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
This is the OoC/Fluff thread for Fiefdoms at War (http://www.bay12forums.com/smf/index.php?topic=164491.0).First post! :3
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.
And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :PWe're ALL too busy trying to conquer neutral states with far more advanced tech and people than any of us has.
This will make stuff easier.WELL
...
The Kingdom of Yorturim officially declares to the world that it is in a defensive pact with the Kingdom of the Corax.
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?And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :PWe're ALL too busy trying to conquer neutral states with far more advanced tech and people than any of us has.
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.
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
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
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?
@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.
Spoiler: Letters from Pollock, to the northern barbarian types. (click to show/hide)
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.
And here I was hoping to incite some sort of fantasy race war. Back to the drawing board I suppose :PYou 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.
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.
Just you know, to help me get the visual snack in my mind.I misread it as this.
Best use of taxmen is the first course for a sea monster. And every other course too.The consequences might be scary though.
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.
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.Great point ._. I just want to help though since this turn and next are caravan making.
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.
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.Would I be correct in assuming that the tax is on our income before expenses?
That is correct.
Spoiler: Letter to Talarys Revakyn (click to show/hide)
[url=http://www.bay12forums.com/smf/index.php?topic=164491.msg7493995#msg7493995]Turn 4[/url]
Spoiler: Letter to Talarys Revakyn (click to show/hide)Spoiler: Quickletter back (click to show/hide)
Question: Is tech sharing a thing, or do we research tech independently? Under what circumstances can we share tech, if so?
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?
The Principality of Pork must be whole!
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.
Just making sure, but priest can spread religion to neutral territories, right?Correct
Wow so stingy. ;~; I mean we're seriously a wilderness company and we OWE this already without any prior help.
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.
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.
Independent ForcesThe disappointment I feel is immense. u_u
Heavy Swordsmen: 0 Intact, 1 Damaged, 0 Destroyed
Archers: 0 Intact, 0 Damaged, 1 Destroyed
Spearmen: 0 Intact, 4 Damaged, 0 Destroyed
Except that isn't how combat works at all. You only get damaged units if they are explicitly mentioned as being captured.QuoteIndependent ForcesThe disappointment I feel is immense. u_u
Heavy Swordsmen: 0 Intact, 1 Damaged, 0 Destroyed
Archers: 0 Intact, 0 Damaged, 1 Destroyed
Spearmen: 0 Intact, 4 Damaged, 0 Destroyed
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
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. :)
Can we characterize our religion and does that have an effect if we customize it? :PJust making sure, but priest can spread religion to neutral territories, right?Correct
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? :PAt 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.
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.QuoteWow so stingy. ;~; I mean we're seriously a wilderness company and we OWE this already without any prior help.
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.
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.xI'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.You rolled pretty badly. Most people also threw money at the problem in some way as well.
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.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. >_>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
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!
@_@Spoiler: Letter to Talarys Revakyn (click to show/hide)
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 :-\
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 @_@
Also, and this really bears repeating as frequently as possible.Yep! I just noticed that :x thanks for the nudge.
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.
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
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
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
> 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
> Knowledge of that effectivity triangle, technology. [The one you said one is better vs this type of troop]So...all current units known at this point DON'T have a bonus versus others (other than that cavalry vs infantry thing)?
Already exists. As units are unlocked, any bonuses they have against certain unit types will be mentioned
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 :PSeeing 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! :3Like some sort of Hunting Lodge?
Also does Herbalism unlock an Industry building?It's an "Other" building, same category as the Palace or Shrine
Correct. The rock-paper-scissors gets more prominent the higher the tier of unit.Quote> Knowledge of that effectivity triangle, technology. [The one you said one is better vs this type of troop]So...all current units known at this point DON'T have a bonus versus others (other than that cavalry vs infantry thing)?
Already exists. As units are unlocked, any bonuses they have against certain unit types will be mentioned
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:Glad I payed!
- 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
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.
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
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.
Anything outside of your own territory will get one.Ok
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.
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.
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?
Thats true we could trade. You fancy a trade agreement snow dwarf?Sure
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?
The roll is also made before any progress is added.
.. 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.
Yeah, I have been assuming that reading people's turns was cheating. Really changes strategy if it's not.
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?"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.
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?
but if you wish you can send your actions to me by pm.
Iituem: you know that you can only send money to people you can trade with?
Did Machinery I enter the public domain? I don't think I should have that.Fixed.
Hey Kashyyk, is money able to be transferred on the turn a trade route is established?It can be transferred from the turn after.
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.
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.
Already answered: New trade has to slowly crawl up the links; it's not an instant web of money.Err, can someone...simplify this please .-.; Somehow my inner logic-mechanisms aren't working.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.
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.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.
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.
So many things are "You'll have it next turn."I've just noticed a special event pop up >_>
Someone invent radio-magic, quick!
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
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.This raises the question...
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.
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.
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?
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
Sorry ._.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.
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 helpsand doesn't just get my folks killed, you get a tech for free \o/
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.
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.
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?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?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.
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.
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,
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.Seems like we've come across the first extreme-unit. Kill one and die, or fail and die.
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.
-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.
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-
-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.
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-
Seems like we've come across the first extreme-unit. Kill one and die, or fail and die.
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.
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.
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.
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.
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.
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).
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!
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])
No enemies destroyedOuch.
2 militia and engineers (damaged) failed to flee.
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
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
The Kingdom of the Corax offers a trade deal with the Storm EmpireThe Storm empire accepts such a proposal.
Maver Est (+£666)
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
Kashyyk, how much time does upgrading or giving new hero promotions take?Adding on:
Spoiler: Message to the Bannerlands (click to show/hide)
Spoiler: To the Torkal League (click to show/hide)
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.
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
My Cavalry are wall-climbing ninja swine, so it checks out.
Siege-breaker pigs .-.; totally scary scary folks.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...
One is nearing the cyan nation, but I can redirect it (I think :V)Yes you may.
I have diplomacy, and am willing (and able) to sell it to you.Can...can I make it a loan on Fermentation
Say. 300 bucks?
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.
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.1) is Furs a luxury or uncommon resource?Uncommon, I'll add it to the list.
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.
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.
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.
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.
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.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.
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.
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)
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.
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.
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.
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
Was not telling me any results from the event success purposeful?... No. Hang on.
Your troops were destroyed attempting to retreatI am in pain.
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.
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.
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.
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)
I just noticed.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!
Also sorry Cript x.x I will pay up that 300, because it's fully my fault that I missed out. Thanks :3
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?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.
I mean they can't connect tertiary ones from the primary, but in a few turns, secondaries can become primary ones?
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.
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'.
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.
Shadow wars? I'm looking forward to the religious open wars.FUND ME :D
Although religion is sorta expensive. So maybe I'll be a follower. Or something. I've not decided yet...
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? :PIf 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.Hmm... *Makes notes*
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. :'(
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.
Or you could joind Syndicalism!
A Owldale Light Swordsmen has defeated a Alliance Longbowmen [Selina], but sustained heavy damage. [63 vs 61]I rolled 3 sets of ~10.
((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
“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.Yes please thanks :3
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.
"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.
Did i accidentally a war?What did you do @_@
First of all,i dont have money,secound of all see my response to EMPIRIAL NPCDid 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 NPCI haven't read anything in anyone else's spoilers :P the 'also where's my response ;~;' was to Kashyyk.
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?
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.Also where's my response ;~;I think I missed it, what are you expecting a response regarding?
Spoiler (click to show/hide)
((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.
True, but they'll probably send better auditors as our lands are worth more anyway.QED in orange, for all the Empire did for 10 turns to us. :P
Why would they send their own garrisons to support aggressive monster hunting? I'm not surprised they didn't help.
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.
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.I have "Open trade with everyone possible" in my action.Good to know.
You got a free hero o_O??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.
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.Spoiler (click to show/hide)Spoiler: Alliance Imperial response (click to show/hide)
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? @_@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.
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? :OKhan is the dark blue one. Pretty sure you are trading with him?
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.
Yep! Would like those techs out.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? :OKhan is the dark blue one. Pretty sure you are trading with him?
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 .-.
You boop them with a caravan, or you be...next to them? I dunno :P But this is interesting to ask.Spoiler (click to show/hide)
Oh. Damn, I almost forgot by the way, Nirur Torir. Trade? Yes? Is good? Money. Etc.Someone researched this? O_o
Also I'm still interested in purchasing infrastructure 2 from whoever researched it, assuming I'm a trading with em.
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 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.
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.
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 :VI'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!
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
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.
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.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
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. :PI'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! :vIf only someone has espionage research...
Spoiler: Tiruin (click to show/hide)
Spoiler: Kashyyk (click to show/hide)
Spoiler: Kashyyk (click to show/hide)Spoiler: Tiruin (click to show/hide)
Spoiler: Kashyyk (click to show/hide)
Spoiler: To Kashyyk (click to show/hide)
It appears that having provinces adjacent to the same body of water counts as a land connection for purposes of trade.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.
Spoiler: A question for the imperial envoy (click to show/hide)
Spoiler: To the Imperial Assessor (click to show/hide)
Spoiler: Sheb (click to show/hide)
Thanks for the self response :PSpoiler: Kashyyk (click to show/hide)Spoiler: Kashyyk (click to show/hide)
Spoiler: Final Kashyyk (click to show/hide)
Spoiler: To Pollock (click to show/hide)
Spoiler: Kashyyk likes talking to himself (click to show/hide)
Spoiler: Kashyyk has a nice name (click to show/hide)
A pair of messengers are dispatched from Pollock: Veteran macemanders, carrying fake written missives and the real message memorized.Post8ng by phone. Badgrammar ahead.Spoiler: Tiruin (click to show/hide)
of command and the majorSpoiler: To Kashyyk, best name (click to show/hide)
Spoiler: Tiruin-chan (click to show/hide)
Spoiler: Last Query! (click to show/hide)
Spoiler: A final request of the empire (click to show/hide)
Spoiler: To the Imperial Ambassador (click to show/hide)
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.
I thinj that only got the question "what happens if ywo armies attach a third province".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 :)
Spoiler: Imperial Response (click to show/hide)
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.
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.
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 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.
Spoiler: Answer (click to show/hide)
Spoiler: Answer 2 (click to show/hide)
Spoiler: Statement to the Empire (click to show/hide)
Can we reasonably expect all Imperial regions to have walls? :PI do not think any Imperial cities will use tier 1 walls.
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?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
Really sorry again for not even saying anything.
I knew I'd forget people had the technology, so I decided to just give it to everyone.Give what to everyone?
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?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 :)
Really sorry again for not even saying anything.
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.
You can, it's called investing in the province.Great, thx
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.