...

Quote from: Mechanics
To found a religion one needs the Organised Religion tech (or any other religious tech).
Does this imply that you can skip the Organised Religion tech if you purchase another tech in that branch from a guy who researches it first, abet at the cost of not having shrines or priests? Or that there's other types of Religions other then "Organised". Could I have a "Disorganized" Religion?

Also wow, whoops. That warlock owned the region? Good thing he raided me or I would have left him to keep breeding those things for a bit... That could have gone poorly for me.

Edit: Also can I summon blights in the same turn as I purchase a warlock? How about if I promote a hero to a warlock? does the promotion take place in the turn it's purchased basically?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on June 29, 2017, 08:26:31 pm
Well shit Iituem. Congrats on being the first person ever to crack open a high-value province ^^
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 29, 2017, 08:30:56 pm
Yeah. Congrats. Hopefully that dedication paid off with a juicy income province. Tbh I don't think I'd have bothered, I probably would have just taken Troud from island hopping into the weak bit of it, but eyyy now you must got the big buco bucks.

Edit: By the way Kashyyk, what differentiates an industry building and an economic building? I mean, I know mechanically you can have as many economic buildings as you want, but why is forge counted as economic whereas something like Artists and Bakery are industry, and thus take up their own slots (even though they are slightly weaker then the forge, although to be fair they come with their own advantages)?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 29, 2017, 09:45:47 pm
I probably would have gone for weaker provinces first were it not for a) poor map-drawing with neighbouring states beforehand and b) unification!  The Principality of Pork must be whole!

Now I've just got to crack the Heavy Swordsmen, Longbowmen and my one captured Spearpig behind the walls in West Pork.  o_o
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 29, 2017, 11:12:36 pm
The Principality of Pork must be whole!

Yes. No one must be allowed to eat your kin folk. Your delicious kin folk. Your delicious juicy succulent.... Kin folk. No one else must be allowed to eat them.

Also I think Kashyyk mentioned at some point captured units will be disbanded because of lack of funds, hopefully that's happened to your spearmen by now? Idk how long independents can run on negative though.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 02:07:03 am
Does this imply that you can skip the Organised Religion tech if you purchase another tech in that branch from a guy who researches it first, abet at the cost of not having shrines or priests? Or that there's other types of Religions other then "Organised". Could I have a "Disorganized" Religion?
Organised Religion is the base tech for the religion tree, but if you somehow acquire a tech further up the tree without the prerequisite, you can still found a religion, you just can't buy priests or shrines.

Edit: Also can I summon blights in the same turn as I purchase a warlock? How about if I promote a hero to a warlock? does the promotion take place in the turn it's purchased basically?
So long I add a warlock (or warlock hero) to your army list before I add the blight, then they may be bought in the same turn :P

Edit: By the way Kashyyk, what differentiates an industry building and an economic building? I mean, I know mechanically you can have as many economic buildings as you want, but why is forge counted as economic whereas something like Artists and Bakery are industry, and thus take up their own slots (even though they are slightly weaker then the forge, although to be fair they come with their own advantages)?
Industries are supposed to exploit resources if they exist and generally require a large amount of labour and infrastructure to function, whereas an economic building is supposed to double-down on an existing industry, but doesn't require much in the way of additional infrastructure to function. Now that I say (type?) it aloud I realise that Bakeries and Breweries fit that second criteria better. I'll move them over effective immediately.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on June 30, 2017, 03:32:36 am
Just making sure, but priest can spread religion to neutral territories, right?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 04:30:45 am
Just making sure, but priest can spread religion to neutral territories, right?
Correct
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 05:07:16 am
Quote

Your refusal to pay the money “rightfully owed” does not go down well with the envoy. He informs you that you now officially owe the Old Empire £750  in back-tax, and an additional £150 per turn. If payment is not received promptly, he will be authorized to exercise the force necessary to recover the debt. Until such time as the debt is paid, there will be no chance of a working relationship, trade or otherwise. You suppose you should consider yourself officially warned.
Wow so stingy. ;~; I mean we're seriously a wilderness company and we OWE this already without any prior help.

...
Can we all rebel against the Empire as our main enemy? Like, please? :P

Well shit Iituem. Congrats on being the first person ever to crack open a high-value province ^^
Grats Iiteum c: Please don't backstab me.

Quote
Independent Forces
Heavy Swordsmen: 0 Intact, 1 Damaged, 0 Destroyed
Archers: 0 Intact, 0 Damaged, 1 Destroyed
Spearmen: 0 Intact, 4 Damaged, 0 Destroyed
The disappointment I feel is immense. u_u
You have FREE HEAVY SWORDSMEN, and +4 spearmen in the next turn.

I feel so :I at this luck, and feel bad. Maybe it's better if I was rolled over
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 30, 2017, 05:11:31 am
Well a sea serpent was appeased somewhat in the north. That counts as being a rebel right?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on June 30, 2017, 05:15:57 am
Quote
Independent Forces
Heavy Swordsmen: 0 Intact, 1 Damaged, 0 Destroyed
Archers: 0 Intact, 0 Damaged, 1 Destroyed
Spearmen: 0 Intact, 4 Damaged, 0 Destroyed
The disappointment I feel is immense. u_u
You have FREE HEAVY SWORDSMEN, and +4 spearmen in the next turn.
I feel so :I at this luck, and feel bad. Maybe it's better if I was rolled over
Except that isn't how combat works at all. You only get damaged units if they are explicitly mentioned as being captured.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 05:24:42 am
Ruler's correct. Damaged, losing units are destroyed unless it is explicitly stated that they escaped or were captured. Different units have different chances for each of those, and technologies can affect it too.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on June 30, 2017, 05:50:52 am
Things are heating up. Man I wish I was in this. You're all doing pretty well so far!

Can't wait to see what the events reveal.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on June 30, 2017, 06:15:48 am
Kashyyk, when it says that Heavy Cavalry requires stables, that means I can only upgrade Light Cavalry to them when the Light Cavalry are in a province with stables?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 06:25:09 am
Ruler's correct. Damaged, losing units are destroyed unless it is explicitly stated that they escaped or were captured. Different units have different chances for each of those, and technologies can affect it too.
._. I've always had that impression since ever, oops! Thank you both. :)

Also to clarify, my D: feelings were more at 'wow RNG, why can't I take over this orange region ;~;' rather than at anyone/thing.

Just making sure, but priest can spread religion to neutral territories, right?
Correct
Can we characterize our religion and does that have an effect if we customize it? :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 06:36:15 am
Kashyyk, when it says that Heavy Cavalry requires stables, that means I can only upgrade Light Cavalry to them when the Light Cavalry are in a province with stables?
Correct.

Can we characterize our religion and does that have an effect if we customize it? :P
At the very least you'll need a name. More fluff is welcome. With research you'll be able to do more with your religion and that can be inspired by the fluff you provide.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 07:30:50 am
Kashyyk, whenever you make a spoiler post about new technologies--that means for everyone in play?

Also may I know which color is who? I'm confused now on who is whom. x.x
Quote

Your refusal to pay the money “rightfully owed” does not go down well with the envoy. He informs you that you now officially owe the Old Empire £750  in back-tax, and an additional £150 per turn. If payment is not received promptly, he will be authorized to exercise the force necessary to recover the debt. Until such time as the debt is paid, there will be no chance of a working relationship, trade or otherwise. You suppose you should consider yourself officially warned.
Wow so stingy. ;~; I mean we're seriously a wilderness company and we OWE this already without any prior help.
Also after computing all my turns until now, I think I rolled a secret '1' on actually doing anything and ended up getting taxed annoyingly more.
Good lord this is overkill. I mean I can pay it NOW as I have 783 money, but x.x
I feel like I'm a bad luck sponge for everyone else here. :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 30, 2017, 07:34:06 am
Tir, check your letters.  There's maybe money in it.  >_>

And yeah, I didn't get a single one of those troops, even the spearpigs I lost to them on my scouting run.  C'est la vie!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 07:36:50 am
Kashyyk, whenever you make a spoiler post about new technologies--that means for everyone in play?
The existence of the technology and its effects become public knowledge, but you'll need to acquire it somehow to actually have it. It can be done through trade, conquest or research. I figured this way would be easier than me keeping technologies hidden from the players who don't have it until it enters the public domain.

Also may I know which color is who? I'm confused now on who is whom. x.x
I'll add a key to the map when I do the next turn.

Also after computing all my turns until now, I think I rolled a secret '1' on actually doing anything and ended up getting taxed annoyingly more.
Good lord this is overkill. I mean I can pay it NOW as I have 783 money, but x.x
I feel like I'm a bad luck sponge for everyone else here. :P
You rolled pretty badly. Most people also threw money at the problem in some way as well.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 07:44:00 am
You rolled pretty badly. Most people also threw money at the problem in some way as well.
Well x.x I guess there's only one choice. I pay it now and then be neutrally okay with them because of how bad the situations are, relying on my neighbors not to crush my puny army and forces that can't even take over orange regions, and wallow until my caravans hit people (and hopefully not get pillaged rudely).

Tir, check your letters.  There's maybe money in it.  >_>

And yeah, I didn't get a single one of those troops, even the spearpigs I lost to them on my scouting run.  C'est la vie!
Shoot sorry! :-[ It's my combination of being sick (and missing important review days for my board exam this October), and my tiredness making me miss things. Also bad internet connectivity but :O

@_@
;~;
I haven't even spent money on tech because of all this neutral forces blocking me. AND now the Empire!
HUM! <_<
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on June 30, 2017, 07:53:00 am
Perhaps you should read through the old Fiefdoms at War, in order to acquire ideas as to how to develop. You don't -have- to pay taxes to the Empire this turn. You likely have ~3 turns to plan. So.

What do you need?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 07:57:34 am
Perhaps you should read through the old Fiefdoms at War, in order to acquire ideas as to how to develop. You don't -have- to pay taxes to the Empire this turn. You likely have ~3 turns to plan. So.
150 additional per turn is a lot more than 10% of my income :-\
Also me wondering what techs (sans those that were posted in Turn 5) is available at all; the only mention of them is through your nice spoiler :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 07:59:24 am
The few technologies I have listed are hidden, the idea is that a player would suggest the kind of thing they want to get and I will price it as a technology.

If you're unsure of how much spending is enough for research, I will remind you of how I make the research roll:

The amount you spend will be divided by 1000 and then multiplied by the base difficulty for the technology to get your target. You will need to roll under that number with a one hundred sided dice to succeed. There have been people spending multiple hundred per turn on tier 1 and 2 techs and not making the roll.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 08:03:03 am
The few technologies I have listed are hidden, the idea is that a player would suggest the kind of thing they want to get and I will price it as a technology.
Hum @_@

> Basic Healing for Troops when not in battle and in friendly (own or allied), technology.
> Attack/Defense increase for troops, technology.
> Knowledge of that effectivity triangle, technology. [The one you said one is better vs this type of troop]
> Reduction of Hero cost, technology.
> Increase of Caravan first-time money bonus, technology.
> Anti-Empire troops, base technology. Not because they annoyed me into rebellion nope

:D ?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on June 30, 2017, 08:04:14 am
Also, and this really bears repeating as frequently as possible.

Do NOT slow roll research. If you put in $100, and you get nothing, you did nothing. That 100 doesnt even increase the tech cap. You want to make progress? Drop $500, or spend your money elsewhere.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 08:08:07 am
Also, and this really bears repeating as frequently as possible.

Do NOT slow roll research. If you put in $100, and you get nothing, you did nothing. That 100 doesnt even increase the tech cap. You want to make progress? Drop $500, or spend your money elsewhere.
Yep! I just noticed that :x thanks for the nudge.
Now for that matter...do we know what Tech the Empire has?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 30, 2017, 08:09:40 am
I would assume everything that existed at game start. Maybe everything but chaos magic too.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 08:16:06 am
The empire is at early-mid game tech levels (higher than you guys started by a couple of levels), and combined with their size they are designed to be a Disc One Final Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/DiscOneFinalBoss). Thus for balance reasons they are very insular, slow to respond and loath to exert force beyond their border.

They do not however, have any magic. Only the Great Wizard had that and he's been dead for centuries.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 30, 2017, 08:20:11 am
If they have actual income buildings they could potentially have multiple tens of thousands of income then. Imagine 1000 spearmen stomping on a Revakn face. Forever.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 30, 2017, 08:51:37 am
Spoiler: Response to Talarys (click to show/hide)

Quote from: Letter to Everyone
A Letter to the New Nations beyond the Empire's Borders

A form of this letter has been sent to each player nation, with the appropriate name and titled applied.

Esteemed Ruler {Name},

I am Princess Gruntsnuffle of the Principality of Pork.  Our fledgling nation is seeking to improve our understanding of political etiquette and diplomatic engagement, so as to avoid having to use crude forms of international relations in the form of spears and arrows.  We are offering a bounty of £200 to the nation who can grant us knowledge of Diplomacy this season, to be paid immediately upon receipt of the necessary scrolls.  Any nation who has already researched such technology would only benefit from this, as it would grant free money for a technology they already have which offers no military benefit.  Indeed, avoiding war is rather our goal in this matter.  If this offer is of interest to yourselves, please leave a return scroll with the messenger piglet who has carried this message.

The Finest Regards,

Princess Gruntsnuffle of the House of Suidae
Principality of Pork



Also, out of pure amusement, how did various tax evasion efforts go?  No obligation to say, since it's private information, but I will volunteer my position:

- Paid £75 for tax lawyers to convince the Empire I only owed them £25 in back taxes.  Arguable success!  Apparently there's a tax assessor coming in the future who will rip us to pieces with their actuarial acumen.  o_o
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on June 30, 2017, 08:54:47 am
Sea Serpents best Serpents. "What tax collector? You mean this corpse that washed up with some wreckage after a sea serpent attack was observed in the distance?"
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on June 30, 2017, 09:08:03 am
Iituem: you know that you can only send money to people you can trade with?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 30, 2017, 09:18:11 am
Oh nuts, that's right.  Probably best to just spend my money on research instead, then.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 09:22:13 am

Also, out of pure amusement, how did various tax evasion efforts go?  No obligation to say, since it's private information, but I will volunteer my position:

- Paid £75 for tax lawyers to convince the Empire I only owed them £25 in back taxes.  Arguable success!  Apparently there's a tax assessor coming in the future who will rip us to pieces with their actuarial acumen.  o_o
What's worth than a 750 flat tax with a crazy increase per turn you refuse? @_@ I don't want to break my 'don't see others' spoilers' just to see what others rolled but I feel like I rolled an intense series of 1's :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on June 30, 2017, 11:12:54 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on June 30, 2017, 11:23:01 am
Plan changed, researching tax laws will have to wait.

Edit: Changed again because I am not a decisive person.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on June 30, 2017, 07:23:00 pm
> Basic Healing for Troops when not in battle and in friendly (own or allied), technology.
Herbalism (easy) will unlock a building that will instantly heal a single damaged unit each turn. Life magic has spells that do a similar thing

> Attack/Defense increase for troops, technology.
Weaponsmithing and Armoursmithing technologies (easy) give a flat bonus to attack and defense respectively

> Knowledge of that effectivity triangle, technology. [The one you said one is better vs this type of troop]
Already exists. As units are unlocked, any bonuses they have against certain unit types will be mentioned

> Reduction of Hero cost, technology.
Heroism (hard) will unlock the academy, a military building that reduces the purchase and promotion costs of heroes

> Increase of Caravan first-time money bonus, technology.
Mercantile (moderate) will boost the caravan bonus dependent on the number of resources you have access to.

> Anti-Empire troops, base technology. Not because they annoyed me into rebellion nope
Nothing specifically anti-empire. Empire troops will be available to players with the correct technology
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on June 30, 2017, 07:53:15 pm
Huh, easy moderate hard. Can I get an estimate on difficulty of fermentation I? Or would that be too nice? I'm heavily second guessing my decision to put in 500 instead of 1000, but flailing a bit on what the averageish difficulty levels are going to be for t1 (or 2) tech.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on June 30, 2017, 11:28:48 pm
Hey Kashyyk? :3 If soever this game ends in any way, may I carry on a similar game to this? Because I'd love to try my hand at doing something, but have 0 tools or programs to do so :P

Also can I suggest a technology with the theme of post-battlefield trauma aid? I've recalled in the far past, at least I think by the Roman times (or further) that veterans of war were given aid to relieve their dealing with stress and such--this tech would help with, if our side wins and there are damaged units, a higher chance of them being captured or a secondary halfed chance of them surviving after failing the initial capture roll?

...Also a tech for Monster Hunters, for those good ol' natural beasties in our lands! :3

Also does Herbalism unlock an Industry building?

Quote
> Knowledge of that effectivity triangle, technology. [The one you said one is better vs this type of troop]
Already exists. As units are unlocked, any bonuses they have against certain unit types will be mentioned
So...all current units known at this point DON'T have a bonus versus others (other than that cavalry vs infantry thing)?


Also I edited my orders upon receiving this letter.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 01, 2017, 02:34:14 am
Huh, easy moderate hard. Can I get an estimate on difficulty of fermentation I? Or would that be too nice? I'm heavily second guessing my decision to put in 500 instead of 1000, but flailing a bit on what the averageish difficulty levels are going to be for t1 (or 2) tech.
Fermentation I is easy.

Hey Kashyyk? :3 If soever this game ends in any way, may I carry on a similar game to this? Because I'd love to try my hand at doing something, but have 0 tools or programs to do so :P
Seeing as I stole this from Iituem, I don't think I have much of a say :P My plan is to pull all the units and such out into set up files rather than having them hardcoded, so someone doesn't have to edit the source code to add units. In theory I could send you a copy once I've done that.

Also can I suggest a technology with the theme of post-battlefield trauma aid? I've recalled in the far past, at least I think by the Roman times (or further) that veterans of war were given aid to relieve their dealing with stress and such--this tech would help with, if our side wins and there are damaged units, a higher chance of them being captured or a secondary halfed chance of them surviving after failing the initial capture roll?
All winning damaged units survive. It's only the losing damaged units that need to roll for escape/capture.

...Also a tech for Monster Hunters, for those good ol' natural beasties in our lands! :3
Like some sort of Hunting Lodge?

Also does Herbalism unlock an Industry building?
It's an "Other" building, same category as the Palace or Shrine


Quote
> Knowledge of that effectivity triangle, technology. [The one you said one is better vs this type of troop]
Already exists. As units are unlocked, any bonuses they have against certain unit types will be mentioned
So...all current units known at this point DON'T have a bonus versus others (other than that cavalry vs infantry thing)?
Correct. The rock-paper-scissors gets more prominent the higher the tier of unit.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 01, 2017, 01:08:51 pm
Quote
Also, out of pure amusement, how did various tax evasion efforts go?  No obligation to say, since it's private information, but I will volunteer my position:

- Paid £75 for tax lawyers to convince the Empire I only owed them £25 in back taxes.  Arguable success!  Apparently there's a tax assessor coming in the future who will rip us to pieces with their actuarial acumen.  o_o
Glad I payed!

Mine mentioned a regional governor. I assume that means those resisting taxes won't be fighting the might of the entire empire, and that my taxes aren't necessarily going towards debt collectors against someone else.

Imperial politics might be a useful tech. Find out about more about the governor sending debt collectors, and you might be able to find an alternative to paying. Maybe, say, Governor Seraphine really likes taking care of orphans, and will let things slide a bit if you build orphanages everywhere.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 01, 2017, 01:12:39 pm
Question: since land units can hop a strait and all, can we trade with someone on the opposite side of such a strait?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 01, 2017, 04:22:26 pm
Question: since land units can hop a strait and all, can we trade with someone on the opposite side of such a strait?
That seems reasonable.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 01, 2017, 05:00:35 pm
A question on trade networks: Are they all linked? That is, if players are in a line such as: A <=> B <=> C <=> D, and I start trading with A, do I have to trade with only one more per turn, or can I trade with everyone A has trade with after one turn of trading with A?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 01, 2017, 05:13:24 pm
If A isn't directly trading with C or D, you would have to open a trade route with B first. But If A is also trading with E & F, you can open trade routes with them at the same time.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 02, 2017, 01:46:47 am
A Letter to the Bennerlands

Quote
Esteemed Grand Marshal,

The fall of the Empire has destroyed many of the commercial relations that underpinned the prosperity of our provinces. We think it is time to recreate those relations, and hope you will welcome our merchants if we welcome yours.

Yours truly,

Guildmaster Urist
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 02, 2017, 01:51:35 am
Quote from: An open letter to whomever is that light blue land up far north
Greetings from the Mainlands!

We are the people of Revakn, sending you word and a merchant caravan for open trade from our sightings at sea. We aim to issue trade and prosperity from all places since the Empire's fall; please accept our trade willingly and openly, as we hope to deal with such fine quality ice, and snow, from your lands.

Also saving up for a caravan to hit that other tiny island that's dark brown there.
Sorry for forgetting names :x it's just that I work best in color coding.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on July 02, 2017, 04:31:23 am
Kashyyk, I think you forgot my caravan on the map.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 02, 2017, 04:39:38 am
Your caravan is in your territory still, so doesn't need a token to represent it.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on July 02, 2017, 06:48:59 am
Ah ok, so it only gets a token when it's outside the territory. Is it going to be a thing just for caravans or for other stuff as well?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 02, 2017, 06:55:20 am
Anything outside of your own territory will get one.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on July 02, 2017, 07:02:15 am
Anything outside of your own territory will get one.
Ok
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 02, 2017, 07:53:01 am
Question: since land units can hop a strait and all, can we trade with someone on the opposite side of such a strait?
That seems reasonable.


This means Khan Boyzitbig and snow dwarf can trade as well then?

Not to mention the north easterners are close to being able to trade now, if Nirur takes Pollock N and Ostley U or L and once the current caravans get to their destinations that'll link up almost everyone. Fukking owldale being a tough nut is like one of the only things between  a global network right now. Someone needs to do something about that. Someone other then me.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 02, 2017, 07:57:03 am
Thats true we could trade. You fancy a trade agreement snow dwarf?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 02, 2017, 08:30:27 am
Not to mention the north easterners are close to being able to trade now, if Nirur takes Pollock N and Ostley U or L and once the current caravans get to their destinations that'll link up almost everyone. Fukking owldale being a tough nut is like one of the only things between  a global network right now. Someone needs to do something about that. Someone other then me.

Give it a few turns.  Some of us have forces to replenish before we can start invading helpless owl forests.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 02, 2017, 08:34:46 am
Or you could build a ship and use that to travel direct? :P

That, and caravans, unguarded, can move through neutral territory without much worry (You're paying to get guards through)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 02, 2017, 08:44:35 am
I'm mustering for an assault on the Hogdwin N event before that goes critical, but then I can take Toldron E to trade with Snowdwarf.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 02, 2017, 09:21:59 am
By the way. Uh. Once troops attack a province, are they stuck in that province until the end of the turn? Or can we give them another order? Like, all guys in province A attack B, and the unwounded survivors attack C.?Or all guys in province A attack B, and the survivors move back into A?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 02, 2017, 09:25:29 am
By the way. Uh. Once troops attack a province, are they stuck in that province until the end of the turn? Or can we give them another order? Like, all guys in province A attack B, and the unwounded survivors attack C.?Or all guys in province A attack B, and the survivors move back into A?

I can confirm this is the case, I gave orders to move 1 territory, make an attack, then move survivors with movement back 1 territory as well.  No idea if you could blitzkrieg and move 1 territory, attack, then move 1 territory, attack the next in the same turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 02, 2017, 11:12:21 am
Yes, units may attempt to fight their way through one territory into another (and another and another...) so long as they have movement for it. I will also accept related conditional orders within reason. I reserve the right to revoke that for my own sanity though.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on July 02, 2017, 07:03:15 pm
Thats true we could trade. You fancy a trade agreement snow dwarf?
Sure
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 03, 2017, 03:43:43 am
Two questions: what is the difference between
"Furthermore, for every £500 someone invests in a technology, the base threshold will permenantly increase by 1 point, for everyone. Every £150 extra that person invests increases the threshold by another 1 point." - from this game's rules
and
"Every turn that £500 or more is invested into a technology by anyone, the base cap will rise by 1.  For every £150 above £500 invested into a technology (in one sitting), the base cap will increase by a further 1." - from the original Fiefdoms @ War rules?
if there is a difference, how much will investing £1000, £1100 and £1150 in a single turn increase the base cap?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 03, 2017, 03:48:07 am
By my reading of the rules, it depends on how many people invested the amount. If one person paid it as a lump sum, the cap raised by 3, 4 and 4. If for exemple, the 1150 were split between a guy paying 500 and one paying 650, the cap would raise by three. If it is split in 3 investment of ~380, the cap won't raise at all.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 03, 2017, 03:59:18 am
You have to invest at least £500 yourself in order to raise the cap. It doesn't matter how much anyone else paid.

In your example, if one person invested £1000 they'd up the cap by 4, £1100 would up by 5 and £1150 would up by 5.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 03, 2017, 04:03:22 am
Oh, yeah, 4,5, 5, my bad.

And those don't need to be on the same turn, right? If I invest 500 on turn one, and 300 on turn two, I'll raise the cap by 3 overall, right?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 03, 2017, 04:05:29 am
It has to be in one go. On turn two you need to get to £500 again before you start upping the cap.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 03, 2017, 04:11:43 am
Thanks for clearing that up.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 03, 2017, 06:05:55 am
Is the max cost of any research project 15,200? (if paid as a lump sum) Or do research base levels start going into the negative?

Edit: Wait, no, that's not how it works. It'd be significantly lower then that because money both raises the cap and increases the multiplier.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 03, 2017, 06:08:13 am
Is the max cost of any research project 15,200? (if paid as a lump sum) Or do research base levels start going into the negative?

How did you reach that number?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 03, 2017, 06:09:30 am
I mean, that'd raise threshold 1 to threshold 100, however that's not actually required for a 100% shot. I forgot (I woke up like 4 minutes ago) that money is also a multiplier. So it'd be significantly lower then that.

2k gives a 24% chance on threshold 1.

3k gives 54% chance on threshold 1.

4k gives 100% chance on threshold 1. Implying that 4k is the max cost of any research, unless thresholds start going into negatives.

4k isn't a lot of money, even if the money doesn't multiply much further past what we can see now. It's reasonable to get around 1k per good province with some of the basic technology we can see. Which means unless thresholds start plummeting we're going to see research turn blazing fast soon.

Actually doing this little bit of thinking about research has convinced me that 500 is probably really bad for me to be putting into research. It's going to be hugely ironic if the turn was already rolled, I got the research, and then I edit my turn to more money and get a reroll and don't get the research, but I'm going to wack in in extra 300, bring that cap up a little bit, get that multiplier up 30%

It's pretty pointless for me to save money for what I was going to save it for.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 03, 2017, 06:33:06 am
This is the sort of problem that never came up during the first F@W because it never ran long enough to be an issue.  Although quite possibly this does just mean Kash either needs to rework the tech system at some point or actually just start applying negative thresholds for difficult tech.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 03, 2017, 06:38:36 am
Yeah jeez Iituem. You should have run it longer. I was doing -great- in that one.

Also one of you needs to die so I can get in here. :(
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 03, 2017, 06:46:30 am
I'm not sure where you've got your numbers from,  but spending 4k only increases the roll chance by 4x rather than 100x, so a bar threshold of one would only be an effective threshold of four. The roll is also made before any progress is added. Once I've rolled everyone I then as progress based on money invested and tech discovered.

And yes,  high tiers start with a negative threshold.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 03, 2017, 07:00:56 am
The roll is also made before any progress is added.

I see. That does change it a bit. It makes it so it's extremely more efficient to make exactly 1 research roll to increase the threshold and 1 research roll to actually do the roll... Like, threshold 1, 4k in the first turn has a 4% chance, 4k in the next turn has a 100% chance. So impossible the first turn and guaranteed the second is going to be the sorta byword.

Also, without secret turns means you can totally save a ton of money if someone else makes the investment and then make the research roll yourself. You'll spend half as much, but get the research at the same time as them. Yoink.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 03, 2017, 03:04:58 pm
.. And you also get a pretty large military advantage by looking at other people's turns. I don't think being able to get a tech advantage changes much. Also, your probability math is off .. If I have a base 50%(1/2 of failure) chance, and 4x that, I get an 87.5%(1/8 of failure) chance.

Question: If two players agree to attack somewhere together, can they agree on whether to go "My army first (minus support troops), then yours once my troops are all incapacitated" or "Attack as one force under my banner?"
If they are basically acting as separate armies, can both get bonuses from a single army's support units and heroes?
If they are basically acting as separate armies, and army 1 is defeated, can army 1 claim the area instantly (no trade delay) if that's what they agreed on and army 2 isn't defecting from the agreement?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 03, 2017, 03:08:48 pm
.. And you also get a pretty large military advantage by looking at other people's turns. I don't think being able to get a tech advantage changes much. Also, your probability math is off .. If I have a base 50%(1/2 of failure) chance, and 4x that, I get an 87.5%(1/8 of failure) chance.

I'm pretty sure that's not how it works, the thresholds are real numbers until they are rolled against in the actual research check, the money multiplies the number being rolled against, not the number of rolls made. At least, that's how it's written in the research thing afaik.

IE: 4000/1000*50=200 then you roll against the 200.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 03, 2017, 03:12:09 pm
So it is, sorry. That's nothing like what I expected.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 03, 2017, 03:27:58 pm
Yeah, I have been assuming that reading people's turns was cheating.  Really changes strategy if it's not.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 03, 2017, 03:31:40 pm
Yeah, I have been assuming that reading people's turns was cheating.  Really changes strategy if it's not.

Right now the official word I recall on it is "I'd rather you not."... Which, I think I've mentioned in passing on this thread how likely I think that is to stop people when the game starts to heat up from trying to get advantages.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 03, 2017, 03:33:15 pm
Fair point.  For now, I shall keep this going.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 03, 2017, 04:53:47 pm
Yeah, I've been abstaining from reading turns, but to be honest, if I ever get into a war with someone, I'll be askind if I can PM them or fill them in some other ways.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 03, 2017, 05:09:12 pm
Question: If two players agree to attack somewhere together, can they agree on whether to go "My army first (minus support troops), then yours once my troops are all incapacitated" or "Attack as one force under my banner?"
If they are basically acting as separate armies, can both get bonuses from a single army's support units and heroes?
If they are basically acting as separate armies, and army 1 is defeated, can army 1 claim the area instantly (no trade delay) if that's what they agreed on and army 2 isn't defecting from the agreement?
To make it simple for me,  and to require the least edits to the program,  allies can throw their armies at an enemy separately (in which case I process each battle in turn. This could mean throwing s bunch of small armies at a larger one and all dying horribly) or one player is selected to lead the combined army,  it will be treated as one army under their control for all purposes. I will allow players to continue paying the upkeep for their units in sometime else's army,  or however it your decide to do it. A players troops will only take part in the battle if approved,  thus you could pull your forces out from under your ally if you wish. With regards to casualties in a combined army,  that is entirely up to the player in charge as to who has been considered to have lost the troops. The conquered territory will go to the owner of the winning army by default,  but a recipient can be agreed on beforehand.


With regards to looking at other people's turn spoilers,  I don't want you to but as pointed out there's nothing I can do about it. I'm not going to start sending people their turns by pm because that is too much hassle,  but if you wish you can send your actions to me by pm. Please make sure you post in the thread saying you've done this though,  as I will not remember that you've sent it to me otherwise.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 03, 2017, 05:15:21 pm
but if you wish you can send your actions to me by pm.

This seems like a good solution to it (I agree getting turns back via pm would be going too far, not only would it be a hassle, but it'd also kill the game for any spectators). I might start doing it on principle, although not this turn.

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 04, 2017, 06:23:15 pm
Bartiro watched from afar as Maria worked with the latest crop of spearbeasts. Although the army had long outgrown the small training yard they used to hold drills in, tradition held and Bartiro made it a point to attend as many sessions as he could, even if that was a dwindling number as the mounting responsibilities of governance and keeping the factious houses in line kept him at his desk though lunch more and more. They were the last group that were to be inducted into the army as it replenished and rested itself after the campaign against the blight. Soon he knew that they would march out, for the first time working as an actual army instead of disparate squads each left to their own devices under the new Commander Maira.... Bartiros tongue flickered out in consternation as he considered the new commander who had managed to accumulate so much power under herself in so little time. A hero of several unification battles, and the quick wit that had taken care of most of the work to dispose of the imperial envoy. She had rode these successes to great popularity among the other tiefling houses, and when her supporters pushed for her to be appointed to commander the decision was politically impossible to not make. Even if the army was technically still loyal to the republic, and thus Bartiro, the reality was his control and position among the houses was weakened by giving away this position to another. Although she seemed willing to work with him for now, Bartiro was greatly discomforted by this potential threat to his leadership... Still, there was nothing he could do about it for now. So he bent back to his task of penning a letter.

A minor country far to the south had sent a message, seemingly to all the nations it could. More important to the Republic then the context of the message was the messenger himself. A new type of person hitherto not see in the republic. The typical morass of opinions and demands had swirled though society as the greater houses tries to find out a proper response to learning of a new race. Certain hard line factions declared them bestial, and demanded that the messenger be ritually tortured and eaten. Others pointing out that from the lack of fur that it was clear the new race was some middling caste, and should be treated as any other harmless but lesser nation, and that they should even consider not torturing and eating the messenger, in case that gave the wrong impression to their newly discovered potential trading partners. Bartiro was one of these moderates himself, and had managed to secure the life and freedom of the messenger, and was about to send it back to whatever backwards country it had come from with the letter he was currently writing.



Although the teifling houses had always followed a martial focused tradition of society, the economic boom of so many subjugated regions had slowly had a slow but transformation effective on several of the teifling houses. As the wealth wielded by the houses that oversaw the beasts who worked the fields grew, some of them experimented and branched their economic interests outward. Only time would tell if this would bear fruit for these houses.



Iituem: you know that you can only send money to people you can trade with?

Where was this rule? I wasn't able to find it. (Although that's probably just me.) I'm not totally sure if it's true.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 04, 2017, 08:04:28 pm
The rule was stated here (http://www.bay12forums.com/smf/index.php?topic=164491.msg7492143#msg7492143).
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 04, 2017, 11:17:08 pm
Cool, thank you.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on July 05, 2017, 05:56:25 am

A Letter to the Bernstock Guild (cause we can write your name wrong too you know)
Of course we accept this proposal! The spice between our two nations must flow.
signed,
the Grand Marshal
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 05, 2017, 06:24:26 am
We welcome this commercial spirit from the Bennerlanders! May the spice flow!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 05, 2017, 06:36:54 am
To make it easier for me, could all those who wish to make a trade pact please add it to their turn posts.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 05, 2017, 06:39:06 am
Done.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 05, 2017, 07:35:28 am
Willdo in a sec.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 06, 2017, 10:42:12 am
Do we have an estimate of the time for the turn yet?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 06, 2017, 10:47:30 am
I've been a bit busy with work this week, as a product release has been delayed. I'm going to work on it tonight, but I might have to delay until the weekend.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 06, 2017, 10:58:09 am
And, work first, we can all wait. :)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 08, 2017, 08:16:37 am
Kashyyk, am I supposed to have received the unification bonus for Presst? I don't have East Presst under my control yet.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 08, 2017, 08:18:52 am
Yep it looks like that one has been buggered up Kashyyk. A least RoN knows what he's getting after he takes it though :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 08, 2017, 08:21:22 am
*Squnts at map*

*Squints at turn*

Dammit.

Whelp. You don't get that this turn then. Feel free to go take East Presst and earn your unification bonus though.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 08, 2017, 08:33:54 am
Did Machinery I enter the public domain? I don't think I should have that.
Fixed.


Let me know if you guys see anything else wrong with the turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 08, 2017, 09:13:15 am
I hope I did the troop order pm right. I sent a troop order pm, and then put the construction orders in the normal post.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 08, 2017, 09:17:17 am

Whoops, double post. Rip.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 08, 2017, 10:37:08 am
Boring turn ho!  Time for more research... -_-
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 08, 2017, 10:50:22 am
BTW: I got fermentation I. I'm interested in selling it to whomever I can... Which is currently Tiruin. But once we get the trade routes up, would anyone be interested? (Maybe anyone who has farmable resources on their starting area, since that's a pretty cheap +220 income)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 08, 2017, 11:12:36 am
I could certainly look into cotton beer at some point.  Need to get diplomancers first, though.  o_o
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 08, 2017, 11:26:15 am
Spoiler: A Response (click to show/hide)

Also, The Alliance of Revakn has unlocked Weaponsmithing I. Only 350 to buy, for all those in trade with them.

I should totally attack Owldale S because the EMPIRE ARE JERKS and don't want to ever go back on their 'pay us much money, we own EVERYTHING, there is no "wilderness", just OUR LANDS'
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 08, 2017, 11:47:26 am
Oh good, I was worried I was being too subtle with the Imperial dickishness :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 08, 2017, 11:51:45 am
There is no winning a fight against bureaucrats with mere words. Only highly paid lawyers and a through study of thousands of years of tax law can succeed.

I'd get right on that, but I have a magic despot to crush with an unending tide of unarmed farmers first.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 08, 2017, 11:53:12 am
Gosh, you convinced the unarmed farmers to fight?  I have to convince them to even become farmers, they're too used to being livestock!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 08, 2017, 11:59:24 am
Oh, yes, there's a trick to it. The secret is not being a delicious prey species.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 08, 2017, 03:27:31 pm
*Watches hungrily, hoping for death, and potentially a spot in the game*
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 08, 2017, 05:08:38 pm
Hey Kashyyk, is money able to be transferred on the turn a trade route is established?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 08, 2017, 05:22:06 pm
Hey Kashyyk, is money able to be transferred on the turn a trade route is established?
It can be transferred from the turn after.


On that theme, and as we are at the point where it is now relevant: A Caravan must spend a full turn in a territory in order to complete it's mission, and as part of that action a trade route may be established.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 08, 2017, 05:26:45 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 08, 2017, 05:28:17 pm
Once a trade route is established, assuming everyone agrees, does that instantly start trade with everyone on the chain? Or does it need something like a turn per person to establish? Like uh. Once The Alliance of Revakn and The Kingdom of Yorturim establish trade with the Storm Empire, which I guess will take 2ish turns (happens at the end of two turns, sorta three turns) can they immediately start trading with each other at the same time? (and also the Kingdom of the Corax and the Brimstone republic?)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 08, 2017, 05:30:54 pm
Already answered: New trade has to slowly crawl up the links; it's not an instant web of money.
A question on trade networks: Are they all linked? That is, if players are in a line such as: A <=> B <=> C <=> D, and I start trading with A, do I have to trade with only one more per turn, or can I trade with everyone A has trade with after one turn of trading with A?
If A isn't directly trading with C or D, you would have to open a trade route with B first. But If A is also trading with E & F, you can open trade routes with them at the same time.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 08, 2017, 05:32:34 pm
Ah. Thanks.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 08, 2017, 05:51:17 pm
I have a question. If someone sets up a trade route via caravan, and then tragically dies..Does their conqueror get the route?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 08, 2017, 06:18:47 pm
I have a question. If someone sets up a trade route via caravan, and then tragically dies..Does their conqueror get the route?
If either end territory of a trade route is conquered, then the trade route will be dissolved.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 08, 2017, 10:25:13 pm
Already answered: New trade has to slowly crawl up the links; it's not an instant web of money.
A question on trade networks: Are they all linked? That is, if players are in a line such as: A <=> B <=> C <=> D, and I start trading with A, do I have to trade with only one more per turn, or can I trade with everyone A has trade with after one turn of trading with A?
If A isn't directly trading with C or D, you would have to open a trade route with B first. But If A is also trading with E & F, you can open trade routes with them at the same time.
Err, can someone...simplify this please .-.; Somehow my inner logic-mechanisms aren't working.
Even if I pretty much aced my logic classes which mostly dealt with those sorts <_<
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: helmacon on July 08, 2017, 11:01:11 pm
The way I understand it from those quotes is that you get two steps into the system. If you trade with A, you can also trade with As partners. You can not trade with As partners partners however.

You can get second hand trade, but not tertiary trade.

Once you have established trade with a secondary source, they become a primary trade partner, and you can trade with their partners, as they are now a secondary source.

That's as I understand it anyways, but, fair warning, I may be wrong.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 08, 2017, 11:40:22 pm
The way I understand it from those quotes is that you get two steps into the system. If you trade with A, you can also trade with As partners. You can not trade with As partners partners however.

You can get second hand trade, but not tertiary trade.

Once you have established trade with a secondary source, they become a primary trade partner, and you can trade with their partners, as they are now a secondary source.

That's as I understand it anyways, but, fair warning, I may be wrong.
This would appear to be correct. The second part is simply saying that there is no limit on the number of valid trade pacts you can set up in a single turn.

Actually, Kashyyk, do spearmen count as light infantry for the purposes of the Weaponsmithing bonus?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 09, 2017, 01:09:54 am
Helmacon has it right.

Spearman are light infantry,  yes.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 09, 2017, 07:36:55 am
Oh. Interesting. They are listed as militia infantry and specifically not light infantry in the units list, I thought that was too specifically keep them from getting the weapon smithing bonus, and thus eventually make the other types of light infantry worthwhile.

Question, if you get given a technology, does it become usable immediately? IE: If I was to purchase weaponsmithing, do I get the bonus to spearmen in time for my attack on Maver S? If I trade fermentation to someone, can they build the buildings in the same turn?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 09, 2017, 07:46:19 am
You'll have it as of the next turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 09, 2017, 07:49:22 am
So many things are "You'll have it next turn."

Someone invent radio-magic, quick!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 09, 2017, 09:01:21 am
So many things are "You'll have it next turn."

Someone invent radio-magic, quick!
I've just noticed a special event pop up >_>
Since I made a strange post-instead-of-modify-silliness to Cript, I'll edit it to a letter.

It basically reads: "Moving my forces into Owldale, anyone nearby to investigate is a *thumbs up*"
And then Cript backstabs me but I trust him not to o-o
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 09, 2017, 09:17:14 am
I'd be up for trading weaponsmithing I for fermentation I Turuin. I'm not exactly planning on going down the infantry route, but it wouldn't be bad to have anyway... +7 on spearmen (hero+tech) is pretty legit. If you can't afford to build the buildings because you're giving the empire money for some reason, that's fine, you can build them later.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 09, 2017, 03:23:49 pm
I'd be up for trading weaponsmithing I for fermentation I Turuin. I'm not exactly planning on going down the infantry route, but it wouldn't be bad to have anyway... +7 on spearmen (hero+tech) is pretty legit. If you can't afford to build the buildings because you're giving the empire money for some reason, that's fine, you can build them later.
:O
I'll do so then, with editing my turn-again-again!
Also I made a public note that I'm moving to investigate Owldale S. I'll...err, conditionally poke to retreat if any enemies overwhelming my troops unless there are allies x.x

And then Cript backstabs me :P
Woah wait you have a HERO already? [/envy]
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 09, 2017, 03:52:59 pm
A hero is an amazing investment for preserving the lives of troops (Roughly 10% chance of a better outcome per clash, if I did the calculations right and am remembering them correctly), and you should get one. With slugger and stalwart in the mix? .. Then add in another tech level or two for those.

Some manner of battlefield assassination will be critical against the empire, even with heroes preferring to fight each other, and we'll want multiple heroes in every major battle.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 09, 2017, 03:56:50 pm
A hero is an amazing investment for preserving the lives of troops (Roughly 10% chance of a better outcome per clash, if I did the calculations right and am remembering them correctly), and you should get one. With slugger and stalwart in the mix? .. Then add in another tech level or two for those.

Some manner of battlefield assassination will be critical against the empire, even with heroes preferring to fight each other, and we'll want multiple heroes in every major battle.
This raises the question...

Can a hero, um, 'multi-specialize'? Given the many terms and technologies being applied, it somehow makes sense of a 'very powerful person' having many specializations--it just costs a lot :P

Also I'm inferring 'personal hero power' is more 'hero vs hero/those events' and unapplicable when they're commanding armies.
...
What if a fighter hero went alone versus an army? What stats would be used? Their base stats? Because if so, personal atk/def power would be rated VERY much higher [/hah semantics] than if it was just a leader of armies.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 09, 2017, 04:22:43 pm
A hero can take multiple promotions,  but each one only once.  They each havetwo sets of attack and defence sets,  one used for duels and the other for leading forces. A hero cannot face a military unit alone. If he is ever forced to the hero will immediately lose the combat and make an escape roll like any other defeated unit. It is very unlikely for a hero to be killed this way.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 09, 2017, 04:27:48 pm
Could we, theoretically, research some sort of high-level 'berserker' or 'Rambo' hero promotion that would let them use their duelling stats as a unit?  :D
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 09, 2017, 04:28:08 pm
Can we eventually fix this set of affairs, or is it impossible for heroes to reach anywhere near Sauron-tier?

I can easily imagine a spell to summon, say, a single giant sea monster. If we can do that, it makes sense that a hero could eventually be made able to fight it (Perhaps a Monster Slayer trait that would make them step up against giant monster types, but otherwise stay as unit leaders?)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 09, 2017, 04:35:42 pm
Yes, something like those are very possible.  :)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 09, 2017, 04:49:10 pm
Anyone want to start a list of people interested in trading with everyone? Maybe with some RP fluff, which I don't feel like writing right now.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 09, 2017, 04:52:16 pm
I'm happy to trade with everyone.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 09, 2017, 05:02:08 pm
Who wouldn't be happy to trade with everyone?

I don't know how it's possible that between three people owldale hasn't been conquered yet. But now that mystical bullshit is threatening it I assume that either it'll be under control soon, or maybe all my neighbors will die and I'll have to take care of it myself. Add in Storm Empire and the northerns once these caravans get into place, and we'll have a 7 person trade block over the next few turns.

Looks like the four easterners are about to get together over the next couple of turns. So all we need now is for Orange to connect up, and then to connect the two blocks.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 09, 2017, 05:05:03 pm
I will be happy to trade with anyone (for the moment) so long as pork products never cross my borders.  That's diplomatic insult casus belli stuff, right there.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 09, 2017, 05:08:59 pm
Beef okay?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 09, 2017, 05:09:43 pm
Oh, right, I'd like to trade with everyone.

Now hiring pork smugglers.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 09, 2017, 05:10:06 pm
Beef is extremely okay.  The citizens of Pork love beef, mutton, manflesh and orcflesh.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 09, 2017, 05:13:31 pm
My people will happily eat just about any meat, but we do prefer it to be fresh and or cooked.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 09, 2017, 05:15:53 pm
So I guess they are the darkest dungeon style pigs then?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 09, 2017, 05:21:01 pm
They breed quickly, down there in the dark. But perhaps we can slay them even faster.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: helmacon on July 09, 2017, 05:27:29 pm
What happens when they take over a territory with the swine/pigs resource?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 09, 2017, 05:29:14 pm
0 * 1.05 = 0.

Pillage the province down to the bedrock and the pigs are free.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 09, 2017, 06:56:14 pm
Who wouldn't be happy to trade with everyone?

I don't know how it's possible that between three people owldale hasn't been conquered yet. But now that mystical bullshit is threatening it I assume that either it'll be under control soon, or maybe all my neighbors will die and I'll have to take care of it myself. Add in Storm Empire and the northerns once these caravans get into place, and we'll have a 7 person trade block over the next few turns.

Looks like the four easterners are about to get together over the next couple of turns. So all we need now is for Orange to connect up, and then to connect the two blocks.

Purely because someone has been dragging their feet about taking it.  I could have taken it three turns ago if it wasn't for a treaty I made back on turn 1.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 10, 2017, 12:23:09 am
A hero can take multiple promotions,  but each one only once.  They each havetwo sets of attack and defence sets,  one used for duels and the other for leading forces. A hero cannot face a military unit alone. If he is ever forced to the hero will immediately lose the combat and make an escape roll like any other defeated unit. It is very unlikely for a hero to be killed this way.
So there are only two aspects to it then?
1. Duels, as in hero-on-hero, when only in combat with armies, and
2. Purely leading other forces, directly specific to what army they're tied with.
And 3(?): When people RP heroes to fight for honorable combat, because this game is flexible and isn't so rigid like those games where your wishes aren't possible at times :P
Or 4: when you actually MEET an event that lets you attack enemy units personally with a hero?

I do imagine us meeting events in the future wherein our army just soaks damage, but the hero is the main proponent to killing mythical beasties. If the army 'dies', the hero 'loses' and has to roll to retreat or ded ._.


Anyone want to start a list of people interested in trading with everyone? Maybe with some RP fluff, which I don't feel like writing right now.
Literally everyone :P
Also just to boop everyone in public--I'm sending ALL MY TROOPS to check out S Owldale [which means, like, 3 armies -_-]
So if anyone can help (and not push us to the front to die :P), please do.
Or if that soever happens, capture it in my name? .-.;

Like, please?

The Empire are jerks and I'd love to trade with EVERYONE to go against them!

Who wouldn't be happy to trade with everyone?

I don't know how it's possible that between three people owldale hasn't been conquered yet. But now that mystical bullshit is threatening it I assume that either it'll be under control soon, or maybe all my neighbors will die and I'll have to take care of it myself. Add in Storm Empire and the northerns once these caravans get into place, and we'll have a 7 person trade block over the next few turns.

Looks like the four easterners are about to get together over the next couple of turns. So all we need now is for Orange to connect up, and then to connect the two blocks.

Purely because someone has been dragging their feet about taking it.  I could have taken it three turns ago if it wasn't for a treaty I made back on turn 1.
Sorry ._.
Even if it's not me being referred to. Apologies!


So it's known that you can trade directly WITH:
> Your trade partner
> Any of their partners too (when you wrote a 'yes' to this, Kashyyk, do you mean you can just announce "I trade with them" and a trade route opens next turn?)

So anyone up with fuelling a person to connect everyone on one side, to then connect with someone on the other, with the Empire being a big blob of purple in the middle? :P

This feels just like the fall of Rome! :D
Also in all seriousness, if WEIRD STUFF is seen in S Owldale, I'ma send the Empire direct (probably best preserved) proof of it, so I can shove it down theirs about them being jerks.
...Please if ever anyone is helping out, let this happen? x.x If anyone helps and doesn't just get my folks killed, you get a tech for free \o/
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on July 10, 2017, 12:34:42 am
I am open to any trade routes or not trade routes, as long as it brings me money.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 10, 2017, 04:20:12 am
Also in all seriousness, if WEIRD STUFF is seen in S Owldale, I'ma send the Empire direct (probably best preserved) proof of it, so I can shove it down theirs about them being jerks.
...Please if ever anyone is helping out, let this happen? x.x If anyone helps and doesn't just get my folks killed, you get a tech for free \o/

Then you should answer your post, or my green-value province destroying doom army is going to sit put in my capital and build roads.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 10, 2017, 09:11:26 am
She did post on the main thread a letter to us that she's going to be attacking it and hopes for help. So. Hopefully between you two you'll have enough if you work together. At least... I think that's what it means. "Soon" Is sorta vague.

On the other hand if you have a "green destroying army" that didn't get destroyed by the green that you managed to take, you should be able to handle it yourself, right?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 10, 2017, 10:19:40 am
I... completely missed that.  My apologies.  I saw 'Novatechs and Tieflings' and missed the first bit.  Editing turn...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 13, 2017, 03:38:10 am
Spoiler: To the Bannerlands (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on July 13, 2017, 07:37:52 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 13, 2017, 03:34:58 pm
Spoiler: To the Bannerlands (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 15, 2017, 01:55:54 pm
Curious events in Owldale, it would seem.  Speaking of which, I believe you said something about a free Tech, Tir?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 15, 2017, 02:06:34 pm
Woo hoo. A new turn. Should the tannery not be an economic building as well?

Here's a message to your Iituem.

A small wagon, made of crudely hewn green wood painted in garish colors and covered in strange symbols is pulled into Central pork by a pair of cattle. It's driven by a stern looking human who seems to pay more attention to the cattle and the road then anyone around the caravan. Sitting on a higher chair behind him is a rather plump tiefling woman, surveying the strange and exotic sights with curious eyes. Trundling along behind the caravan with their eyes downcast are several slave beasts.


Edit: Kashyyk. We need trade route to send money. Do we need trade route to send tech? Or can we do that without trade route?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 15, 2017, 02:23:44 pm
Woo hoo. A new turn. Should the tannery not be an economic building as well?
Yes it should, I'll fix that in a mo.

Edit: Kashyyk. We need trade route to send money. Do we need trade route to send tech? Or can we do that without trade route?
You need a trade route to send anything that isn't a letter. If we somehow get into the situation of the sender and recipient being indirectly connected via one or more nation's trade routes, then you will be able to transfer money/tech/etc, but you risk any intervening nation intercepting the transfer. If this occurs all you will be told is that the courier never arrived.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 15, 2017, 04:55:51 pm
So just to confirm, we need a trade route up and running to send technologies?

Edit:  Is my cash total correct?  It looks like that's last turn's cash total, since I saved money on Turn 6.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 15, 2017, 04:59:20 pm
Ah. In that case... Scratch out the bizarre half offer at the end of my message.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 15, 2017, 05:10:50 pm
So just to confirm, we need a trade route up and running to send technologies?
Yes. Either a direct one, or you both trading with Tiruin and her willing to act as a go between.

Edit:  Is my cash total correct?  It looks like that's last turn's cash total, since I saved money on Turn 6.
I flubbed your finances I'm afraid. Should be correct now.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 15, 2017, 05:15:31 pm
In which case I'll set up trade routes with the Alliance this turn and if she's up for it Tir can play broker next turn between us.  Tired now, but will do Fluff in the morning for trade routes etc.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 15, 2017, 05:17:18 pm
Edit: Kashyyk. We need trade route to send money. Do we need trade route to send tech? Or can we do that without trade route?
You need a trade route to send anything that isn't a letter. If we somehow get into the situation of the sender and recipient being indirectly connected via one or more nation's trade routes, then you will be able to transfer money/tech/etc, but you risk any intervening nation intercepting the transfer. If this occurs all you will be told is that the courier never arrived.
How does that work? Does sending money/tech through several people take several turns, just one extra turn with anyone being able to steal it, is it tentatively given with the possibility of it being taken away?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 15, 2017, 05:21:40 pm
Aye, would it be faster to send it though a mutual trading partner rather then open trade with each other? For example if I wanted to trade with Iituem next turn, can I do that, and the stuff will arrive the turn after? Or is there like, an extra turn of delay, making it just as fast for me to open a trade route with Iituem, wait for a turn, then make a trade?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 15, 2017, 05:28:43 pm
How does that work? Does sending money/tech through several people take several turns, just one extra turn with anyone being able to steal it, is it tentatively given with the possibility of it being taken away?
It'll take one extra turn (regardless of how many links there are in the chain) compared to having a direct trade route. During that intervening turn, the intervening nations will all have the option to intercept the courier(s). They won't be told what they are carrying, but will know the sender and recipient. If any of those nations choose to intercept all the sender and recipient will be told is that the courier was intercepted during the journey, they will not be told who by. If multiple intervening nations choose to intercept the courier, the first nation in the chain will succeed.

Aye, would it be faster to send it though a mutual trading partner rather then open trade with each other? For example if I wanted to trade with Iituem next turn, can I do that, and the stuff will arrive the turn after? Or is there like, an extra turn of delay, making it just as fast for me to open a trade route with Iituem, wait for a turn, then make a trade?
In the case of one intervening nation it would be just as quick to open a trade route then do the trade.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 15, 2017, 06:22:43 pm
Auuugh. Really wanta attack Dalton S, but it feels like with just 6 spearmen it'd be the riskiest attack I've done in a while. I'm right on that line, if I had one more damaged unit I'd wait a turn for them to heal for sure, one less damaged unit and I'd feel pretty comfortable in the attack.

Anyway. I captured a lumber province, does anyone have mechanics that they might be interested in selling? You know, once the trade routes get set up.

Also if anyone has researched siege tech, that'd be cool. I'm starting to hit walls, so an engineer would be nice. Although I'm not sure that the trade routes will get up fast enough for me for that.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 15, 2017, 06:31:26 pm
Engineers are basic units Cript.
Also, as a temporary interim floating advisor I think with your spearmen, and your hero, and Weaponsmithing, you should be more than okay. Its only an orange. A bit risky, but even a few losses should be recovered by its value.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 15, 2017, 06:36:20 pm
Ah. I see. Thanks. I read the siege I next to them as a requirement... But now that you point it out it obviously doesn't have the "tech:" part. Thanks ghost adviser Terenos! Another day saved.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 15, 2017, 06:38:13 pm
Yeah, that should be an easy win.

Terenos, be less revealing if you must kibitz.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 15, 2017, 06:40:27 pm
If its known information. I discuss it freely. And I believe all of that was known, and revealed by other in this thread. You may contrast this with my post advising Tiruin, which is spoilered.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 15, 2017, 06:49:00 pm
Yeah. That should all be known. And to be honest, I don't think of the stuff in my turn spoiler as very secret anyway, so even if that wasn't all 'known' information, I still wouldn't care.

Edit: Kashyyk. Walls say they have a 20 money upkeep, but I'm only paying 10 moneys in upkeep on the walls in the place I took? Is typo?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 15, 2017, 08:19:21 pm
Kashyyk, with regards to the new building upgrades do you need to (for example) build a Farm before replacing it with an Improved Farm or can you just build an Improved Farm straight away?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 01:21:07 am
Edit: Kashyyk. Walls say they have a 20 money upkeep, but I'm only paying 10 moneys in upkeep on the walls in the place I took? Is typo?
Typo in the rules.  Should only be £10.

Kashyyk, with regards to the new building upgrades do you need to (for example) build a Farm before replacing it with an Improved Farm or can you just build an Improved Farm straight away?
You need to build the prerequisite first.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 16, 2017, 01:30:40 am
If its known information. I discuss it freely. And I believe all of that was known, and revealed by other in this thread. You may contrast this with my post advising Tiruin, which is spoilered.
I literally have no idea what Cript did other than him having a ton more stuff than I do, and paranoia about being backstabbed, which is more an in-joke than anything else :P

Also if I pick my choice as my caravan has arrived, do I get the money this turn? :D It'd help a lot if that happened (as I'd pick [sure, set it up now])

Otherwise, the Alliance has a statement to make.

Quote from: Not for Imperial Eyes
In combat of the southern parts of our lands, the Alliance is grateful to the Principality of Pork for their aid. By their victory, a statement is made, to be publicly spread by word of mouth to others.

Magic exists, and due to curiosities of open-minded men, the Alliance feels it safe to disclose information. In the battle for South Owldale, a curious event has occurred--the appearance of defenses where there were none, termed as an Illusionary or Illusiory/Illusory Ward, with the spelling to be formalized in the coming season. What this is, is an attempt from what we recall to relink our ancestry in the world with that which is treated as anathema by the Empire. The Illusory Ward acts as a preface to a trap, which once discovered, 'dispells' itself in its entirety, whether it has been activated or otherwise by its purpose--in this case, the death of any attackers.

To the other nations outside of Imperial control, beware.
Seems like we've come across the first extreme-unit. Kill one and die, or fail and die.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 01:36:38 am
It takes a full turn to complete the trade mission,  so you'd get it next turn. If you wanted it to move further you'd get it the turn after. You stop moving.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 16, 2017, 02:55:15 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 16, 2017, 03:28:00 am
-snip-
Anyway. I captured a lumber province, does anyone have mechanics that they might be interested in selling? You know, once the trade routes get set up.

-snip-
I could sell you that technology but it will take a while as Two others must establish trade routes first. It is a good technology.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 04:53:43 am
I like how it says Lower Ostley  has been liberated. Despite the fact that it's more or less been taken over by some other group.

-snip-
Anyway. I captured a lumber province, does anyone have mechanics that they might be interested in selling? You know, once the trade routes get set up.

-snip-
I could sell you that technology but it will take a while as Two others must establish trade routes first. It is a good technology.

Sure. We're a reasonable number of turns away. I'll probably wait until we hook up, then buy/trade for it.

Seems like we've come across the first extreme-unit. Kill one and die, or fail and die.

Sounds like the wards from the first game. They were cost effective defenses. With the downside that they died after each kill and couldn't move. Weren't to my tastes personally because I didn't feel like the defensive game was for me (I basically had Taricus defending me lol.) but they were pretty powerful in the right fight.... Illusory though. I wonder if my mindless blightlings are immune to them? Hey Kashyyk, do mindless units auto win against illusions if the illusion is forced to fight against them? (although I guess an illusion would always avoid fighting a mindless until there's no other non support units left, right?)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 05:07:12 am
Units with the True Sight or Mindless traits will autokill units with the Illusion trait. The code for picking which units fight will take this into account. If a mindless unit is attacking, the defender will attempt to use something other than an Illusion for example. When this comes into conflict with the Shock/Normal/Support traits, the illusion will be skipped in favor of a unit that actually has a chance.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 05:24:47 am
Sounds fair enough... I assume If the enemy only has illusiony units left, the attacker automatically sends in mindless or true sight units as well even if it's not their proper turn to attack?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 05:37:24 am
Sounds fair enough... I assume If the enemy only has illusiony units left, the attacker automatically sends in mindless or true sight units as well even if it's not their proper turn to attack?
Correct.

Units can be cycled in and out of combat as the available units for each side changes. For example, the code may decide to send Mindless units out first, but if they all get killed, the defender may then bring in all their illusions now they don't have to fear the mindless units.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 07:19:32 am
Also huh, I just noticed this:

Kashyyk, with regards to the new building upgrades do you need to (for example) build a Farm before replacing it with an Improved Farm or can you just build an Improved Farm straight away?
You need to build the prerequisite first.

The roi on improved farms seems pretty bad. 1000 bucks for 100 extra income. 0.1 is the same return as basic investment, but basic investment can be improved by percentage buildings and doesn't take a slot and don't need research. Hum... In the first game, improved farms gave 300, which was the same roi as basic farms.  I'm wondering if you're going to need improved basic industry buildings for better economic buildings later down the chain, right now there doesn't seem to be a good reason to build them, unless you have absolutely nothing else to spend money on.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 16, 2017, 07:22:16 am
I like how it says Lower Ostley  has been liberated. Despite the fact that it's more or less been taken over by some other group.
I shouted out "Liberation!" as I took it.

Can't say for sure yet, but it looks to me that event factions behave differently from PC factions. I took liberated it on the turn after they did. The county had no damaged units, and its defenders' upkeep matched the county's taxable income (rounded down to tens, it gives xx9).
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 07:26:37 am
I like how it says Lower Ostley  has been liberated. Despite the fact that it's more or less been taken over by some other group.
I shouted out "Liberation!" as I took it.

Oh, well, fair enough then! All hail the great liberator.

On event troops... Gota be hard to tell until you take out the source of it. Maybe the Dark Lord's whole army was in that province...

For my event, they had event only troops in the area, no back up from mortal stuff or hint of where the original owners were. And their upkeep was slightly above the income of the province.

That said it'd be pretty weak sauce if the events actually made areas easier to take. So I expect that they'll almost certainly get free batches of troops when they take over a neutral area.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 11:45:02 am
Event factions do not follow all the same rules as players and neutrals have already been explained. The empire does however, play by the same rules you do. I'm intentionally going to play them badly so as to avoid accidentally winning as a gmpc.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 16, 2017, 11:51:51 am
I assumed tax dodgers would basically be fighting mid-level bureaucrats sending out progressively larger punitive teams, eventually forced to call for help from her in the chain, forcing their superiors to divert funds from weekly banquets into actually training troops.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 12:06:59 pm
Something like that. The imperial tax is its own event and thus gets special rules.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 16, 2017, 12:11:53 pm
Also huh, I just noticed this:

Kashyyk, with regards to the new building upgrades do you need to (for example) build a Farm before replacing it with an Improved Farm or can you just build an Improved Farm straight away?
You need to build the prerequisite first.

The roi on improved farms seems pretty bad. 1000 bucks for 100 extra income. 0.1 is the same return as basic investment, but basic investment can be improved by percentage buildings and doesn't take a slot and don't need research. Hum... In the first game, improved farms gave 300, which was the same roi as basic farms.  I'm wondering if you're going to need improved basic industry buildings for better economic buildings later down the chain, right now there doesn't seem to be a good reason to build them, unless you have absolutely nothing else to spend money on.

That's a fair point.  Especially if Farms III, for example, were £1500 for £300, at that point you're actually worse off than basic.  The only way it would work is if the bonuses were cumulative.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 16, 2017, 02:17:37 pm
Spoiler: Trade Treaties (click to show/hide)

I decided to compile all the notes on trading that have come up in this thread.  This is my current understanding of it laid out in one place, so Kash can correct the bits that are wrong.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 16, 2017, 02:25:37 pm
Quote
e.g. Acheron and Borogravia both share borders with Castille (but not each other).  They can therefore set up a Secondary Trade Treaty.  Damascus shares a border with Borogravia, but not the others.  It could set up a Secondary Trade Treaty with Castille, but not Acheron (who is 2 links away).

I'm not sure about this one.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 04:28:16 pm
From my understanding there's so such thing as secondary or primary trade treaties. They all work the same way, and you can propagate though them fully. IE: In a real example. Next turn Pork can trade with Storm because they are both trading with Tiruin. After that Pork will be able to trade with the northerners because they are trading with storm. If the northerners were trading with some fifth party, then Pork could, in the next turn, trade with them. Each time you make the link you become the primary trade partner in that relationship, the intermediary you went though might as well not exist.

Caveat: The actual trade route you're using at this point goes right though the intermediary territory. Making it trivially easy for them to blockade you. Assuming the trade network is a line instead of a circle. If you're like, a node in the trade network (like, say, brimstone, who's just a node hanging off the Revkin link) you're going to be vulnerable to being disrupted though your partner.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 16, 2017, 04:29:42 pm
Or a spiderweb. Everyone should throw caravans at Tir, who is definitely not fixated on the idea of backstabbing.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 04:33:45 pm
Indeed, some level of redundancy is good. you probably want your own personal lines to various points. If Tiruin attacked me in a few turns, I'd be screwed since I'm totally relying on her for my trade and would be immediately blockaded. Even if I won it'd take a lengthy rebuilding process to remake the vital trade routes. Equally, I couldn't attack her without a lengthy and expensive disruption. Tactically you'll want to spread to a few different entrances in the link to avoid any one specific conflict cutting you off... Not that that'll help if you become a pariah, which we learned in the last game getting totally cut off from trade is a very easy and passive aggressive way to cripple a nation before killing them.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 04:47:20 pm
Spoiler: Trade Pacts (click to show/hide)

I've adjusted the document Iituem wrote, for which I thank you. Whilst we're on the topic, please ask any more questions you have, and I'll add them to this then put them it in the OP of the main thread.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 04:57:27 pm
If your trading with other people though though another party, and they cease to exist, can your trade route continue though whoever took them over, or does it need to be specifically though them?

As a long and complicated example of what I mean and fit in a few other questions, imagine that Brimstone is trading though Revakn to Storm to Yorturim to Pollock. Corax attacks and annihilates Yorturim over a few turns, and in the first turn it takes over it's major trade hub, does that break the trade between Pollock and the others? If not, Tensions rise, allies line up on each side, and Corax blockades the trade route that goes though it's new lands from Brimstone to Pollock specifically. After a number of turns, A brimstone fleet lands and annihilates Corax, or at the least takes over the territories that the trade route to Pollock goes though, does that reopen trade between Brimstone and Pollock despite the original route being set up though a now non existent Yorturim?

Don't mean anything by using specific names, just figure it's easier to see exactly what I mean by using real geography  in the game rather then abstract a+b+c
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 16, 2017, 05:09:09 pm
Already answered. Conquering a province destroys any routes stopping in it.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 16, 2017, 05:10:17 pm
Ah. Alright. Thanks.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 16, 2017, 05:14:20 pm
Only the trade routes that terminate in a captured territory will be dissolved. However, any trade route that passes through a captured territory will be disrupted for that turn. Thus if Tiruin acted as the hub of a spiderweb of trade and got into a war with the Old Empire, the war could disrupt a lot of trade if territories regularly changed hands. The various armies involved may choose to raid or block trade in the area as well, further complicating things.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 16, 2017, 09:40:03 pm
:))
^ TFW you really want to play and RP a lore-based pacifist nation, and it works out (at least in the start when people are greater in armies and can crush you, but they trust you instead)
...
I shouldn't have gotten into trying these communication shorthands that are widespread over the internet now x.x Is that how it's done?

Only the trade routes that terminate in a captured territory will be dissolved. However, any trade route that passes through a captured territory will be disrupted for that turn. Thus if Tiruin acted as the hub of a spiderweb of trade and got into a war with the Old Empire, the war could disrupt a lot of trade if territories regularly changed hands. The various armies involved may choose to raid or block trade in the area as well, further complicating things.
They can't go to war with me!

I pay my taxes! D:< (And will probably throw them a trophy if I ever get to a local event that has monsters that aren't human peasants or otherwise, for proof that we're seriously a wilderlands agency)
That 700 wasted a whole turn and more. Hmph!

I'll probably go into bribery to lessen the actual % of my pay. Like a flat tax of 100 until I get 2000 income. :v

Indeed, some level of redundancy is good. you probably want your own personal lines to various points. If Tiruin attacked me in a few turns, I'd be screwed since I'm totally relying on her for my trade and would be immediately blockaded. Even if I won it'd take a lengthy rebuilding process to remake the vital trade routes. Equally, I couldn't attack her without a lengthy and expensive disruption. Tactically you'll want to spread to a few different entrances in the link to avoid any one specific conflict cutting you off... Not that that'll help if you become a pariah, which we learned in the last game getting totally cut off from trade is a very easy and passive aggressive way to cripple a nation before killing them.
Y'all have my word that I won't attack anyone even if the opportunity arises. :P Also because I'd love to be that spiderweb of trade (problem being me and the west, goes right through the middle of the Empire. Dual problem being that that's the THINNEST provincial line :3 [Picture it starting from N Beaton])

And/or send me 1000 in moneys to start up caravans :3 I'll split shares with everyone. (Pay back 1000 if it's a profit and get the rest, obviously open to other deals)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 17, 2017, 06:43:20 pm
OOC Note:  I looked at your spoiler for Turn 0, Cript, purely to get the name of your capital city.  I didn't check any other information, but the knowledge that you probably had 4 Light Macemen back on Turn 0 isn't really a tactical loss, so I figured it would be safe.

About a month after the arrival of Penelope of House Iodrite in Boar's Peak, an ox-driven carriage flanked by an honour guard of a dozen spear-pigs arrives in Brightlin in East Maver.  Three carts stacked with sacks and bolts of cloth follow, as well as a number of human figures with heavy wooden weights tied between their ankles and bound wrists.

Spoiler: The Brimstone Republic (click to show/hide)




As the town of Tieham continues to be cleared of bodies, the porcine army begins the process of binding the surviving spearmen who defended the town for transport back to Pork, save for a small number of the choicest captives sent north to Brimstone.  Princess Gruntsnuffle and her staff, in the mean time, have taken up residence in one of the nicer buildings, an old inn, while they make preparations to leave.  A new force of swinefolk arrive in short order, bringing tools and materials to begin laying the foundation of permanent roads linking the province to Boar's Peak.  As the Princess dines on some choice cuts of roasted Owlsdale defender, she pens a letter to Talarys Revande.

Spoiler: The Alliance of Revakn (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 17, 2017, 10:37:46 pm
Hey Kashyyk: If you use a diplomat to embezzle funds from a neutral territory, will that eventually cause them to disband part of their defensive force for lack of money? Assuming they fail to catch your diplomat.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 18, 2017, 02:13:50 am
If it puts them in debt,  yes. They will also get upset with you and attempt some form of retaliation if they work out who did it.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 18, 2017, 06:17:15 pm
Them working out who did it generally=failing the roll to embezzle?

Edit: Also to Iituem, might make an rpy response later, but for now, yeah, I'm okay having the deal happen in 3 turns of course. No skin off my nose etc.

Also are you two going to go in against the source of the disturbance? It was Cauldron C if I recall, right? Who owns that in your little dealing? I also can't help but notice that from there we can open up trade with Novatechs, which would be cool... Although I have no idea if they'd be up for it, I can't recall ever seeing them post in this thread, and also they don't appear to. Have done anything. Just sitting there on one province... Unlike you they aren't surrounded by greens and bad decisions. Suspicious!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 19, 2017, 04:09:12 am
Oh, C Cauldron's going down.  It's just not going down until so many troops are healed.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 19, 2017, 05:48:56 am
Oh. I guess I should have asked this previously, but do we get any cash back for deconstructing a building? I know that's like... Sometimes a thing in 4x games, and sometimes not.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 19, 2017, 06:56:02 am
You'll receive half the value of the building, and it will be deconstructed by one level. So if you demolish an Improved Farm, you would end up with £500 and a regular Farm.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 19, 2017, 07:12:08 am
How many buildings can we construct in a territory in one turn? Also, is there any way of increasing the value of trade pacts?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 19, 2017, 07:15:09 am
You can construct as many as you can afford, but you can't construct a building and it's post-requisite in one turn.

For increasing Trade Pacts, try research.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 19, 2017, 08:41:41 am
I changed my turn.

And I think you made a typo in the main post, unless walls now cost 210 a turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 19, 2017, 11:41:36 am
You saw nothing.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 20, 2017, 07:04:23 pm
Is it too early to express worry about micelus? Hasn't posted in a week, hasn't been on bay12 for two days.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 21, 2017, 01:19:07 am
It's a reasonable concern. I'll pm him and see what happens. I think I know what his immediate plans are anyway,  so I'll automate him in that direction if need be.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 22, 2017, 01:22:17 pm
Quote from: Paraphrased
No enemies destroyed
2 militia and engineers (damaged) failed to flee.
Ouch.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 22, 2017, 01:24:15 pm
I'll be honest, I definitely would've lost any reasonable bet on that battle.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 22, 2017, 01:32:50 pm
Can event factions rush buy troops?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 22, 2017, 01:35:07 pm
If they have the cash to hand, yes.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 22, 2017, 02:02:55 pm
Quote
You receive a letter confirming receipt of £100 tax. It also explains that the paperwork for the trade deal is currently being processed and will be resolved in due course. If you can confirm regular payment, then an “Expedite Request” form can be completed.
I love you Kashyyk. :v
You've managed to put the annoy in bureaucracy.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 22, 2017, 02:08:55 pm
Oh I try. I'm hoping to annoy enough of you with bureaucratic nonsense that you'll unanimously scream "Fuck it" and declare war.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: PaPaj on July 22, 2017, 02:29:01 pm
I have an idea how to perfectly declare war
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 22, 2017, 02:37:00 pm
The Kingdom of the Corax offers a trade deal with the Storm Empire
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 22, 2017, 02:43:14 pm
Oh I try. I'm hoping to annoy enough of you with bureaucratic nonsense that you'll unanimously scream "Fuck it" and declare war.
NEVER yet

Because I can actually Caravaneer everyone now :3

At least...err, as far as I compute.

Hey Eastern people! Who would you like me to hit with a caravan so we can form the Player Coalition against the Empire? :P Planning to hit the dark grey country in the south east.

Caravans are really not worth the time investment though >_> So I'm taking all the brunt of this expenditure to get this network going.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on July 22, 2017, 02:46:31 pm
You can see my caravan on the eastern side right? Guess what thats for. It'll take a few turns for global trade to become a thing but a thing it shall become I have no doubt.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on July 22, 2017, 02:53:05 pm
Kashyyk two questions:

1. So currently Necromancers do fuck all?
2. I think you vanished away two of my armies.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 22, 2017, 02:56:58 pm
The Kingdom of the Corax offers a trade deal with the Storm Empire
The Storm empire accepts such a proposal.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 22, 2017, 03:13:31 pm
Maver Est (+£666)

Didn't even realize. Satanati confirmed.

Also, To Taricus and Iiteum. Trade pact? Might do some rp post later, but to get it locked in in case I don't get around to it.

Also damn. That must have been a ridiculously high wealth roll for Dalton S, an orange being worth ~130? Luckily my army also got ridiculously high rolls.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 22, 2017, 03:18:05 pm
I can agree to a trade pact Cript.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 22, 2017, 03:33:06 pm
1. So currently Necromancers do fuck all? They are also very expensive  alternatives to spearmen
2. I think you vanished away two of my armies. It would appear I did.  I'll fix that when I'm not on my phone
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 22, 2017, 03:41:53 pm
Hey, I'm sure an all necromancer army will get fun flavor text.

Ghazkull, Micelus: Trade pacts?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 22, 2017, 03:43:03 pm
Please don't make an all necromancer army.  I'd have to write depressing poetry.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 22, 2017, 03:48:37 pm
Dark sages charge.
No magic, no spells. Attack!
Soon, all is silence.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on July 22, 2017, 03:49:28 pm
GODDAMNIT you beat me to it. Anyway, yes to the Trade Pact.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 22, 2017, 04:12:05 pm
Alliance of Revakn: What trade partners do you have right now?  I figure I might as well run more trade pacts using you as the vulnerable central node.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 22, 2017, 04:13:03 pm
You can see the little trade line on the map, she's trading with, afaik, me, you, and taricus. Taricus is trading with light blue northerner. So that means taricus can trade with dark blue guy as well, and Tiruin can trade with light blue. Then next turn all 6 of us can finish up trading with each other (and then the turn after that probably will be able to trade with Pollock, and then literally everyone but Papaj will be in a massive trade pact. Er... Hopefully someone hooks up Papaj at some point.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 22, 2017, 04:14:21 pm
And through me potentially into Yorturim and corax. So technically Tir and I are both important trade nodes.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 22, 2017, 04:23:20 pm
Aha.  In that case, would the Empire of Storms be willing to commit to a trade pact with the Principality of Pork?  Provided no swine products pass our borders, we are happy to trade with foreign nations.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on July 22, 2017, 04:24:55 pm
Sure, as we don't have any pork production locally we can agree to those terms.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 22, 2017, 04:27:21 pm
Alone in a crowd
Of the mage's own making.
Only soul for miles

Edit: 5 new replies have been posted.  This is why I don't try to write poetry.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 22, 2017, 04:36:27 pm
Silence in the field
Cold bones, cold stones, all 'lone here
Embrace the still air


Edit:  Yes to Trade Pact Cript, necessary for prior terms as agreed.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 22, 2017, 04:45:14 pm
I'ma necromancer
Dead people are really damn sexy
Shit Wait, wrong suffix

High quality pome.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 22, 2017, 05:56:19 pm
Contemptable mites
Barest flickers, sparks of hate
For more life, they kill.

Struggling vainly, all.
They waste me here, versus knights-
With only a knife :(
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 22, 2017, 06:25:35 pm
Kashyyk, how much time does upgrading or giving new hero promotions take? Also
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 22, 2017, 06:29:57 pm
Kashyyk, how much time does upgrading or giving new hero promotions take?
Adding on:
Can we promote heroes on the turn we hire them?
On the turn before sending them into battle?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 23, 2017, 12:52:32 am
Oh cheese. I just noticed Taricus has a trade thing with the Cyan nation!

Kashyyk, can I redirect my moving caravan to that navy-blue nation instead? As in, if I can trade with the Cyan nation, can't others through me also trade with them if so? [If not, keep that caravan moving to them]
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 23, 2017, 02:49:42 am
Hero Promotions?
A promotion takes (you guessed it) a full turn to apply,  however you can apply several promotions at once and whilst hiring them.

@Tiruin: You bet they can. I envisage a lot of crisscrossing trade paths next turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 23, 2017, 02:50:34 am
What about unit upgrading?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 23, 2017, 02:52:23 am
Also a full turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on July 23, 2017, 04:20:38 am

Spoiler:  To the Torkal League (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 23, 2017, 04:34:27 am
Spoiler:  To the Torkal League (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on July 23, 2017, 05:39:18 am
Spoiler:  To the Torkal League (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 23, 2017, 05:48:45 am
Spoiler: To the Torkal League (click to show/hide)

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 23, 2017, 07:48:40 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 23, 2017, 08:17:16 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 23, 2017, 08:31:57 am
Quote from: To the Principalty of Pork
Your Highness,

While we are certain that Baconmaster Kogan of the Butcher's guild will raise a fuss at the council, I am sure we can make him understand that cultural sensibilities have to be respected. Besides, it's not like the market to be lost is huge. However, I am sure we could send to you strong live swines to serve as beast of burden, should you have a need for such.

Regarding the trade ship, we are currently in the process of hiring it. It should take a year to reach your shores, arriving in Pork at the end of the summer of 1005 AD. If you spend the summer of 1005 readiying your caravan, you should start sailing and reach Alestrom South at the end of the summer of 1006 AD.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 23, 2017, 11:54:25 am
Quote from: To the Bannerstock Guild
Esteemed Guildmaster Urist,

Unfortunately, we do not anticipate having the necessary £1500 by the summer of 1005, as recent developments in Cauldron will demand extreme military attention on our part.  You are welcome to earn your wealth establishing your trade route with us, so long as you respect our embargo on swine.  If you have a need for beasts of burden, we expect by the time we can support a caravan (approximately 1007) we will have a new source of such to trade to your own markets, which should be very profitable for all.

Respectfully Yours,

Princess Gruntsnuffle of the House of Suidae
Principality of Pork
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 23, 2017, 05:09:23 pm
What if we lend you the trireme?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 23, 2017, 07:05:57 pm
Alas, no.  We have to pay off a couple of other things until then; production is earmarked until 1006.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on July 23, 2017, 08:28:37 pm
Incidentally, should I get a spot I will pick where I start based on the current state of the world. Much as I might want C Ichor, or wherever it was I chose initially.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 25, 2017, 01:45:41 am
Kashyyk, what is the difference between the 'Negates infantry modifiers by 4' of Light Cavalry and '+10 general modifier vs cavalry & heavies' of Pikemen?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 25, 2017, 02:00:41 am
Light cavalry will reduce the opposing unit's combat status by the  specified amount,  but never below zero. The pikemen increase their own stat by the given amount.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 25, 2017, 02:05:05 am
Does that apply to wall/hero bonus applied to infantry?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 25, 2017, 03:42:38 am
Yes, they are also bonuses to your own units, rather than maluses to your opponent.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 25, 2017, 04:18:12 am
My Cavalry are wall-climbing ninja swines, so it checks out.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on July 25, 2017, 08:12:14 pm
Micelus, I would rather like a response on whether or not you're helping take that crippled event province while it's still crippled.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on July 25, 2017, 08:27:05 pm
My Cavalry are wall-climbing ninja swine, so it checks out.

Well, that's my next research option locked in.  Spider-pig, spider-pig, does whatever a spider-pig does...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 26, 2017, 02:45:09 am
My Cavalry are wall-climbing ninja swine, so it checks out.

Well, that's my next research option locked in.  Spider-pig, spider-pig, does whatever a spider-pig does...
Siege-breaker pigs .-.; totally scary scary folks.

I'm wondering if anyone has the Diplomacy tech to shove at me so I can scout and spy on the Empire, by the way. :P

And I'm working on a lore blurb on why I can actually send Caravans to everyone without knowing who they are. It's because I got too grumpy with the tax collector, is the theme.

But yeah, two caravans en route; how do I maximize EVERYONE involved. One is nearing the cyan nation, but I can redirect it (I think :V), and one is aimed towards the east/south east. Unsure who to target for the benefit of all players. :-\
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 26, 2017, 03:14:42 am
One is nearing the cyan nation, but I can redirect it (I think :V)
Yes you may.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 26, 2017, 04:11:05 am
I have diplomacy, and am willing (and able) to sell it to you.

Say. 300 bucks?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 26, 2017, 05:05:53 am
I have diplomacy, and am willing (and able) to sell it to you.

Say. 300 bucks?
Can...can I make it a loan on Fermentation not just because I realized I have a research I can't use for around probably 5+ turns and pay you something back in return later on? Like that 300 later? .-.; That'd be greaaat.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 26, 2017, 06:11:01 am
Kashyyk, some more questions:
1) is Furs a luxury or uncommon resource?
2) If I have a Hunting Camp, does that produce 400 or 600 pounds per turn in additional income?
3) If the answer to 2 is 400 pounds, is the fact that basic investment (where possible) is a better use of 2000 pounds than upgrading to a hunting camp intentional?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 26, 2017, 06:20:23 am
1) is Furs a luxury or uncommon resource?
Uncommon, I'll add it to the list.

2) If I have a Hunting Camp, does that produce 400 or 600 pounds per turn in additional income?
£400 per turn.

3) If the answer to 2 is 400 pounds, is the fact that basic investment (where possible) is a better use of 2000 pounds than upgrading to a hunting camp intentional?
Yes. Money-producing investments of all kinds have diminishing returns.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on July 26, 2017, 06:23:59 am
1) is Furs a luxury or uncommon resource?
Uncommon, I'll add it to the list.
You should also update the OP! :P I only recalled that Furs substitute for Game when I searchword'd 'furs' in recalling what my turn plan was.

Also what's a luxury resource again? ._.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 26, 2017, 06:26:22 am
Also what's a luxury resource again? ._.
The main thing (at the moment) that luxury resources impact is the Marketplace, where luxuries give +8% to the income bonus instead of the +5% from uncommon and manufactured resources.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 26, 2017, 06:28:01 am
3000 £ of bvasic investment yield 300/turn, or 10%. Paying the 3000 for a Hunting Camp yield 400, or 13,3%. Not great, but better unless you have one of those building that bump base income.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on July 26, 2017, 06:33:43 am
Luxury resources are the rarest resource, compared to uncommon and common. It is possible that I should have just named them rare instead to avoid this confusion. They also offer a higher percentage income to the others and are typically worth more in marketplaces and other similar buildings. They tend not to be "useful" though, in the way iron or stone is.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on July 26, 2017, 06:40:41 am
3000 £ of bvasic investment yield 300/turn, or 10%. Paying the 3000 for a Hunting Camp yield 400, or 13,3%. Not great, but better unless you have one of those building that bump base income.
Or I could spend 1000 £ on a Hunting Lodge, 2000 £ on basic investment, and still get £400/turn, but without losing 1 Happiness.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 26, 2017, 07:35:02 am
3000 £ of bvasic investment yield 300/turn, or 10%. Paying the 3000 for a Hunting Camp yield 400, or 13,3%. Not great, but better unless you have one of those building that bump base income.
Or I could spend 1000 £ on a Hunting Lodge, 2000 £ on basic investment, and still get £400/turn, but without losing 1 Happiness.

Uh, right.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 26, 2017, 08:09:00 am
I'm interested to see if this will be just a lower income game then the first one. If other building chains give a diminishing return as well... Currently the best long term investment we can see is long distance trading via caravans. Once you get up to around 3k from a caravan and especially if you're using a ship to move it faster it's better then basically any option, rivaled only by t1 industry buildings in efficiency. It actually seems like the best option for the cash one gets from a caravan is buying more caravans. We might end up passing around caravans instead of investing in our own land if this thread continues. I guess bandits might eventually be a thing. Although we'll have to see what the radio of bandit to income is. Investing in more ships to beat them off and such.

Edit: To Tiruin? A loan on fermentation? I'm not sure what you mean by that. If you mean, I give you diplomacy now, but you can't pay me because you need all your money to set up fermentation buildings and so you'll pay me back the 300 later, then yes. I'd be up for that. That makes perfect sense to me, fermentation buildings being highly money efficient in ones capital.

Edit 2: Thinking about it, the t1 to t2 different is especially notable, seemingly heavily encouraging one to go wide instead of tall... Although has it's own downside. For a lark, I went and added up a bunch of costs and stuff and found my military has so far cost me 4750 money, and the income from the lands I've taken over has given me 2958 money. It's a little bit better then that when you think about the t1 building I was able to get in the land I took over that actually had a resource in it (btw: how rare are you guys finding resources? I've gotten them in 2/5s of the places I've taken over, although one is a hard to use lumber resource that requires a tech to even start cutting it down.) Also of course, I still have this big old army around. (until it randomly dies to a series of bad rolls) but even so from a pure money perspective this seems to imply that it might have been better for me to dismiss my macemen at the start (or just use them until they die rather. Free units aren't too hard on the pocket book) and then invest all my cash into something else, probably caravans... I mean. That's not all totally fair, nothing pays for itself right away, I guess over half is a good roi if you average the times I've taken over places? I guess that'd be fair. I probably shouldn't try to think so hard when I'm a bit sleep deprived. My military is currently paying for itself worse then basic investment overall, but not like completely terribly. A lot of the spearmen don't feel like they are pulling their economic weight though. >:( I need to get something to make them shock.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on July 26, 2017, 09:04:20 am
Just doing some quick math, it seems that if you had invested 1/8th of 4750 every turn (~600) you would have made ~2130 so far out of basic income. So you're still ahead. And, as you said, you got that army around, plus benefits from t1 buildings and from trade (if growing helped you set up trade route).

Also, as technology increase the stats of our troops, their ROI is going to increase too. I lost my army and spend my cash on other things for a while, but sooner or later it's going to be the efficient thing ot invest in again.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on July 26, 2017, 09:36:44 am
Hum. That's a good point. Although I'm. Currently getting in 296 in profit a turn from income from taken over places - army upkeep. Investing into basic income would be getting me 475. There's some sorta discrepancy there, probably because the mace men were free at the start the first couple of places I took over with them were highly efficient and everywhere after that when I purchased a ton of spearmen was, as of yet, highly inefficient. But I don't plan on increasing my army size from this point for at least 5 more turns, which should increase the efficiency of those units, assuming they don't die.

When I do expand my military I'm hoping to use blights. The warlock is really really really expensive, but damn those blights are good for the price. I think maybe once I want around 10 or so blights it'll be worthwhile. Which is probably when I get ready to attack Steel.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 01, 2017, 10:49:09 am
(A week is long enough that double posting is fine right?)

So. We should be pretty close to the all people trade network, once this turn gets up, correct me if I'm wrong but if I tracked the trade lines that have been made correctly, after this turn we should have

Micelus connected to Nirur Torir, Sheb, and Ghazkull.
Taricus connected to Khan Boyzitbig, Snowdwarf, Tiruin, Itieum, and Criptfiend
Criptfeind connected to Tiruin, Itieum, and Taricus
Sheb connected to Micelus, Ghazkull and Nirur Torir
Ghazkull connected to Sheb, RulerOfNothing, Nirur Torir, and Micelus
RulerOfNothing connected to Ghazkull
Tiruin connected to Criptfeind, Itieum, Taricus, and snowdwarf
Papaj... Uh... No one.
Nirur Torir connected to Sheb, Micelus, and Ghazkull
Khan Boyzitbig connected to Snowdwarf, and Taricus
Snow dwarf connected KhanBoyzitbig, and Taricus, and Tiruin
Iituem connected to Criptfeind, Tiruin, and Taricus

After that it should take one turn for Criptfeind, Tiruin, Iituem, Taricus, Snowdwarf, and KhanBoyzitbig to all be connected as well as Sheb, RulerOfNothing, Nirur Torir, Micelus, and Ghazkull on the other side with snow dwarf and Nirur Torir connected, and then a third turn for everyone to connect to everyone else. So, we're only 3 turns away from a world wide (er... Minus Papaj) trade network! I can't wait to see what horrible events this causes to spawn!

As a bit of an aside (although now that we're all soon to be buddy buddy maybe not that far of an aside) I wonder how tough the empire is. If anyone has like a diplomat I wonder if we should like... Pay that person to send the diplomat to the empire and tell us how tough their forces are.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 01, 2017, 10:52:51 am
It's probably Kashyyk's best way of giving us a leg up, given our low income and the looming threat of Imperial bureaucracy paying little mind to 'owning all lands'. :P That and I'm really concerned that the 'trade hubs' are decentralized rather than centralized--although this is a good thing as if a crisis happens, we can reconnect in many ways. The concern is moreso that we aren't spreading our resources evenly when a centralized form of networking trade would've done that.

Either way, Papaj is going to be connected next turn unless SOMEHOW the NPCs of that land can best a hero and longbowmen squad. I may need support though but it'll go well.

Also it doesn't seem like a thing to be able to trade research given the lack of results. Could I suggest a 'favor' system? As in, you trade something valuable, mark +1 to "Favors", and this'll be paid back in discussion later on. It's like bartering benefits for mutual win, since we're really not a free-for-all here. :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 01, 2017, 11:24:28 am
Either way, Papaj is going to be connected next turn unless SOMEHOW the NPCs of that land can best a hero and longbowmen squad. I may need support though but it'll go well.

How many longbow units are in your squad? Because if it's just one, that's a very weak attacking force.

Also I'm not sure what you mean by your concerned that trade hubs are decentralized as opposed to centralized, and what that means for spreading resources evenly. As far as I know, there's no mechanic to say that like... I don't get access to RulerOfNothings trade goods even though he's 7 hops away from me in the trade network.

Trading research and favor system? What does this mean? I'm not opposed to bartering for various things (but there's a limited amount of things in the game) but I'm not sure what you mean... Like a formalized "favor" system or something? I suppose some people might want to go for that... I'm going to stick to trading concrete things for concrete things (and in some ways ephemeral things for ephemeral things...)...

By the way, we never decided about trading diplomacy Tiruin. I didn't understand what you meant by "making it a loan on fermentation"
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 01, 2017, 11:35:45 am
Either way, Papaj is going to be connected next turn unless SOMEHOW the NPCs of that land can best a hero and longbowmen squad. I may need support though but it'll go well.

How many longbow units are in your squad? Because if it's just one, that's a very weak attacking force.
It'd help if people bought my tech or gave me some money x.x I'll be paying them back and even giving free money later on when I'm more secure and able to help others, because I'm pretty much aiming to be a support nation here.
And yes it's just one :X
Apparently having 1,500 from caravan returns compared to the 1000 cost is pretty measly, considering the # of turns it takes to travel and hit.

Quote
By the way, we never decided about trading diplomacy Tiruin. I didn't understand what you meant by "making it a loan on fermentation"
I kinda realized that it's a bad tradeoff, efficiency wise. Weapons for fermentation--a permanent bonus to something situational, and spendy. >_< So you've got a boost to grab more land quicker, and I've got beer. Without the money to even make anything from it.

Quote
Trading research and favor system? What does this mean? I'm not opposed to bartering for various things (but there's a limited amount of things in the game) but I'm not sure what you mean... Like a formalized "favor" system or something? I suppose some people might want to go for that... I'm going to stick to trading concrete things for concrete things (and in some ways ephemeral things for ephemeral things...)...
Custom player currency thing :P "Favors" being the general term. It's pretty much your idea of concrete and ephemeral, but it's discussed and notarized by noting it as a 'favor', for 'favor owed'. So people actually HAVE a really big point to go to war with each other (but flavor fights is always good)

Quote
Also I'm not sure what you mean by your concerned that trade hubs are decentralized as opposed to centralized, and what that means for spreading resources evenly. As far as I know, there's no mechanic to say that like... I don't get access to RulerOfNothings trade goods even though he's 7 hops away from me in the trade network.
Kashyyk said somewhere back that you can trade with the friend of friend, but not anyone connected to them. Only to friends, and only to friends of friends.

Unless I misunderstand, you connecting to them...makes a new trade route? So that becomes a primary thing, and then you can then connect to those they're connected to?

Kashyyk: Help on trading please! How does it appear on the map if people make a trade route through their primary trade route to someone else? D:

Like A-B-C-D; A makes one to C. Can A then connect to D after?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 01, 2017, 11:39:53 am
Just as a heads up, the turn is half written, however only at the weekend do I reliably get whole blocks of time I can dedicate to writing it. I'd like to get it up soon,  but you may have to wait until this weekend. We'll have to see how my evenings pan out.

Regarding trade,  if you have a chain like:
A-B-C-D

And A opens up trade with C using their mutual trade links with B you'll get:
A-B-C-D
\___/
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 01, 2017, 11:52:05 am
There's a longer post about trade here as well that's a bit more detailed... But the short of it seems to be yes, a world wide trade line with 8 hops though it (as we're currently making) is perfectly fine. (http://www.bay12forums.com/smf/index.php?topic=164623.msg7512444#msg7512444)

I kinda realized that it's a bad tradeoff, efficiency wise. Weapons for fermentation--a permanent bonus to something situational, and spendy. >_< So you've got a boost to grab more land quicker, and I've got beer. Without the money to even make anything from it.

Funny. I also feel like I got the short end of the stick in that deal.  :P I sorta accepted it not because I thought it was a worth while trade, but because I thought it'd help you out and I wanted to be nice...

If you have enough money to make a longbow man and you've not even built a bakery and brewery in your capital... Don't make the longbow man. Make the income buildings in your capital... You should have done that as soon I traded you the tech, basically no matter what else you wanted to buy since then. They cost 700 dollars and give 220 dollars a turn if you build them in your capital. They'll pay off way faster and better then buying a unit. There's not much that gives a better efficiency of return then percentage income buildings in your capital.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 01, 2017, 12:06:32 pm
There's a longer post about trade here as well that's a bit more detailed... But the short of it seems to be yes, a world wide trade line with 8 hops though it (as we're currently making) is perfectly fine. (http://www.bay12forums.com/smf/index.php?topic=164623.msg7512444#msg7512444)

I kinda realized that it's a bad tradeoff, efficiency wise. Weapons for fermentation--a permanent bonus to something situational, and spendy. >_< So you've got a boost to grab more land quicker, and I've got beer. Without the money to even make anything from it.

Funny. I also feel like I got the short end of the stick in that deal.  :P I sorta accepted it not because I thought it was a worth while trade, but because I thought it'd help you out and I wanted to be nice...

If you have enough money to make a longbow man and you've not even built a bakery and brewery in your capital... Don't make the longbow man. Make the income buildings in your capital... You should have done that as soon I traded you the tech, basically no matter what else you wanted to buy since then. They cost 700 dollars and give 220 dollars a turn if you build them in your capital. They'll pay off way faster and better then buying a unit. There's not much that gives a better efficiency of return then percentage income buildings in your capital.

Depends on your strategy.  A Tall strategy favours heavily constructed infrastructure from the get go; build up Farms and Breweries, make money, then slowly expand to the next land and rinse and repeat.  A Thin strategy suggests forgoing any expenditure on infrastructure and relying on the momentum of your armies, preferably loaded into a Doomstack with minimal reinforcement for the lands not on your front (what Sun Tzu might refer to as striking down from on high in offence instead of building up from low in defence, if I remember correctly) - it's a powerful Momentum strategy that leaves your flanks exposed, but you can get a lot more real estate a lot quicker than a Builder strategy.

For you, however, you really should follow Tall expansion, at least for the moment, or failing that accept my earlier offer of a full military alliance and get the pigs of war to do their fighting alongside you.  You lost most of your army early on in the disastrous Turn 1, and a Momentum/Thin strategy is sort of out of the window for you.  Tall is a much better way of getting back on your feet until you have a large enough army to betray me and take my lands.

tl;dr  You don't have enough military to make money by conquest right now.  Build infrastructure instead to support a larger army.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 01, 2017, 12:50:12 pm
I'm not sure if there's really much of a line to be drawn between tall and wide here. Combining them seems to be the most effective/only way to go. Really just what you want is the maximum amount of income you can possibly get (unlike in some games where there's different resources and so it's easier to differentiate strategies, like perhaps a large empire might have more production but worse research... Since the only resource that really matters is cold hard cash, the only real strategy is to go after as much of it as fast as possible.) Sometimes that's going to be gotten via investing in troops and taking lands. But currently for Tiruin that's 100% going to be gotten by building the bakery and brewery... Either way spearmen are probably better then longbow men though hah.  :P

 One of the most interesting parts of a trade network is going to be able to see the income of everyone else. It'll be especially interesting to see how the people who stayed small and invested in their capitals faired, IE: If it turned out tall was right after all. My capital is making 1131 dollars per turn currently, which... feels okay given that I also have a fair (although not max) number of provinces, but I'm interested in how rich, for example, Papajs capital must be at this point, with 8 turns of research and investment.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 02, 2017, 03:14:25 pm
Whew. Had a bit of a panic there when upper dalton wasn't colored in even though I took over.

Shame about adapting farming not supporting Economic buildings, might that be something I could research around later on? Or sorta rip that idea.

Welcome to the trade work, ya ya ya.

Edit: Also copper isn't giving bonus cash, is it like iron? (it's not on the resource list)

Edit 2: Also there's like veins all over Owldale S. Watch out! It's actually a giant fleshy monster!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 02, 2017, 04:36:16 pm
Bartrio watched the hawkers from atop his cart as his slave beasts pulled him though the market. Mostly humans, with a rare few tieflings in the mix. A new class of people, professional merchants who did not produce anything, but merely traded goods from one place to another and one person to another. They had sprung up all over the brimstone republic of late as trade between them and their allies bloomed. But no more commonly then here, in hasty construction that had clustered around the town of Maverick, the tents and ramshackle buildings made of the ruins of of the wall that once ringed the town... Rumor had it that the Vulk Family owned many of the newly constructed buildings that had been haphazardly thrown up as the population boomed in response the massive flow of trade. Here Tiefling dealers rubbed elbows with Pork trade swine, proud alliance merchants, peddlers from the far off storm empire. Many of the older and more established tiefling families had decried such close dealings with lesser races, saying that if trade happened at all it should be held at a distance and though intermediaries. But money talked more then tradition, and Bartrio wasn't one to let the economy of his hou.... country suffer for the old ways.

Finally reaching his destination, Bartrio hopped off the cart as strode into a building. A House Iodrite winery that would open later in the day to quench the thirst of travelers from near and far, but for the moment was closed and reserved for this particular meeting. Bartrio's house had recently had a small spat with House Iodrite over funding for the army and thus was late, although not enough that it might be considered unbearably rude, a small barb to show the house who was still in charge in the Republic. Within the house he found the Iodrite representative along with the messenger from Pork. This would be, hopefully, the final meeting about the deal that had been in long talks with the Suidae kingdom. The Iodrite representative was there to finalize the work to invest in her house in exchange for technological assistance, and Bartrio was there to, hopefully, send a team of diplomats with the messenger to teach them the basics of dealing with others.

/ooc Iituem? Deal still on?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 02, 2017, 04:43:46 pm
Whew. Had a bit of a panic there when upper dalton wasn't colored in even though I took over.
Oops. I'll update the map.

Shame about adapting farming not supporting Economic buildings, might that be something I could research around later on? Or sorta rip that idea.
With extra research you can do it.

Edit: Also copper isn't giving bonus cash, is it like iron? (it's not on the resource list)
I haven't updated the OP t all yet, but yes it's basically a weaker version of iron.

Edit 2: Also there's like veins all over Owldale S. Watch out! It's actually a giant fleshy monster!
Aww... Are my roads really that bad? :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 02, 2017, 04:47:39 pm
Oh. No, now that you say roads, I can totally see it. Look, they even go to each and every adjacent province. That's adorable. Verycuteroads/10

Also since I'm thinking about further research now. Is researching more industry slots going to be hard? I'm not sure if asking for such hints is allowed, but I figure I'd better ask. I don't really have a lot of cash to pour into it if it is particularly hard.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 02, 2017, 05:00:23 pm
You'll need Infrastructure III to unlock additional industry/culture slots. And to get that you need Infrastructure II first.


Also! The OP has officially hit the character limit. Time to split it into separate posts.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 02, 2017, 05:18:49 pm
Was not telling me any results from the event success purposeful?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 02, 2017, 05:20:18 pm
Was not telling me any results from the event success purposeful?
... No. Hang on.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 02, 2017, 05:25:18 pm
Did I get the tech or my troops back?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 02, 2017, 05:29:14 pm
Your troops were destroyed attempting to retreat and as micelus was the one who claimed the territory he gets all the event rewards. He can of course give some/all of them to you, but I wasn't going to make that decision for him.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 02, 2017, 05:34:26 pm
Your troops were destroyed attempting to retreat
I am in pain.

Pain.

At least I have am anti-shenanigan tech that does something.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 02, 2017, 05:50:08 pm
Cript:  Deal is on as before.  Money is being 'wired' to your 'account' (Read: a bunch of slaves are dragging it in carts over the course of this turn).

Edit:  For the sake of Fluff, even though I know the actual numbers of Units are deliberately vague (because I designed it that way seven years ago), shall we give an approximate number for infantry units when writing fluff out?  Does 500 sound good?  (So an army of 4 Spearmen and 2 Macemen would have 2000 spearmen and 1000 macemen.)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 02, 2017, 05:54:46 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 02, 2017, 08:08:57 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 03, 2017, 02:38:57 am
1) I'm not complaining in any way, shape or form, but I'm making 50 £/turn in tithes and the religion rules says I should have 40 £/turn.

2) What's up with my trade with the Bannerlands?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 03, 2017, 04:55:46 am
1) I'm not complaining in any way, shape or form, but I'm making 50 £/turn in tithes and the religion rules says I should have 40 £/turn.
I'll fix that.

2) What's up with my trade with the Bannerlands?
That'd be because I processed your turn first, thus didn't know the Bannerland's income for this turn yet. I'll update it now.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 03, 2017, 06:40:35 am

2) What's up with my trade with the Bannerlands?
That'd be because I processed your turn first, thus didn't know the Bannerland's income for this turn yet. I'll update it now.

Oh, good I was afraid the stuff from Biting was being a PITA.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on August 03, 2017, 07:13:49 am
Huh what did i miss something Sheb?
EDIT: IGNORE THIS SORRY

Spoiler:  To the Torkal League (click to show/hide)

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 03, 2017, 07:43:38 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 03, 2017, 07:51:30 am
Kashyyk: If you destroy an industry building, do you have to wait for a turn for the slot to "clear" or can you build a different industry building there on the same turn?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 03, 2017, 07:52:41 am
You'll need to wait the turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 03, 2017, 07:53:57 am
I see. Makes sense. Do you get the final turn of income/upkeepcosts from them? Or, well, I'd assume it is like a turn of nothingness?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 03, 2017, 07:56:16 am
It is indeed a turn of nothingness.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 04, 2017, 05:29:31 am
I'm currently concerned who to hit with my caravans to dispense the maximum amount (or at least safest) of trade routes for everyone else ;~; to disperse all our strategic resources to share and conquer, together.

And thanks for the note about Tall/Thick Empires x.x I'm somehow bad at math despite loving it.
BUT, I made sure to always develop what I've got. I've a Farm in the Capital, and wow I forgot to develop Beaton N. It has nothing D: (both in terms of bonus things, or building things)

Also what happened of my expensive 200 team of lawyers to protect me from the Imperial tax? [/I dislike the Empire, theme]
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 04, 2017, 05:47:09 am
Also what happened of my expensive 200 team of lawyers to protect me from the Imperial tax? [/I dislike the Empire, theme]
This is why I shouldn't update when I should be sleeping. I'll sort that shortly.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 04, 2017, 05:57:13 am
BUT, I made sure to always develop what I've got. I've a Farm in the Capital, and wow I forgot to develop Beaton N. It has nothing D: (both in terms of bonus things, or building things)

"A farm in the capital" isn't really much development, I highly encourage you take an aside with your cash for the brewery and bakery. There's a reason why I researched them quickly, because I knew that for you and me they'd be a very good source of income. 700 investment, 220 pay out. They pay for themselves in a tiny bit over 3 turns. Very legit. It's so good that it'd even give a noticeable amount of income to your trade partners. (Partially the reason why I'm so interested in spreading it to my neighbors is that then I'll get about 20 bucks a turn more from trade...)

On development elsewhere, if Beaton N doesn't have any resources in it, it's probably not worth development. If the basic income of the place is high, around 150 to 160, it's worth placing a marketplace there. (This required number goes down as you add more people and resources to your trade network... This is what it is for me roughly, for you it's probably a bit less. Soon it might be worthwhile in even small provinces with only a bit above 100... Marketplaces are going to become pretty op soon. I expect everyone will spam them pretty much everywhere soon... I actually seem to recall that happened in the first game as well, although I think that was a bit more cash rich of a game, but markets inevitability became super op and were spammed by those that could, leading to get them getting nerffed?) otherwise developing it is probably a pretty meh idea in my opinion. Keep in mind the money you'll be getting for the investment you put in!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 04, 2017, 05:59:15 am
BUT, I made sure to always develop what I've got. I've a Farm in the Capital, and wow I forgot to develop Beaton N. It has nothing D: (both in terms of bonus things, or building things)

"A farm in the capital" isn't really much development, I highly encourage you take an aside with your cash for the brewery and bakery. There's a reason why I researched them quickly, because I knew that for you and me they'd be a very good source of income. 700 investment, 220 pay out. They pay for themselves in a tiny bit over 3 turns. Very legit. It's so good that it'd even give a noticeable amount of income to your trade partners. (Partially the reason why I'm so interested in spreading it to my neighbors is that then I'll get about 20 bucks a turn more from trade...)

On development elsewhere, if Beaton N doesn't have any resources in it, it's probably not worth development. If the basic income of the place is high, around 150 to 160, it's worth placing a marketplace there. (This required number goes down as you add more people and resources to your trade network... This is what it is for me roughly, for you it's probably a bit less. Soon it might be worthwhile in even small provinces with only a bit above 100... Marketplaces are going to become pretty op soon. I expect everyone will spam them pretty much everywhere soon) otherwise developing it is probably a pretty meh idea in my opinion. Keep in mind the money you'll be getting for the investment you put in!
I just noticed.

"Economic" building.

Not "Industrial" building.
Well there goes my 9 turn plans because of NOT READING :-\ :'( Could've earned a ton more.

And boom--the PM researches I requested (I think) are now public. Hopefully someone has them, but if not, I'm researching ranged stuff :3

Also sorry Cript x.x I will pay up that 300, because it's fully my fault that I missed out. Thanks :3

Let's see...I can redirect my trade caravan to the player owning Ostley.

And the other caravan from Beaton South can...hook up with the dude down at Brent, with explicit orders to use the sea route. So I can war the Empire someday without trade getting cut
Honestly, I can't even see my near-Ostley caravan's route, because it seems to cut at the outline of the continent. :-[
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 04, 2017, 06:09:31 am
Also sorry Cript x.x I will pay up that 300, because it's fully my fault that I missed out. Thanks :3

You mean for diplomacy I tech? I can go edit that into my turn now, if you want this turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 08, 2017, 09:07:59 am
So, who's turns are we missing for the next update? Is it too early to give em a little pm poke?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: PaPaj on August 08, 2017, 09:26:41 am
we are missing micelus,Iituem,snow dwarf and RulerOfNothing,if im right
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 08, 2017, 09:29:41 am
Looks like just snow dwarf and micelus. I'll PM them now.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 08, 2017, 09:47:03 am
Micelus just posted
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 09, 2017, 03:16:22 am
Kashyyk, does the Palace count towards the limit on Cultural buildings? Also, how difficult is researching an increase to the limit on Cultural buildings?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 09, 2017, 03:20:46 am
The palace does count towards the limit  and like with gaining industry slots,  cultural slots are gained with Infrastructure research.

Edit for Tiruin's question:

Quote
Kashyyk, query for the OOC since I'm on bad connection: Since a player can establish a trade route between a friend of a friend [nation connected to their initial trade route], does that make that secondary trade route, a primary one for other nations afterwards?
I mean they can't connect tertiary ones from the primary, but in a few turns, secondaries can become primary ones?
Yes it does. Thus with enough time a conga line of trading partners will all end up directly trading with one another. However, a single territory may end up supporting a large number of trade routes passing through it, which will be a tempting target for bandits.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 09, 2017, 08:18:33 am
If multiple trade lanes exist, do trade networks automatically adjust to disruption? IE: Say like, the trade lane between Lower Ostley and Ester is blocked by bandits or whatever, will the Baron/Pollock trade be automatically readjusted to go though the existing route that goes though the Bannerstock mining guilds, or will they lose a turn of trade income with each other as they need to manually reset trade though non blocked routes?

And, if it's not automatic, do we need to pick which route we're using? Like, when the western block starts trading with the eastern block, having to decide to trade with the Barons via Pollock or the Guild. And can readjust (without lost income presumably if there's no blockade?) freely?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 09, 2017, 08:31:23 am
This is something I've been debating with myself. It makes logical sense for merchants to use a safer route on their own, without requiring an action from the player, but this would create a crazy web of trade routes that will kill the banditry mechanic. I could get around this by letting each particular path take an equal share of the trade so in your example, trade income would be halved as half the routes are blocked. This involves way more maths though. Finally, I could require there to be a single path between each nation and that path will only move through manual intervention of the players, but that will require me to present each individual connection in a readable way and enforces the universal rule of "merchants are stupid".

I'm debating which will provide the best interaction between realism, mechanics and my own sanity.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 09, 2017, 08:40:51 am
Ferment war between the players so we kill each other down to a number that can be individually represented by trade lines on the map. It's the only way.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 11, 2017, 01:47:09 pm
I've poked snow dwarf, but no response yet. He's got until tomorrow morning to post his turn, otherwise I'm auto-managing him.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 11, 2017, 06:48:48 pm
I've poked snow dwarf, but no response yet. He's got until tomorrow morning to post his turn, otherwise I'm auto-managing him.
That doesn't mean 'bowing down to Imperial rule' right? I mean surely the first turn is 'go stabilize economy or manage as per player plans', but if it continues, it doesn't mean 'Imperial rule' right? :P

Ferment war between the players so we kill each other down to a number that can be individually represented by trade lines on the map. It's the only way.
I'm betting Kashyyk has plans that'll be agreeable to us all.
Like magical demons then rumors that provoke the empire, then Imperial raids and marches or whatever-the-Empire-calls-extermination of their 'prior subordinates' since the Empire rules everyone :v
Or pirate kings and bandit lords. Etc, etc. :'(
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 11, 2017, 06:51:39 pm
I'm looking forwards to the religious shadow wars.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 11, 2017, 06:55:31 pm
I'm looking forwards to the religious shadow wars.
I wish I had 2k, and probably religion tech. Then I'll make stuff akin to eastern philosophies of 'you're free to follow any religion but please respect nature and other people'.
THEN nothing will go wrong other than malevolent rumors and people backstabbing me, LIKE THE EMPIRE.

But in all seriousness, what and who, or did people establish religions already?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 11, 2017, 07:01:35 pm
I wish I had 2k, and probably religion tech. Then I'll make stuff akin to eastern philosophies of 'you're free to follow any religion but please respect nature and other people'.
I'm expecting a religious variety tech (Yes, please plant religious in my lands), techs increasing the bonuses to the religious head to encourage fighting over religious spread, inquisitors, counter-inquisitor stealth forces, there are a lot of fun possibilities.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 11, 2017, 08:08:12 pm
Shadow wars? I'm looking forward to the religious open wars.

Although religion is sorta expensive. So maybe I'll be a follower. Or something. I've not decided yet...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 11, 2017, 10:01:32 pm
Shadow wars? I'm looking forward to the religious open wars.

Although religion is sorta expensive. So maybe I'll be a follower. Or something. I've not decided yet...
FUND ME :D
Seriously. I need 2 turns to do religion, and the tech for it ._. maybe if I expand my techlines through trade. I mean, nobody is against me spreading everyo9ne's tech unless they ask right?
Because I'm aiming to publicize my tech (of course with some profit, like 10% or so, meaning ~300 monies--solely so I can advance research more x3)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 12, 2017, 02:18:24 am
I could sell you organize religion, once trade is established. Or you could joind Syndicalism! It's half)consciously based on Confucianism after all.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 12, 2017, 02:44:26 am
That doesn't mean 'bowing down to Imperial rule' right? I mean surely the first turn is 'go stabilize economy or manage as per player plans', but if it continues, it doesn't mean 'Imperial rule' right? :P
If he takes too long, maybe. For now I'll just play him conservatively. I'll resist doing anything stupid by doing nothing interesting.

I'm betting Kashyyk has plans that'll be agreeable to us all.
Like magical demons then rumors that provoke the empire, then Imperial raids and marches or whatever-the-Empire-calls-extermination of their 'prior subordinates' since the Empire rules everyone :v
Or pirate kings and bandit lords. Etc, etc. :'(
Hmm... *Makes notes*

I'm expecting a religious variety tech (Yes, please plant religious in my lands), techs increasing the bonuses to the religious head to encourage fighting over religious spread, inquisitors, counter-inquisitor stealth forces, there are a lot of fun possibilities.
There are all these things.

Anyway. I'm gonna start writing up the turn. See you in a few hours :P I'll leave snow dwarf 'til last, so if he posts before I finish he will probably still get in.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 12, 2017, 08:30:25 am
Or you could joind Syndicalism!

I was considering this at least a little bit, as you might imagine my Tieflings are typically not hugely spiritual, but they can get behind a cultural movement that extols the virtues in submission to ones proper place in society. Which seems to be at least a minor theme in Syndicalism. That said, I'm not sure about the rest of it. And of course, the question at the forefront of the minds of both me and Bartrio would be "What's in it for me?"

It feels like you've left the answer to that in your description about it, however I'm somewhat leery until I see how it actually works out. Luckily I'm on the opposite side of the world from you. So there's plenty of time to get an understanding.

Lol The empire wants me to pay thousands and thousands of dollars, they're having a laugh.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 09:32:58 am
Grumphfhfh

I WASTE 2k on stupid longbowmen, a bloody hero, and a tech that gives ~+6, +5, and whatever else the hero leading gives, and still lost to stupid LIGHT SWORDSMEN.
Just.
Quote
A Owldale Light Swordsmen has defeated a Alliance Longbowmen [Selina], but sustained heavy damage. [63 vs 61]
I rolled 3 sets of ~10.
Or if I misinterpreted the 3dx thing, I rolled enough to equate ~50. :v
:V
/me explodes in IC flavor.

Also I should have 300 instantly deducted from my turn as paying the IOU in trade for Cript's tech :/
Also the letters of 'mutual approval' don't seem to have passed through -.-

Should we have edited our IC posts to say 'yeah trade these techs too'?
...Can you edit it in that we've traded those techs based on the letters we've sent ._.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 12, 2017, 09:39:28 am
Also damn. Those wyvrens are sick yo. No wonder it took so long to defeat them.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 12, 2017, 09:45:49 am
Because the light swordsmen were on the defensive they had a higher,   modifier. If you'd been defending you would have mopped the floor with them.

Also: I only check turn posts for actions, and there was no mention of an IOU in Cript's. This way people can claim being doing one thing and actually do something else and I won't accidentally mess it up because I see them say two different things.

If you two did both want to transfer that tech, I will edit it in this one time.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 12, 2017, 09:47:15 am
Uh. There wasn't an IOU in our agreement no. If she tried to somehow set that up without telling me, I think the deal not going though would be the accurate outcome.

To everyone else: Who researched infrastructure by the way? I'm interested in purchasing it.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 12, 2017, 09:49:58 am
((I AM ORDERED TO MAKE YOU PAY TAXES, BY PEN OR SWORD. I like living.))

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 12, 2017, 09:51:20 am
Sounds like the empire is going to try to split us up and cause a war between us. I say, fuck that. We should unite against the empire, not let it split us up.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on August 12, 2017, 09:53:16 am
We need some time to group up and prepare before facing them. Certainly my people do.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 12, 2017, 09:58:04 am
The fact that they are asking compliant nations to take up the task seems to imply some current inability on their part to enforce their demands by themselves. I suspect that we're only currently dealing with a very small part of the possible imperial bureaucratic notice. They can threaten, they can cajole, but they can't enforce. At least... That'd be my guess. Presumably it'll ramp up over time.

The end game for both paths though is going to be resisting imperial absorption, killing each other off isn't going to be conducive when the empire actually wakes up.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 10:02:27 am
((I AM ORDERED TO MAKE YOU PAY TAXES, BY PEN OR SWORD. I like living.))
Eeey, you too? I'll paste it here because I'm a filthy traitor going to benefit by saying yes, then being the figurehead as I backstab them :3

BUT DARNIT SOMEONE BACKSTAB ME NOW PLEASE BECAUSE I'm ruminating on my poor life choices as a leader of a nation and their military. [/rumination]

Talarys meets with whomever local leaders she can actually trust, that represents the nations she IS IN TRADE WITH so that they know of the IMPERIAL MOTIVES on a local tea party THAT IS PRETTY PRIVATE
"I'm going to say yes. But I won't join their wars. You all dislike them as much as me, right?"
Quote from: Da Lettur
“Three years ago, I visited your lands and met your people. Since then we have had a profitable, trusting relationship with one another. But, as you have so rightly pointed out, we could do more to make this relationship better. It has been noted, that unlike the Alliance of Revakne, some organisations have chosen to reject the hand of the Empire. This insubordination is not acceptable, and must be dealt with. I carry with me an contract that will allow certain Alliance sponsored merchants access to the Imperial market. The only caveat, is that the Alliance must agree to support the Empire in it's endeavours to re-civilise the world, be this through the exchange of words at table, or the exchange of arrows and blades on the battlefield. I trust that you will make the right decision, allowing the Alliance of Revakn and the Empire to flourish together.”
...I had good scribes :v

Because the light swordsmen were on the defensive they had a higher,   modifier. If you'd been defending you would have mopped the floor with them.

Also: I only check turn posts for actions, and there was no mention of an IOU in Cript's. This way people can claim being doing one thing and actually do something else and I won't accidentally mess it up because I see them say two different things.

If you two did both want to transfer that tech, I will edit it in this one time.
Yes please thanks :3
> Khan (I believe our secondary is now a primary trade route?)
> Nirur (Gonna deploy that caravan now, as it is on your area in the map)
> Cript (please deduct 300 from my monies now ._. I do believe Kashyyk can edit Khan and yours trade in), I mentioned of the IOU because that was on pay when the money rolled around.
Err, I did have Cript accept it via other methods (IRC communication) but not in editing his turn x.x oops.

Also I'm just ruminating on my poor life choices and military loss here. please pay no mind to sad Tiruin :'(
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 12, 2017, 10:11:42 am
Quote
"You all dislike them as much as me, right?"
((For legal reasons, I'm saying nothing. I do have this handy Imperial Law Studies tech up for trade.

This trade money is nice. I could research an easy tech per turn now.))
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: PaPaj on August 12, 2017, 10:44:03 am
Did i accidentally a war?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Terenos on August 12, 2017, 10:46:29 am
*Chuckles from the sidelines* So it begins. As the prophecy foretold.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 12, 2017, 10:49:51 am





For those of you that have an envoy to talk to, he is right there in front of you, so feel free to converse as much as you like with me before coming to a decision about what is to be done. If you don't have an envoy to deal with, then lucky you :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 10:51:03 am
Did i accidentally a war?
What did you do @_@
Also could you support me in taking Owl N? I want to trade stuff to you D:<

Also @Kashyyk: Maybe replacing the colors on the map legend with numbers, and using those numbers on the minimap trade origins are better. The color coding is on the legends (Like, I get a yellowgreen 7), but the map numbers remain a stable color that is visible no matter what.

Also shouldn't my caravan have hit Nirur already? Turn 9 has it just adjacent to them. I've had no notification of its progress or if it hit them.

Also where's my response ;~;
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: PaPaj on August 12, 2017, 10:52:27 am
Did i accidentally a war?
What did you do @_@
Also could you support me in taking Owl N? I want to trade stuff to you D:<

Also @Kashyyk: Maybe replacing the colors on the map legend with numbers, and using those numbers on the minimap trade origins are better. The color coding is on the legends (Like, I get a yellowgreen 7), but the map numbers remain a stable color that is visible no matter what.

Also shouldn't my caravan have hit Nirur already? Turn 9 has it just adjacent to them. I've had no notification of its progress or if it hit them.

Also where's my response ;~;
First of all,i dont have money,secound of all see my response to EMPIRIAL NPC
also edited,so i canceled giving tax money
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 10:57:35 am
First of all,i dont have money,secound of all see my response to EMPIRIAL NPC
I haven't read anything in anyone else's spoilers :P the 'also where's my response ;~;' was to Kashyyk.
Although I think I should words words to the envoy since he's right there. But my mind is busy being both z.z and x.x
Because feelings. :-[

But if you want me to click your IC post, I think you made an edit. That at least I can see :P

Otherwise, I think everyone blatantly needs a cash injection, Kashyyk :P Unless there are those with, like, 3k+ money out there. Busy being rich \o/ But I doubt it. Butbut if there are any, I wish y'all well D:
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 12, 2017, 11:12:45 am
Also @Kashyyk: Maybe replacing the colors on the map legend with numbers, and using those numbers on the minimap trade origins are better. The color coding is on the legends (Like, I get a yellowgreen 7), but the map numbers remain a stable color that is visible no matter what.
I'll look into it, see if that works :)

Also shouldn't my caravan have hit Nirur already? Turn 9 has it just adjacent to them. I've had no notification of its progress or if it hit them.
It takes a full turn for the caravan to process, so you'll get it next turn.

Also where's my response ;~;
I think I missed it, what are you expecting a response regarding?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 11:19:24 am

Also where's my response ;~;
I think I missed it, what are you expecting a response regarding?
The response to the Imperial tax person. I agreed, but responded to emphasize diplomatic talks and relations, mentioning that we've a way of talking here that gets the goods. Otherwise, we also ask for minor subsidies (or at least one lump sum rather than subsidies per turn) and hinted the mention of threats that our organization is handling to ensure the Empire doesn't have to worry about. The subsidy would in turn aid us in stabilizing and improving our garrisons, so that no Imperial boots should even be sent to our lands to uphold their agreement.

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 12, 2017, 11:44:10 am
Ahh.. I'm sorry! I don't know how I noticed PaPaj's post but not yours >.<

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 11:50:13 am
Spoiler (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 12, 2017, 12:11:52 pm
((It's tempting to ask for imperial garrisons. Knowing exactly where the back-stabbable garrisons are, what's in them, and keeping them separated, that's pretty valuable, especially with a tech or two to increase capture chances. Even more so for those of us who have big borders with The Empire. I think I prefer trying for lower taxes so I'll be stronger when the Great War comes, and hoping the lower taxes translates into fewer imperial troops.))
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 12:16:18 pm
((It's tempting to ask for imperial garrisons. Knowing exactly where the back-stabbable garrisons are, what's in them, and keeping them separated, that's pretty valuable, especially with a tech or two to increase capture chances. Even more so for those of us who have big borders with The Empire. I think I prefer trying for lower taxes so I'll be stronger when the Great War comes, and hoping the lower taxes translates into fewer imperial troops.))
I'll assume all my words are being coonveyed by trusted folks anyway so all of you know my intents.

Why I'm not going for Imperial Garrisons...is because I'll have to pay upkeep is alongside that strikethrough assumption, that it further entrenches their hold on us and their SIGHT into what we do. As far as I know, all the tax collectors can do is just fluffle by observation and can even be fooled--the Empire doesn't even support any of us who did monster hunting as far as I know by my own observations (on only myself x3), otherwise I can't see any benefit for myself other than a defense legion...but with much more grasp on their part. :/
And I can't withstand that unless I become an Imperial pet. Because I love you all more.
Really :P

I've edited my response though--anyone can view it.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 12, 2017, 12:20:47 pm
True, but they'll probably send better auditors as our lands are worth more anyway.
Why would they send their own garrisons to support aggressive monster hunting? I'm not surprised they didn't help.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 12:23:04 pm
True, but they'll probably send better auditors as our lands are worth more anyway.
Why would they send their own garrisons to support aggressive monster hunting? I'm not surprised they didn't help.
QED in orange, for all the Empire did for 10 turns to us. :P
But yeah >_> That was the foremost idea I had in mind. Go monster hunting--get trophy--send back to Empire. PROOF. Profit?

As long as they get tax, they won't be fluffled to ask for more anyway, so yeah. I'll be sending in letters to all my trade buddies.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 12, 2017, 04:12:35 pm
Oh hey more free money standing in front of me :P

Also, it seems my units in N Terret haven't been updated, no healing or hero recruitment at all which should be fixed. (Naming rights to you because shit that Badass garrison commander has earned the right to pick his own name.

Also HOLY SHIT the stats on wyverns. I pity the fool who has to fight more than one of those.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 12, 2017, 04:19:18 pm
Also, it seems my units in N Terret haven't been updated, no healing or hero recruitment at all which should be fixed. (Naming rights to you because shit that Badass garrison commander has earned the right to pick his own name.
Fixed. Say hello to Commander Phillip de Montfort.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 12, 2017, 04:20:17 pm
Thanks for the fix ^^
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 12, 2017, 08:14:40 pm
I should have Armoursmithing I in my tech list.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 12, 2017, 08:19:29 pm
I have "Open trade with everyone possible" in my action.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 12, 2017, 08:21:34 pm
I have "Open trade with everyone possible" in my action.
Good to know.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 12, 2017, 08:57:50 pm
Also checking, what slot does the wyvern hatchery fall under? Can't see it in the OP at all.
Anyway, updated my turn with my diplomacy with the 'empire. DEATH TO THE FALSE EMPEROR!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 09:33:48 pm
I have "Open trade with everyone possible" in my action.
Good to know.
I've put that down too, given that I'm in contact with Khan, now.

Also, it seems my units in N Terret haven't been updated, no healing or hero recruitment at all which should be fixed. (Naming rights to you because shit that Badass garrison commander has earned the right to pick his own name.
Fixed. Say hello to Commander Phillip de Montfort.
You got a free hero o_O??
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 12, 2017, 09:36:55 pm
I still had to pay for him. Kashyyk just got naming rights due to... well, the commander being the glorious bastard who put the wyvern into the ground.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 09:47:21 pm
Spoiler (click to show/hide)
Oh uh, Kashyyk, this is pretty much my IC points to the tax person. I edited it a bit here so the original post doesn't have some edits.
With a rather big point being "We'll really focus more on diplomacy but we need both a tiny bit of your money [not emphasizing 'tiny'] to help our military, and if you want us to help you out fully in military, send us big moneys"

I mean nobody knows Talarys' thoughts on standing against the Empire but :3
I seriously need to trade with Nirur fast. I think I can establish a trade route through Khan already, but that means my caravan only hits them after the next turn so... >_>
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 12, 2017, 10:16:04 pm
I seriously need to trade with Nirur fast. I think I can establish a trade route through Khan already, but that means my caravan only hits them after the next turn so... >_>
Well, with 4 trading partners I *can* get it to you next turn, but I feel like the agreed on tech will be public domain shortly regardless, and want more than just that for making a tech only I have public domain.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 12, 2017, 10:19:59 pm
I seriously need to trade with Nirur fast. I think I can establish a trade route through Khan already, but that means my caravan only hits them after the next turn so... >_>
Well, with 4 trading partners I *can* get it to you next turn, but I feel like the agreed on tech will be public domain shortly regardless, and want more than just that for making a tech only I have public domain.
Err, how can your tech even be public domain? @_@
Or mine? :v
I keep track of where it's traded unless those I've traded with, traded it too.
Seriously nothing is public domain yet as we need 5 people.

Also the trade route with Khan (Yorturim/Cyan people) was as I feel, agreed upon a turn after I traded with Taricus and him with Taricus, Kashyyk? :O
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 13, 2017, 02:21:01 am
I should have Armoursmithing I in my tech list.
I'll fix that.

Also checking, what slot does the wyvern hatchery fall under? Can't see it in the OP at all.
It's a military building. I'll actually add those items into the OP now, I haven't done it at all yet.


Also the trade route with Khan (Yorturim/Cyan people) was as I feel, agreed upon a turn after I traded with Taricus and him with Taricus, Kashyyk? :O
Khan is the dark blue one. Pretty sure you are trading with him?


Edit: Have some imperial missives.




Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: PaPaj on August 13, 2017, 02:52:12 am
Now that i have Infrastructure II i get additional 500$ of profit and one additional building to build right?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 13, 2017, 03:03:55 am
Now that i have Infrastructure II i get additional 500$ of profit and one additional building to build right?
Instead of being restricted to earning £250/turn basic income, you can now invest to get up to £500/turn basic income. Remember your palace provides a separate £500 of income, which is treated as basic income with regards to resources and buildings, but is in't actually basic income. Thus with that tech your capitol can be invested in enough to eventually produce £1000/turn.

Also, it is Infrastructure III that adds new slots.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 13, 2017, 03:14:10 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 13, 2017, 03:19:15 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 13, 2017, 03:22:43 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on August 13, 2017, 03:25:09 am
The Kingdom of the Corax and the Alliance are trading. It was agreed upon last turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 13, 2017, 05:13:19 am
Spoiler (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 13, 2017, 06:05:02 am
Also the trade route with Khan (Yorturim/Cyan people) was as I feel, agreed upon a turn after I traded with Taricus and him with Taricus, Kashyyk? :O
Khan is the dark blue one. Pretty sure you are trading with him?
Yep! Would like those techs out.

Also no response to us from the Empire? :<

The Kingdom of the Corax and the Alliance are trading. It was agreed upon last turn.
Yes this. Also I got my colors mixed up x.x Mostly why I suggested the number instead of tiny color system .-.

Spoiler (click to show/hide)
You boop them with a caravan, or you be...next to them? I dunno :P But this is interesting to ask.

Also I misclicked on a spoiler (sorry Tarii) >_> just wow at that sass. I never knew you could OOC sass the Empire. :I They were always so high strung and formal on me.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 13, 2017, 06:33:49 am
Turn might take me a day or two.  Need to think and plan.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 13, 2017, 09:20:04 am

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 13, 2017, 09:51:48 am
Hey Kashyyk? :O Could you edit the units spoiler so we can know which is ranged and which is melee?
I find that the Longbowmen are the only heavy infantry ranged unit as of the now (and it sorta sounds like a better tier ranged unit than a base tier heavy ranged unit...)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 13, 2017, 09:59:15 am
I'll add the various tags to each unit.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 13, 2017, 10:13:53 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 14, 2017, 07:43:07 am
Oh. Damn, I almost forgot by the way, Nirur Torir. Trade? Yes? Is good? Money. Etc.

Also I'm still interested in purchasing infrastructure 2 from whoever researched it, assuming I'm a trading with em.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 14, 2017, 07:46:16 am
Oh. Damn, I almost forgot by the way, Nirur Torir. Trade? Yes? Is good? Money. Etc.

Also I'm still interested in purchasing infrastructure 2 from whoever researched it, assuming I'm a trading with em.
Someone researched this? O_o
Also you should make an IC post someday about your plans/PM Kashyyk troop movements, etc. :P

Also how are you trading with Nirur .-.;
I hope Kashyyk edits in all those trades.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 14, 2017, 07:49:48 am
Trade with Nirur though the northerners, trade with them though Taricus, trade with him though you. And yeah, someone researched it. It was in the 10 turn new items spoiler for some reason.

As for my turn, working on it now.... Which is why I'm asking for trade, so I can post my turn, might do rps on it later but I wanted to get it in so that people aren't waiting on me.

Also question for Kashyyk... Is it allowed to research... Something on the chain of research before you have the thing you need if you're researching that thing in your turn? Hah.... Like, for this turn if I wanted to spend some money on infrastructure II, could I also put money towards infrastructure III, hoping that infrastructure II is completed with the money I gave it? (and I guess if the first research fails to be researched the money I put into the secondary research gets... Uh. Just sits there? Or maybe gets deleted or used up to research the first one or something?)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on August 14, 2017, 09:44:08 am
I'm confused are we all going to gang up on the Empire or should i start saving up to pay the taxes?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on August 14, 2017, 09:48:31 am
I intend to turn Imperials into Porcupines. Maybe research whatever tech the Polymorph spell comes under.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 14, 2017, 09:55:21 am
I'm confused are we all going to gang up on the Empire or should i start saving up to pay the taxes?

As loyal Imperial subject, the Bannerstock Guild encourage all nations to accept that the Empire, while not as powerful as it once was, remains the best hope for peace and harmony on this planet, and we urge all to pay the taxes the Imperial Treasury needs to keep our planet safe.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 14, 2017, 10:05:28 am
I'm confused are we all going to gang up on the Empire or should i start saving up to pay the taxes?
I'm going to gang up on them :P I'm just playing with them till I get my moneys.

You see me saying 'hey dudes pay taxes', because that is pretty much legally true--if you pay, no worries. They don't even extort you anyway, and that is pretty much my belief; if we can work with the Empire, why not?
But some people disagree and probably killed their tax collector. I don't know :v They got creative. I wish I was that creative. :I
Hence me also mentioning my 'ulterior' motive, of siding with the rebellion because I want to--it doesn't stop people from actually siding with the Empire and gobbling up players though. :P But we will grump about it!

At least I will. ._. But not too grumpy though to make grudges or enmity! Just an 'aurgh, whyyy' sort of grump. It'll be much less if you provide a nice quality level of flavor, but I'm veering off the point.

You can choose to pay taxes, if it's not that much of a harm to your economy (probably gain trust, too?), or you can choose to outright go against them. I've made it public that the Alliance will HELP people going against them by saying 'nah leave it to us, we know their language better than you. Trust us [also give us money, thanks! :D]'

I think we're rushing the rebellion bits though, I doubt the Empire will mobilize everyone by Turn 11, we've got 3 turns at least before they even move anything at this rate. :P More, if they believe me.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 14, 2017, 10:09:49 am

Also question for Kashyyk... Is it allowed to research... Something on the chain of research before you have the thing you need if you're researching that thing in your turn? Hah.... Like, for this turn if I wanted to spend some money on infrastructure II, could I also put money towards infrastructure III, hoping that infrastructure II is completed with the money I gave it? (and I guess if the first research fails to be researched the money I put into the secondary research gets... Uh. Just sits there? Or maybe gets deleted or used up to research the first one or something?)
I'm afraid not. Any money put towards research has to be on a technology you have the prerequisites for at the start of the turn.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 14, 2017, 10:31:24 am
So, to clear up any confusion. No. Fuck the empire. To those of you that want to be an imperial pet, the empire is saying you'll have to bring us in line if you work for them? I'll take that as a sign of enmity from those that agree to do so. At least, if it's not some sorta plot to fuck the empire further. Honestly, there is gray area. But you'd better belive we're going to be on the watch out for any traitors in our midst when it comes time to take down the empire...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 14, 2017, 05:11:27 pm
I'm confused are we all going to gang up on the Empire or should i start saving up to pay the taxes?
We're gonna gang up on those fucking purple lardasses and give them a dead hard smack for the incredulous demands placed on us when they have given us NOTHING. So long as it stands, there can be NO peace!
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 14, 2017, 10:30:20 pm
I'm confused are we all going to gang up on the Empire or should i start saving up to pay the taxes?
We're gonna gang up on those fucking purple lardasses and give them a dead hard smack for the incredulous demands placed on us when they have given us NOTHING. So long as it stands, there can be NO peace!
FINALLY someone feels my earliest pain :V
And nobody helped me with that hmph
Although seriously. The only reason I'm saying 'yeah sure let's be buddies' is because I would pull a Brutus if ever they station armies at my lands.

I mean surely if I build walls, they'll just camp outside anyway (we pay upkeep but :v) and then our longbowmen will 'defend' against their attacks in our lands if ever they'll pretty much do anything.

But yeah. I sorely need the money :P
And Kashyyk has good integrity anyway c:
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: PaPaj on August 15, 2017, 12:49:13 am
Well it was fun playing becuse now i probably will get my ass raped by the empire
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 15, 2017, 12:55:17 am
The empire has to get there first, and that's a few turns.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 15, 2017, 01:18:30 am
The empire has to get there first, and that's a few turns.
If you can help me secure Owldale for myself, it'll pretty much ensure that you're under my protection :3

Meaning I'll stall for time for, around ~3 turns at least? And yeah, the Empire still has to get to you.

Also trade with me :D
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 04:19:50 am
Alrighty, as this is turn requires a bit of GM interaction, I'm going to be poking people earlier so as not to delay the actual turn resolution beyond the weekend.

Still expecting turns from Ghazkull, Iituem, snow dwarf and micelus. Although Ghaz and Iituem have actually made an appearance, so they're presumably still deliberating.

I'll do some mid turn dice rolling in a bit for those who need it. Stand by.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 15, 2017, 07:12:32 am
I'm not sure how worthwhile Tiruins protection is, but don't despair yet PaPaj. You're about to enter the world trade network now that you have a connection to Iituem. Though him you can enter trade with a whole bunch of other people, you're going to get a pretty huge amount of money for entering this network, which you can use to beef up your army, maybe take a few provinces, and then kill the empire and all their little dogies too.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 15, 2017, 08:22:47 am
I'm not sure how worthwhile Tiruins protection is, but don't despair yet PaPaj. You're about to enter the world trade network now that you have a connection to Iituem. Though him you can enter trade with a whole bunch of other people, you're going to get a pretty huge amount of money for entering this network, which you can use to beef up your army, maybe take a few provinces, and then kill the empire and all their little dogies too.
I'd honestly rather him help me kick Owldale into my side so that he can connect with me, to the trade network that way, instead of through Iiteum :P but whichever helps more.

...Err, and because of details I don't wish to speak about.

Alrighty, as this is turn requires a bit of GM interaction, I'm going to be poking people earlier so as not to delay the actual turn resolution beyond the weekend.

Still expecting turns from Ghazkull, Iituem, snow dwarf and micelus. Although Ghaz and Iituem have actually made an appearance, so they're presumably still deliberating.

I'll do some mid turn dice rolling in a bit for those who need it. Stand by.
GM interaction such as debating the discussion? Because I feel by the veracity of some responses, they killed your messenger or creatively did so. :P
The fun it would be to send in a spy in the envoy's stead to the Empire and have it work, though! :v
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 08:27:24 am



GM interaction such as debating the discussion? Because I feel by the veracity of some responses, they killed your messenger or creatively did so. :P
I'll let you work that one out yourself. ;)

The fun it would be to send in a spy in the envoy's stead to the Empire and have it work, though! :v
If only someone has espionage research...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 15, 2017, 08:29:47 am
Kashyyk, is it possible to research scrying and/or magical flying eyeballs that can scout provinces? If so, what school of magic would they fall under, and roughly how difficult would that research be?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 15, 2017, 08:33:00 am
Spoiler: About the empire (click to show/hide)

Also frankly I might need a bit to think about this, I'll try to get a decision in if the turn starts waiting on me.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 08:40:47 am
@RulerOfNothing: Literal scrying/divination style stuff would be within the Order school. Flying scouts would be the Air School. Flying scouts would be easier (same sort of level as blights or zombies), but risk getting murdered by garrisons. Divination would require specialist counter magic to defeat it, so would be a tier or so higher.

Also, as I've been asked a couple of times now:
Trading with the Empire is generally difficult to achieve, and will not give you 10% of their income plus their resources (because that would be OP). Instead you will receive 10% of your income in trade.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 15, 2017, 08:44:22 am
Right. So they want me to pay a pretty large lump some for the privilege of reducing my income by 5%. I suppose that's not an absurd request given the disparity of power levels.

Edit: Also to point out that diplomats sorta act as scouts right now, depending on what you want them for. If you wanta scout on neutrals they can even pay for themselves.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 15, 2017, 10:21:48 am
Before I respond via PM (I'm deciding between foremost and lattermost, sans the rejection)...

Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 10:32:10 am
Spoiler: Tiruin (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 15, 2017, 11:18:08 am
Spoiler: Tiruin (click to show/hide)
Spoiler: Kashyyk (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 15, 2017, 11:19:57 am
I'll post responses later today, been a busy few days and needed to think about my actions.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 11:35:44 am
Spoiler: Kashyyk (click to show/hide)
Spoiler: Tiruin (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 15, 2017, 11:51:07 am
Spoiler: Kashyyk (click to show/hide)
Spoiler: Tiruin (click to show/hide)
Spoiler: Kashyyk (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 11:59:24 am
Spoiler: Kashyyk (click to show/hide)
Spoiler: Kashyyk (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 15, 2017, 12:03:31 pm
Wow, roll over at the first opportunity and The Empire is actually sorta nice. I'm leaning towards the faster growth/lower ceiling option. More trade money for all, but I'll expect my trade to be re-invested into your incomes.

Spoiler: To Kashyyk (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 12:14:22 pm
Spoiler: To Kashyyk (click to show/hide)
Spoiler: Nirur Torir (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 15, 2017, 02:30:27 pm
Princess Gruntsnuffle bowed her head solemnly.  Countess Mangalica's body lay in state atop a stone bier, the day of viewing after her funeral almost done.  Soon she would be committed to the earth.  Fine cotton grave-clothes covered her mutilated body, and a gilded death-mask gave her the lie of life.  Already the bards had begun to sing tales of her bravery in battle, bringing down the inventively named Sorcerer Caulder of Caulder, capital city of Cauldron.  The tale would record how she duelled him, one on one, fighting against his illusions, only to die from a cruel poisoned dagger thrust as she brought him low.

The truth, of course, was duller and sadder.  Mangalica had died by mace strike, the same as the vast majority of her forces; her own personal guard had turned on her through the sorcerer's illusions, thinking her a demonic beast.  She had, to her credit, killed most of them before her wounds brought her down, but that made for a poor story.  The one redeeming feature was that the sorcerer had kept notes, which her wise-pigs had already begun to deconstruct.

The door to the chamber opened behind her, and Princess Gruntsnuffle turned to see the Imperial Assessor arrived, flanked by a team of accountants and her own guards.




Edited:  Some of my moves were illegal.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 15, 2017, 05:06:55 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 15, 2017, 05:33:59 pm
Well. I'm getting an imperial "garrison" in my capital. I just know that this is going to come back to haunt me later.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 15, 2017, 06:48:40 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 15, 2017, 06:51:23 pm
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 15, 2017, 08:13:20 pm

Spoiler: To the Torkal League (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 15, 2017, 08:41:53 pm
Question: since land units can hop a strait and all, can we trade with someone on the opposite side of such a strait?
That seems reasonable.
It appears that having provinces adjacent to the same body of water counts as a land connection for purposes of trade.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 15, 2017, 09:38:34 pm
Oh, if it counts as a border then we're cool, go for it.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 16, 2017, 01:50:06 am
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 16, 2017, 02:03:56 am
Spoiler: To Pollock (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 16, 2017, 02:16:21 am
Spoiler: Sheb (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 16, 2017, 02:29:02 am
Spoiler: Sheb (click to show/hide)

I assumed as much, but looking at the flurry of diplomatic activity with the Empire, I assume I didn't get the best deal, and there might be an opportunity for renegotiation sooner or later.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on August 16, 2017, 02:56:24 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 16, 2017, 05:36:53 am
Spoiler: Kashyyk (click to show/hide)
Spoiler: Kashyyk (click to show/hide)
Thanks for the self response :P
Spoiler: Final Kashyyk (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 16, 2017, 05:52:46 am
Spoiler: Final Kashyyk (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 16, 2017, 07:49:24 am
Kashyyk, could I have a rundown of what exactly is my current state vs. the Empire? I know I asked for trade, but what about the other aspects?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 16, 2017, 07:57:53 am
Spoiler: To Pollock (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 16, 2017, 08:05:29 am
Spoiler: To Pollock (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 16, 2017, 08:39:23 am
Spoiler: Sheb (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 16, 2017, 08:48:18 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 16, 2017, 09:09:14 am
Spoiler: Tiruin does too (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 16, 2017, 02:51:52 pm
A pair of messengers are dispatched from Pollock: Veteran macemanders, carrying fake written missives and the real message memorized.

Spoiler: Tiruin (click to show/hide)

Spoiler: Sheb (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 16, 2017, 03:00:01 pm
Spoiler (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 16, 2017, 09:42:35 pm
Quote from: Nirur Torir
A pair of messengers are dispatched from Pollock: Veteran macemanders, carrying fake written missives and the real message memorized.

Spoiler: Tiruin (click to show/hide)
Post8ng by phone. Badgrammar ahead.

Spoiler: Nirur (click to show/hide)

Spoiler: To Kashyyk, best name (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 17, 2017, 01:34:30 am
of command and the major
Spoiler: To Kashyyk, best name (click to show/hide)
Spoiler: Tiruin-chan (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 17, 2017, 05:38:37 am
Spoiler: Tiruin-chan (click to show/hide)
Spoiler: Last Query! (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 17, 2017, 05:51:06 am
Spoiler: Last Query! (click to show/hide)
Spoiler: Last Answer! (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 17, 2017, 06:20:29 am
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 17, 2017, 10:13:54 am
Spoiler: Response (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 17, 2017, 05:08:42 pm
I apologise Ghaz, I must have missed your message among the slew of spoilers.

Spoiler: Imperial Response (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 18, 2017, 03:29:27 am
Double post! For GM Justice.

Hey, for that matter, Kashyyk, Im posting on fon. How does that scenario work for your Fiefdoms (Updoot when? :3)
I think I mentioned it in here already, but everyone moves, then everyone fights, so if you move an army into a territory to defend it, those soldiers will get there on time. This ends up looking a bit odd with blitzkreig style "move > fight > move > fight", but oh well.

Updoot will be once I get some more turns off people. Apparently I missed Ghaz's post earlier, but I'm still waiting on snow dwarf and micelus.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 18, 2017, 03:32:28 am
What happens if two adjacent, hostile territories have an army in,  and each army is ordered to attack the other?  Do they swap territories without a fight? Do they meet in the middle, both using their attack stats, with the survivor advancing to claim the territory?

Edit: What happens if instead of being in adjacent territory one army is one step back and is moving to defend his land? What if it's a unit with double moment and he travels through the undefended land to attack, whilst the hostile army attempts to take the undefended land?

I think these questions being answered will help everyone :)
I thinj that only got the question "what happens if ywo armies attach a third province".
Does the province owner influence who is defender or attacker?
Do both armies usr their attack value instead?
What if the province is a neutral one?
Can we reasonably expect all Imperial regions to have walls? :P
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 18, 2017, 03:38:35 am
In this game, everyone moves before doing stuff, then maybe moves again, so:

What happens if two adjacent, hostile territories have an army in, and each army is ordered to attack the other? Do they swap territories without a fight? Do they meet in the middle, both using their attack stats, with the survivor advancing to claim the territory?
They will swap territories without a fight.

Edit: What happens if instead of being in adjacent territory one army is one step back and is moving to defend his land?
The defender will get there in time to defend.

What if it's a unit with double moment and he travels through the undefended land to attack, whilst the hostile army attempts to take the undefended land?
They will swap territories.

Does the province owner influence who is defender or attacker? Do both armies use their attack value instead?
Province owner will always be the defender, thus will use his defence stat.

What if the province is a neutral one?
I'll flip a coin to decide who fights the neutral defenders first. If they win, they'll become the defenders against the other player.

Can we reasonably expect all Imperial regions to have walls?
No comment.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on August 18, 2017, 05:59:39 am
Quote

Spoiler: Imperial Response (click to show/hide)

Spoiler:  Answer (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 18, 2017, 06:22:34 am
Quite a few of the yellow regions I've taken have had walls. I think it's safe to plan that they have, at the least, walls, given that they are like 2 steps up from yellow.

By the way, about giving the empire this run around for a year, does that will they show up at the start of two turns from now, or three turns? I'm not sure if the 6 month period of this turn counts towards that or not (like, does the agreement happen at the end of this turn basically, leading too next turn empire free, the turn after that empire free, and then the empire? Or if it happens somewhere in the start of this turn, giving us next turn empire free and then empire the next turn?)

I think I mentioned it in here already, but everyone moves, then everyone fights, so if you move an army into a territory to defend it, those soldiers will get there on time.

Does this mean that one army can effectively defend three territory a turn? (at base movement speed without roads o/c) If they start in territory A, and their orders are "Defend Territory A, move to Territory B and Defend Territory B, move to Territory C and Defend Territory C" that all three territories will be defended at all points in the turn?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 18, 2017, 06:33:55 am
By the way, about giving the empire this run around for a year, does that will they show up at the start of two turns from now, or three turns? I'm not sure if the 6 month period of this turn counts towards that or not (like, does the agreement happen at the end of this turn basically, leading too next turn empire free, the turn after that empire free, and then the empire? Or if it happens somewhere in the start of this turn, giving us next turn empire free and then empire the next turn?)
The agreement happens at some point this turn, so you will get one turn after the current one, then in the second the envoy will be back. If you asked for him to come back in six months, you'd have him again next turn.

I think I mentioned it in here already, but everyone moves, then everyone fights, so if you move an army into a territory to defend it, those soldiers will get there on time.
Does this mean that one army can effectively defend three territory a turn? (at base movement speed without roads o/c) If they start in territory A, and their orders are "Defend Territory A, move to Territory B and Defend Territory B, move to Territory C and Defend Territory C" that all three territories will be defended at all points in the turn?
You can have an army patrolling the border in this way, yes. However, as Territory A is being left this turn, it will not be under the army's protection.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 18, 2017, 10:37:28 am
You can have an army patrolling the border in this way, yes. However, as Territory A is being left this turn, it will not be under the army's protection.

I see, interesting, can an army spend a movement point to enter a territory they are already in for the purposes of defending it? Like if you want to defend a four wide roaded border.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 18, 2017, 11:54:20 am
@Criptfeind: Yes,  that could be done.

Spoiler:  Answer (click to show/hide)
Spoiler (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Khan Boyzitbig on August 18, 2017, 12:11:03 pm

Spoiler: Message to Tiruin (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Ghazkull on August 18, 2017, 12:27:34 pm

Spoiler:  Answer (click to show/hide)
[/quote]
Spoiler (click to show/hide)
[/quote]

Spoiler:  Answer 2 (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 18, 2017, 03:45:11 pm
Spoiler: Tiruin (click to show/hide)

Kashyyk, I think I'm done editing my turn now.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 18, 2017, 07:59:49 pm
Spoiler:  Answer 2 (click to show/hide)
Spoiler: Imperial 2 (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 19, 2017, 12:14:42 pm
Spoiler: Response (click to show/hide)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Nirur Torir on August 19, 2017, 12:21:41 pm
Can we reasonably expect all Imperial regions to have walls? :P
I do not think any Imperial cities will use tier 1 walls.

I'm surprised that armies can patrol so well. I thought we'd need to invent and build watchtowers and roads.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 19, 2017, 12:27:59 pm
I knew I'd forget people had the technology, so I decided to just give it to everyone.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 19, 2017, 06:35:23 pm
Kashyyk, is it possible to fund expeditions to search for artifacts, and if so how much would they cost? Also, what happened to the walls in East Parnassus?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on August 22, 2017, 04:12:41 am
I'm really sorry guys that I disappeared for so long but I had to go to the hospital and then fly from Europe to China the next day. I've been recovering since then. Is it ok if I pop back again for turn 11?
Really sorry again for not even saying anything.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Tiruin on August 22, 2017, 04:15:27 am
I'm really sorry guys that I disappeared for so long but I had to go to the hospital and then fly from Europe to China the next day. I've been recovering since then. Is it ok if I pop back again for turn 11?
Really sorry again for not even saying anything.
YOU'RE BACK :D Glad to see you back and well \o/ Your nation is still alive and having been auto'd by Kashyyk--you'll have to confer with him about its status, but apparently he auto'd you to autotrade with the rest of us :3

I knew I'd forget people had the technology, so I decided to just give it to everyone.
Give what to everyone?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 22, 2017, 04:46:26 am
Give what to everyone?
The ability to patrol armies around and thus protect multiple territories.

I'm really sorry guys that I disappeared for so long but I had to go to the hospital and then fly from Europe to China the next day. I've been recovering since then. Is it ok if I pop back again for turn 11?
Really sorry again for not even saying anything.
Ohey! I was wondering what had happened, glad you're okay. I was working out what to do with you, so this solves that problem. If you can get a quick turn I can get this round resolved soon :)

Kashyyk, is it possible to fund expeditions to search for artifacts, and if so how much would they cost? Also, what happened to the walls in East Parnassus?
Currently, artifacts will pop up as and when I come up with a good way to have them appear. The walls probably got lost in my slew of accounting, I'll get that fixed.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 22, 2017, 09:49:46 am
Glad to see you're back snowdwarf. I think you only missed one turn, so no big deal. And you made it back in time to give the middle finger to the empire.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Iituem on August 25, 2017, 02:23:43 pm
Fair warning: Away this weekend, so won't be too available.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 25, 2017, 02:25:33 pm
I think we're still waiting on Micelus' & Snow dwarf's turns. So you should be fine Iituem.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 25, 2017, 02:27:57 pm
Micelus posted, I think it's just snow dwarf at this point.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on August 28, 2017, 07:30:42 am
Wondering if you can just improve the basic income of a province without building any economic buildings?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Taricus on August 28, 2017, 07:32:44 am
You can, it's called investing in the province.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: snow dwarf on August 28, 2017, 07:34:34 am
You can, it's called investing in the province.
Great, thx
Also sorry for making everyone wait. I'm gonna be back on track from now on...
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on August 28, 2017, 07:42:04 am
You might want to read the economic rules in the first post for a fuller explanation but the relevant part is "Basic Investment involves funneling money directly into regional infrastructure, funding businesses and generally improving the life of the inhabitants of your demesne. Basic Investment improves the economy, producing revenue equal to one tenth of the invested amount. Basic Investment can only raise the income from each territory to £250/turn (after investing £2500), this cap can be improved with research however. The revenue gained from territories in this way is referred to as "Basic Income" later in the rules."

T1 industry buildings typically give 20% of their cost in income per turn, which makes them a lot more effective at first, but once you manage to stack several percentage based buildings in one territory your basic income investments in those lands become more efficient. Of course, you also have to count the cost of of the percentage based buildings, but it should become worth it relatively quickly. One's capital bares special mention, with a basic income of 500, it makes percentage buildings there exceedingly powerful (some percentage based buildings are cheap, so if you already have a high income territory like a capital or green province they might just be worth it off the bat.)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 28, 2017, 07:50:28 am


Just to be more precise: it's not exactly that the capital got a basic income of 500, it's that the palace add an extra 500 to basic income (only building that gives basic income rather than the other kind of income). You can still invest up to 2500 in the capital to raise basic income to 750. (And of course you can move your palace)
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 28, 2017, 09:20:41 am
So in actuality, your capital actually has a basic income of zero by default and is just subsisting on your palace's income.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Sheb on August 28, 2017, 09:43:18 am
So Kashyyk, do you have an ETA for the new turn? :) I'm kinda excited now that new turn might come.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 28, 2017, 10:46:27 am
I'm a little busy this week, but I'm hoping to get it done by the weekend.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: RulerOfNothing on August 29, 2017, 01:44:01 am
So I just checked and I didn't put up a post saying that I had edited my turn, so I'm doing that now. Also Kashyyk:
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on August 29, 2017, 01:49:56 am
Is there an upper limit on mundane technology in this game?
No upper limit, so eventually you can get those giant nuke-launching mecha-suits. Expect a very hard slog to get there though.

I am assuming alchemy is in this game, so what are its prerequisites?
Alchemy requires Herbalism.
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Criptfeind on September 11, 2017, 08:46:23 pm
It's been a few weeks now, and this game still pops into my mind every once in a while, so I thought I'd pop by and ask if there's an official confirmation that this game is dead? Or if there's still some idea of bringing it back in the future?
Title: Re: (4X) Fiefdoms at War - OoC/Fluff thread
Post by: Kashyyk on September 12, 2017, 02:03:40 am
I haven't given up on it yet, but  simultaneously I don't currently have the time to run it. I think the best label would be long term hiatus.