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Finally... => Forum Games and Roleplaying => Topic started by: Neruz on October 22, 2009, 10:17:12 pm

Title: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 22, 2009, 10:17:12 pm
CURRENTLY ACCEPTING PLAYERS!


This thread is for the ruels and out-of-game discussions about the Restoration of Ages game. If it's not an in-game action, it belongs here.

The Game thread can be found here. (http://www.bay12games.com/forum/index.php?topic=43765.0)


Restoration of Ages (An Age of Restoration variant)


Da Ruels.

Spoiler: Turns (click to show/hide)
Spoiler: Cities (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Warehouses (click to show/hide)
Spoiler: Hexes (click to show/hide)
Spoiler: Base Terrain (click to show/hide)
Spoiler: Special Features (click to show/hide)
Spoiler: Other Notes (click to show/hide)
Spoiler: Hunting (click to show/hide)
Spoiler: Farming (click to show/hide)
Spoiler: Items (click to show/hide)
Spoiler: Mining (click to show/hide)
Spoiler: Military and Diplomats (click to show/hide)
Spoiler: Labour (click to show/hide)
Spoiler: Coinage (click to show/hide)

Spoiler: Constructions (click to show/hide)


Spoiler: The Players (click to show/hide)
Spoiler: Technologies (click to show/hide)
Spoiler: Expansion (click to show/hide)

Ovbiously this is not the complete rules for the game; new rules will be generated and added as they become neccessary (like materials for weapons and soforth.)
Title: Re: Restoration of Ages, an AoR Variant. (ACCEPTING PLAYERS)
Post by: Neruz on October 22, 2009, 10:17:31 pm
How to Join.

Say you're in.

Actually that's about as hard as it is at the moment. Once we have 6 or so people the game will begin.

Once the game begins, the players need to establish some things to continue:


Race (Name, Backstory, Strengths\Weaknesses, other Special Stuff)
City (Name, Surrounding biomes, other Special Stuff)
Jobs (Names, Roles)


Once i have something that looks like a semblance of agreement the city will magically appear somewhere in the world and the game will begin!


There will be a limit on how many players can be in one city, 6 - 8 seems about right. If more than that number of players join the game then they shall start in a second city somewhere else, and will need to go through the process again.
Title: Re: Restoration of Ages, an AoR Variant. (ACCEPTING PLAYERS)
Post by: Neruz on October 22, 2009, 10:17:48 pm
CURRENT PLAYERS

Spoiler: New Hope (click to show/hide)

City 2
RedWarrior0
Title: Re: Restoration of Ages, an AoR Variant. (ACCEPTING PLAYERS)
Post by: Neruz on October 22, 2009, 10:18:04 pm
Frequently Asked Questions

Fishing can be done without boats, correct?

Correct. Coastal water tiles (Water tiles with land adjacent) along with Rivers and Swamps may be fished without boats.

Quote
What is Construction time? Is it time in years? Does assigning more labor to a project decrease the time linearly? (ie: Project with 4 CT and 1 labor assigned takes 4 years, Project with 4 CT and 2 labor assigned takes 2 years, Project with 4 CT and 4 labor assigned takes 1 year, etc...)

Yes it's in years, as for labour, good question. On the one hand assigning labour should definitely increase the speed at which things are built, on the other hand there are limits on how many people can work on the same thing.

I think, linear reduction in time, but to a limit, large projects would have a higher limit, i'll probably have to come up with a limit for each construction.

Quote
What is the difference between using wood or stone in constructing something other than more Construction time and invulnerability to fire?

Well if you get besieged then ovbiously stone things would be harder to destroy, but mostly it's the fire thing. Fire isn't a huge issue for you guys right now, but as your city grows the threat of fire grows too, not entirely sure how i'll handle that, but there will definitely be a point where it'll be a real good idea to start replacing wood buildings with stone ones or risk losing the lot in a city-wide fire.

Quote
Do tools made out of better resources give bonuses?

Correct, as do better tools.

Quote
Do we need tools to build constructions, or are they just an optional thing to get bonuses?

You do not, but they will reduce the construction time.

Quote
Do we need forges/tools/charcoal to smelt ore into metal? And to smith metal into tools/weapons?

Yes to needing tools and fuel, no to needing forges, although forges will improve the quality and reduce the amount of labour required.

Quote
Do we need tools/carpenter workshops to work wood?

No, but having such structures would provide bonuses to working with wood.

Quote
If we do have tools, are they all just generic ' Wooden Tools (basic)' or 'Metal tools (advanced)' or whatever, or do we have different kinds of tools, like carpenter's tools, smith's tools, etc...

Probably not going to get more specific than 'material tools quality', there are limits :P
Title: Re: Restoration of Ages, an AoR Variant. (ACCEPTING PLAYERS)
Post by: Neruz on October 22, 2009, 10:18:20 pm
Discovered Races

Spoiler: Hardy Humans (click to show/hide)
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 22, 2009, 10:32:14 pm
Map Locations

Spoiler: Local Map Key (click to show/hide)


Spoiler: New Hope (click to show/hide)
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Jetsquirrel on October 23, 2009, 12:24:21 am
reserved but i will do it later k?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 01:23:12 am
Thas k. There's no hurry.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: thunderclan on October 23, 2009, 02:01:18 am
Reserving a spot while I sleep on the details  ;D
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Archangel on October 23, 2009, 02:30:08 am
I am in. I suggest we have a militarised dictatorial monarchy with multi-race population.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 23, 2009, 05:47:09 am
In. I shall read the rules directly.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 23, 2009, 06:46:41 am
Spot claimed. Since we'll have to do it anyway, here are my votes:

Race: Human.
Government: Monarchy.
City: Greensport. Built next to a bay to the east, sits on both sides of an east/west river. Mostly grasslands to the north, forests to the south, with some hills to the west.
Job: I want to be in charge of fishing and ship construction. Maybe migrate to being in charge of the navy later.

Edit - Bonuses:
2 points - Militaristic! Troops improved!
2 points - Excellent shipwrights! Ships improved!

Admit it, at least half of us will command armed forces. We want quality troops.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 07:38:22 am
I feel i should probably add that you get 4 'points' for determining racial bonuses. A 1 'point' bonus is something like 'Grain Farming yields +1 extra food'. A 2 'point' bonus is something like 'can cross Desert tiles without penalty or need for water'. A 3 'point' bonus is something like 'Can build special farms on mountain squares'. A 4 'point' bonus would be something like 'Base Labour gain from 1000 population is doubled (to 2)'

You can also take penalties, which provide extra 'points'. So for example taking the penalty that Quarries produce 1 less stone would get you 1 extra point to get bonuses with.


The system is pretty informal, so don't expect me to be too specific about bonuses and penalties.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Jetsquirrel on October 23, 2009, 07:56:54 am
Race : Dwarf
racial bonuses are
-"2 Pionts" Mining prospector: have a higher chance to find gems or any other valuable ores
-"2 Pionts" Kodo's(just like packmules) they are better than any other pack animal, they can carry more,are tougher and can attack pretty good but at the expense of speed
-"2 pionts penalty" bad farmers : cannot make very good food , and cannot make all kinds of food for example they can only use wheat and a few other ones
-"2 pionts" Excellent brewers : They can make very good booze and from all kinds of things. rendering some booze very valuable
City : its made near a mountian with lots of forrest around and 3 roads leading to 3 other different cities, there is also a river that streams from the mountians
Jobs : The Manager of mining operations and trade
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Sean Mirrsen on October 23, 2009, 08:07:06 am
I hate to be a grammer nazi, but... "Ruels"? Unless of course it's intentional...
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 23, 2009, 09:35:21 am
Hmm.

My humble suggestions.

Race: Hardy Humans.
They are just humans. But then hardy.

Backstory:
Once upon a time, humanity lived happily in their little cities. They coexisted with other races in harmony. Naturally there were some small wars, but nothing major.
Then there was the disaster.
Everything was destroyed. Millions died. The disaster was followed up by smaller disasters; earthquakes, volcanoes, giant storms, planar rips, and many more.
And from the smoking wreckage of the world emerged the survivors. The world then was still suffering; minor disasters happened constantly, and otherworldly beings ran rampant. The survivors banded together into small tribes, who fled around, slowly regaining the skills they had lost.
Eventually, the world began to calm down. The otherworldly beings returned to their homes, died naturally, or killed each other with infighting. The disasters became less frequent, with some volcanoes not erupting for years on end. And so the tribes people began to settle. They cleared away the ashes from the fields and planted crops. They cut down long dead trees and built houses and workshops. They mined stone and built walls to protect from the remaining beasts. And as they did, life returned to the world. Ash was washed into the soil, and the provided fertility led to a booming in plantlife. Animals on the brink of extinction multiplied wildly with the new food sources.
And the new, tougher humanity stood ready to rebuild.

Bonuses:
+Hardy Workers. 1 point. +25% labour (so 4000 dudes produce 5 labour)
Humans in the new world are stronger, faster, and more determined than their ancestors. Every man has to and wants to work hard to survive. So they get up earlier and go to bed later, and work harder in between.

+Proudly Independent. 1 point (2?). -25% food required (so 4000 dudes require 3 food)
The survivors have always had to be careful with food. The next meal could not be for days, so their bodies adapted, to turn digested food into fat first, and only once the body had a fat reserve did it start to take energy from food. They also learned how to find food anywhere, and to how to disguise the taste and sight of 'anywhere food'. And they are proud of it, and just because food is usually available now does not mean they will waste their skills.

+Fast Adaptors. 2 points. Higher research speed when facing problems (example: There is starvation. Research into food-related technology is faster)
When the disaster happened, those who could not adapt died. Since the disaster humanity has had to face constantly changing environments and many new threats. Those who survive are adapt at facing problems and coming up with solutions to them.


City: New Hope
New Hope is the aptly named site of the rebuild of humanity. It was founded, allegedly, by Sam the first. Sam was wandering through the wilderness, lost, starving, thirsty, and injured, when a light shone upon him, and guided him to the shores of a small lake. Sam jumped into the lake, drank, washed, and caught fish. When he was fed and rested, he realised what had happened, and looked round to thank the light. The light was nowhere to be seen, but as Sam looked round he realised what a paradise he had stumbled upon. The lake he stood by was surrounded by rich, green forests. On the western bank was a large clearing, where wild animals grazed at the long grass. A stream fed the lake from the north, snaking through hills, down from the mountains further up.
Sam ran home to his tribe, and led them to the lakeside. The tribes people agreed that the site was amazing, and they set to work building a settlement on the western shore. Many tribes joined them and Sam declared himself King Sam the First of New Hope, the name given to the swiftly growing city.
As the city grew, lost skills and technologies were remembered; boat building, farming, the wheel, bow and arrows, animal taming. At the time of play, metal working, using sample ores gathered from the northern mountains, is on the point of being discovered.

Biome:
I have made a handy image!
Spoiler: Handy! (click to show/hide)
The city is the epitome of what what overpowered because who cares if our neighbours are balanced to us until we expand?
Indeed, I suggest having ore in the high mountains, marble in the low mountains, and a herd of horsies running about the shrubland.
We want action fast. We don't want to have to send out expeditions to get a little metal, or catch us some pack animals. Huzzah!

Other stuff:

Government: Monarch in charge of a still basically tribal society.
Neighbours: Some tribal people still about. Maybe some other human settlements.
Possible dangers: Other races come raiding. Some monster comes killing. Another human settlement becomes powerful and goes to war with us.
Tech level: Just got metal working.


My role: I'll wait until we pick a race and city.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 23, 2009, 10:17:37 am
I'll second Nuke's suggestion, if the lake has a large river (traversable by medium-sized ships) leading out to sea.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 23, 2009, 11:25:32 am
It does. Although the city folk haven't scouted it all the way to the sea. Or maybe they have. I don't know, how much of the surrounding terrain we know is up to Neruz. But the lake must have a river coming out of it, or there would be swamps around it.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 03:06:30 pm
I hate to be a grammer nazi, but... "Ruels"? Unless of course it's intentional...

It's entirely intentional.



Also looks like we have enough people to start. We have some rather good race suggestions so far, but i'm going to need some sort of majority to decide, so far i think NUKE's Hardy Humans are winning with 2 votes.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Sean Mirrsen on October 23, 2009, 03:11:29 pm
I'd suggest Mii'Ari, but then I'd have to write the backstory for them. Which is less stable than an overclocked nuclear reactor currently.

(Also, if "ruels" is intentional, you let one slip in the last sentence.)
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 03:32:00 pm
It depends on how i feel.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Archangel on October 23, 2009, 06:53:26 pm
I second Nirur's suggestion.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: thunderclan on October 23, 2009, 06:54:34 pm
I'm voting for Nuke's idea, seems like a good one to me.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 06:56:22 pm
Looks like you're playing Hardy Humans!

Time to work out your jobs. Ovbiously as a Monarchy you'll have a King, but the specifics of what each role does and any other roles are up to you gies.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Archangel on October 23, 2009, 07:03:36 pm
Commander of the Watch or a General.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 23, 2009, 07:43:56 pm
I want to be the Minister of Water Affairs. Fishing, ship building, and eventual navy admiral. Hopefully we'll invent airships one day, just 'cause I like zeppelins.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 08:06:14 pm
So we're looking at;

Monarch: City treasury, Diplomacy, Anything Else. Starts with 6000 people.
General: Starts with 2 military units and 1000 people. 1x Warehouse
Minister of Water Affairs: Controls fishing, ship building and navies. Starts with 3000 people and 2x Warehouse.
Head of Construction: Controls all non-specific construction. Starts with 3000 people and 2x Warehouse.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: thunderclan on October 23, 2009, 08:07:37 pm
Head of Construction
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: thunderclan on October 23, 2009, 08:47:56 pm
Whats considered Non-Specific Construction?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: RedWarrior0 on October 23, 2009, 09:01:04 pm
Weapon Design Researcher: Designs better weapons. Nuff said.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 09:01:41 pm
Any construction that other roles don't have.

Ex: You won't be controlling ship\dock building, cause the Minister of Water Affairs gets that.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 23, 2009, 09:06:23 pm
How many resources does a generic warehouse store?
How many resources does a specialized warehouse store?
Can empty warehouses be freely switched between generic and specialized?
Fishing can be done without boats, correct?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 09:14:28 pm
Warehouses added to rules.


And correct; You may fish coastal water tiles without botes.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 23, 2009, 09:25:14 pm
Warehouses added to rules.


And correct; You may fish coastal water tiles without botes.

Quote from: Wikipedia, Omniscient Source of all Knowledge
In legal history, a bote, also spelled bot or bót, was a compensation, recompense, or amends. It is the source of a variety of other terms, including the following: manbote, which is amends paid to a lord for a servant who was killed; boteless, where no judgment or favor will acquit someone, as would be the case for sacrilege; fire-bote, house-bote, hedge-bote, plow-bote, etc. It is also the source of the common phrase to boot. It also stands for in german messenger.

Great, I hate worrying about legal stuff. Rafts too. Useless, pretentious buggers they are.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 23, 2009, 09:28:45 pm
Hur hur hur.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 24, 2009, 06:07:34 am
I will be the king.
King Samson the Second.
All hail me.

Now accepting bribes in exchange for priority access to warehouses.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 24, 2009, 06:45:33 am
Since we haven't invented currency, I'll give you some ... uh, fish. Yea, that's the ticket, everyone likes fish.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 24, 2009, 07:31:49 am
Yeah, you guys are starting riiiight at the start of the Tool Age ish, so basically copperworking right now with the possibility for bronze in the not too distant future if you can locate some tin (and copper of course.)

So yeah, you're still on a barter economy.


I think there's still one person who hasn't picked a role yet?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Nirur Torir on October 24, 2009, 07:54:15 am
Jobs : The Manager of mining operations and trade
Commander of the Watch or a General.
I want to be the Minister of Water Affairs. Fishing, ship building, and eventual navy admiral. Hopefully we'll invent airships one day, just 'cause I like zeppelins.
Head of Construction
Weapon Design Researcher: Designs better weapons. Nuff said.
I will be the king.
King Samson the Second.
All hail me.

Now accepting bribes in exchange for priority access to warehouses.

Looks like everybody's posted a role, unless Sean's playing.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Poltifar on October 24, 2009, 02:38:18 pm
Oh hey, nice game. I'd like to join if its not too late.

Job: Guildmaster of the Guild of Scholars. (Basically the guild of all the scientists/researchers/librarians/smartypants in the city that dont belong to any other more specific group)

EDIT: And a question: If no one takes a specific job, say 'Farmer's Guild Guildmaster', does everyone get to build farms anyways? Or do we all die of famine because no one knows how to plant stuff? :P
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 24, 2009, 03:20:15 pm
As king of the city I shall provide for my subjects all resources and services they cannot provide for themselves, in exchange for absolute loyalty.

Also redwarrior you might want to rethink your role; it is pretty specific. Better to be the scientist dude (and fight with poltifar over it) or a farmer/lumberjack/other job.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: RedWarrior0 on October 24, 2009, 03:29:02 pm
Engineer of Military Technologies? More general, as it can refer to siege weapons, design of wall to best fight off siege, traps, and weapons (all once we get to that point)
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 24, 2009, 03:34:29 pm
Well if you really want to. Just saying, you won't be getting much action that way, especially if Neruz lets poltifar in.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Jetsquirrel on October 24, 2009, 04:05:51 pm
when will we be able to do actions?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 24, 2009, 09:47:52 pm
RedWarrior and Poltifar are gonna need to rework their roles; Red's is a bit too specific, Poltifar's is more like it, but steps on the toes of RedWarrior's role.

The gaem will begin and you'll be able to do stuff as soon as the roles are worked out.



And by default, everything falls to the leader to decide. However the leader starts with limited resources; picking roles grants extra resources (people, warehouses etc) but breaks the chain of command up, so balancing the roles and the resources available to each player is somewhat important.

Also, with Poltifar that's 6 people and New Hope is full. Any new applications will go to a new race, city and location!
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: RedWarrior0 on October 24, 2009, 10:10:23 pm
I'll let Poltifar take it. I'll make a new race/civ.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 24, 2009, 10:11:44 pm
Well if you want to bail out of New Hope you'll need tae wait for some more people to join.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: RedWarrior0 on October 24, 2009, 10:13:59 pm
K. I'll wait. Dibs on race application though.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 24, 2009, 10:24:04 pm
Alrighty, Redwarrior0 has bailed out. The roles are as follows;


Jetsquirrel Minister of Mining and Trade (Responsible for all mining and quarrying of stone and ores. Also responsible for trade and land-based transportation of goods.)
4000 People
2 Warehouses

thunderclan Head of Construction (Responsible for all construction that is not Mining or Navy related.)
4000 People
2 Warehouses

Archangel General (Commander of the land-based Armed Forces.)
2000 People
2 Military Units
1 Warehouse

NUKE9.13 Monarch (Sets diplomatic policy. Responsible for everything that is not covered by another role.)
8000 People
2 Military Units (City Watch)
10 Warehouses

Nirur Torir Minister of Water Affairs (Responsible for all Water Affairs, Fishing, Shipyards, Shipbuilding, transportation via sea and Navies.)
4000 People
2 Warehouses

Poltifar Guildmaster of the Scholar's Guild (Responsible for technological achievements, ideas and research.)
4000 People
2 Warehouses

Note: The Scholar's Guild is not responsible for building Universities to increase their productivity, that falls to the Head of Construction.



I'll have the map up in a moment and then the game can begin.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: RedWarrior0 on October 24, 2009, 11:01:46 pm
K I'm thinking off stuff for race, but I'll have to do it tomorrow
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 24, 2009, 11:11:04 pm
New Hope has been founded. Head to the Gameplay Thread (http://www.bay12games.com/forum/index.php?topic=43765.0) if you want to post actions.

Remember, turnover is 1 week or until i have actions from all players, whichever comes first.


There's a map for New Hope up on the first page, map key will be up in a jiffy.


Note that Local Hexes are given a letter from A to R, clockwise, starting from the hex directly north of the central hex. There is a link below the city image that shows these reference letters superimposed over the image for ease of use in deciding where stuff goes.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 24, 2009, 11:15:10 pm
Also, before i forget; if you have Warehouses under your command you may allocate up to 8 units of resources (any resource you like) to each Warehouse for free. Lucky you! (You don't have to allocate 8 units if you don't want.)
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Poltifar on October 25, 2009, 01:11:58 am
Since this is atleast partially an RP game, do we get to name our ingame-character whatever we want, or do we have to use our forum name?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 25, 2009, 01:14:31 am
Either, your call.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Archangel on October 25, 2009, 03:59:01 am
Do I get to pick what type of unit my soldiers are?
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 25, 2009, 04:14:12 am
Oh, right, yes.

With basic weapons you can pick Axes, Clubs, Spears, Javalins, Shorbows and Slings. Unfortunately you don't have horses yet, so no mounted forces. And unfortunately you lack armor technology as well.

Ovbiously they can be made out of whatever materials you know how to work, although presumably they'll all be primarily wood, since copperworking is a very recent innovation.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Poltifar on October 25, 2009, 04:41:16 am
There are some things in the rules that arent too clear:

What is Construction time? Is it time in years? Does assigning more labor to a project decrease the time linearly? (ie: Project with 4 CT and 1 labor assigned takes 4 years, Project with 4 CT and 2 labor assigned takes 2 years, Project with 4 CT and 4 labor assigned takes 1 year, etc...)

What is the difference between using wood or stone in constructing something other than more Construction time and invulnerability to fire?

Do tools made out of better resources give bonuses?

Do we need tools to build constructions, or are they just an optional thing to get bonuses?

Do we need forges/tools/charcoal to smelt ore into metal? And to smith metal into tools/weapons?

Do we need tools/carpenter workshops to work wood?

If we do have tools, are they all just generic ' Wooden Tools (basic)' or 'Metal tools (advanced)' or whatever, or do we have different kinds of tools, like carpenter's tools, smith's tools, etc...
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 25, 2009, 04:47:29 am
There are some things in the rules that arent too clear:

I'm not in the least bit surprised.

Quote
What is Construction time? Is it time in years? Does assigning more labor to a project decrease the time linearly? (ie: Project with 4 CT and 1 labor assigned takes 4 years, Project with 4 CT and 2 labor assigned takes 2 years, Project with 4 CT and 4 labor assigned takes 1 year, etc...)

Yes it's in years, as for labour, good question. On the one hand assigning labour should definitely increase the speed at which things are built, on the other hand there are limits on how many people can work on the same thing.

I think, linear reduction in time, but to a limit, large projects would have a higher limit, i'll probably have to come up with a limit for each construction.

Quote
What is the difference between using wood or stone in constructing something other than more Construction time and invulnerability to fire?

Well if you get besieged then ovbiously stone things would be harder to destroy, but mostly it's the fire thing. Fire isn't a huge issue for you guys right now, but as your city grows the threat of fire grows too, not entirely sure how i'll handle that, but there will definitely be a point where it'll be a real good idea to start replacing wood buildings with stone ones or risk losing the lot in a city-wide fire.

You'd also need to build certain structures out of stone; Forges for example are going to have to be stone.

Quote
Do tools made out of better resources give bonuses?

Correct, as do better tools.

Quote
Do we need tools to build constructions, or are they just an optional thing to get bonuses?

You do not, but they will reduce the construction time.

Quote
Do we need forges/tools/charcoal to smelt ore into metal? And to smith metal into tools/weapons?

Yes to needing tools and fuel, no to needing forges, although forges will improve the quality and reduce the amount of labour required.

Quote
Do we need tools/carpenter workshops to work wood?

No, but having such structures would provide bonuses to working with wood.

Quote
If we do have tools, are they all just generic ' Wooden Tools (basic)' or 'Metal tools (advanced)' or whatever, or do we have different kinds of tools, like carpenter's tools, smith's tools, etc...

Probably not going to get more specific than 'material tools quality', there are limits :P
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Poltifar on October 25, 2009, 05:19:27 am
Hey, Archangel, I dont think you can research stuff, like you do in your game post. It's my job you know.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: Neruz on October 25, 2009, 05:21:16 am
Hum, yeah, normally anyone would be able to divert people to research, but since we have somone who's entire job is researching stuff, i'm gonna hafta say that only Poltifar can specifically set people to research.

Other people might get random ideas (because random is the operative word), but if everyone can specifically divert labour to researching then Poltifar kind of doesn't have a job.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 25, 2009, 05:25:36 am
Additionally, i feel i should remind you that at the moment you own no external buildings and have no incomes of any sort; any resources you start with are entirely limited in scope, you've got 26,000 people to feed, which is going to cost you 20 food per turn, your warehouse stores are going to run out pretty quick if you don't divert some Labour to securing a food source.

I'll look into writing some sort of simple flash app to deal with tile specifics and stuff for when you start messing around with food counts and soforth.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Application)
Post by: NUKE9.13 on October 25, 2009, 05:31:03 am
I have given my orders. I recommend following them.
I also recommend making requests.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 25, 2009, 06:17:12 am
( ° 3°)
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: NUKE9.13 on October 25, 2009, 06:23:03 am
What.
Also poltifar, yes, I know. I will deal with that once all players have replied to me.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 25, 2009, 06:28:00 am
It seemed an appropriate emoticon at the time. I'm not entirely sure myself to be honost. It did seem like a good idea, but i'll be damned if i can remember why.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Nirur Torir on October 25, 2009, 07:41:04 am
Nooo! I have failed to respond within a
few hours to an AoR-type game.
Curse thee, foul sleep! I'll get a turn up when
I have decided what I will request.
Title: Re: Restoration of Ages, an AoR Variant. (Ruels, Discussions and Player Applicat
Post by: Archangel on October 26, 2009, 12:51:27 am
Hey, Archangel, I dont think you can research stuff, like you do in your game post. It's my job you know.
Hum, yeah, normally anyone would be able to divert people to research, but since we have somone who's entire job is researching stuff, i'm gonna hafta say that only Poltifar can specifically set people to research.

Other people might get random ideas (because random is the operative word), but if everyone can specifically divert labour to researching then Poltifar kind of doesn't have a job.
Ok. I was tossing up between research and building anyway. I will do as the King asked.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Nirur Torir on October 26, 2009, 11:18:54 am
Could we please get some more info on tools?
What they are needed for. What they're made from.
How many tools are made by one worker.
Are they expended on use? It's quite vague.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 26, 2009, 07:36:32 pm
Sure, i'll crystallise some stuff on tools and stick it in the front page as soon as i get what i'm doing atm finished.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: NUKE9.13 on October 27, 2009, 12:52:59 pm
Jetsquirrel... hasn't read the rules at all, I think. Sort of requisite for participation.
:[
Read 'em now.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Jetsquirrel on October 27, 2009, 02:04:04 pm
wait wait wait im confused now
a. I have red the rules already
b. do we run a city together or alone? <-- reason why i am confused
c.IF we run a city alone then can i do it plzzz tommorow? i need to rethink my actions
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Jetsquirrel on October 27, 2009, 02:06:28 pm
at my turn i thought we had 10 labor pionts to spent  :-[
my bad
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 27, 2009, 08:17:40 pm
Could we please get some more info on tools?
What they are needed for. What they're made from.
How many tools are made by one worker.
Are they expended on use? It's quite vague.

Items have been added to the Rules Page.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: RedWarrior0 on October 27, 2009, 08:59:30 pm
Race: Deep Dwarves
The Deep Dwarves reclined into the mountains when wars began to break out and chaos took over the land. They live on chasm life and fungi, getting water from the occasional rivers under the mountains. They have learned to use cave water for their "farms" of fungi, using various inedible but organic items for the fungi's food. They are extremely heliophobic to the point where thay can't even spend minutes in the sun, due to their cave adaptation. Nausea, vomiting, and death from the sun can occur in as little as an hour. They have skill with metal and stone, digging and forging with remarkable ease and quality. They are xenophobic, rejecting those who come from above. Their cities are isolated communities far deeper than the humans dig, and at the limits of their srufacegoing kin's tunnels. Some of the deepest cities go far enough down to gather heat from the mantle of the earth. The Deep Dwarves have forgotten much of the craft that the surfacegoing dwarves retained, but the skill is still burned into their veins.

I'm thinking
     3 PTs: Special Farms
     -2 PTs: Lethal Heliophobia
     2 PTs: Master Craftsmen
     1 PT: Metalworking Memory

City: Gavenshal
Gavenshal is one of the oldest cities of the Deep Dwarves, but it was recently damaged severely from a cave in. Many forges and some stockpiles were destroyed, and the King was trapped behind the rubble, dieing from the wounds given by the falling debris before the miners could rescue him. The city is deep underground, near a large underground lake. Magma in some pools comes up near the city, and in the city there is a pipe that remains uncarved, just a cylindrical tube rising up. There is also a rift in the ground, rising up many miles but ending a few hundred feet below the city. Some deeper chasm creatures are hunted here.

Jobs coming soon
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 27, 2009, 09:46:35 pm
Hm, if the Heliophobia means you can never travel above-ground and must always tunnel to new locations, then i'd say it's more like a -4 penalty, as tunneling is not exactly fast.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 28, 2009, 09:45:43 pm
Also, has everyone acted in the thread? It looks like it, but i'd hate to have somone have not assigned their warehouse resources and soforth.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: NUKE9.13 on October 29, 2009, 03:07:45 am
I'm doing my actions today. I guess jetsquirrel just isn't going to change his turn.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Archangel on October 29, 2009, 03:31:24 am
I still need to do my roleplay, but I've done my actions.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Jetsquirrel on October 29, 2009, 05:41:50 am
because my questions arent answered so i cant make actions
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: thunderclan on October 29, 2009, 02:19:17 pm
wait wait wait im confused now
a. I have red the rules already
b. do we run a city together or alone? <-- reason why i am confused
c.IF we run a city alone then can i do it plzzz tommorow? i need to rethink my actions

We're running the same city together. You have 4000 people under your control plus the extra labor point because we're Hardy Humans so you have 5 points of labor to use.

Hopefully that helps
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: RedWarrior0 on October 29, 2009, 04:44:50 pm
PT change:
3: Farms
-4: Lethal Heliophobia
2: Improved Digging Techniques
2: Master Craftsmen
1: Metalworking Memory

Better? The improved digging would probably be a bonus that increases. Maybe faster at learning to dig quickly? THey would have to tunnel and would be restricted on resource variety, but they would probably have better and more of them
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 29, 2009, 05:31:41 pm
Zat would make more sense, yus.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 29, 2009, 06:09:15 pm
Also, with the exception of Jetsquirrel, everyone's done their turn now yars? I'll see about getting the next turn started in a bit.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 30, 2009, 01:13:31 am
Next turn will be delayed somewhat while i sort out some problems, expect it some time in the next few daysish.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Jetsquirrel on October 30, 2009, 04:33:40 am
ty thunder
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: NUKE9.13 on October 30, 2009, 05:40:38 am
What are you even doing, Jetsquirrel:
1)You only have two warehouses which can hold 10 varied or 15 specific goods
2)you can only put 8 things in each for free
3)You don't need labour to move items
4)You are not involved in farming

Seriously
Read this thread
Less than 100 posts.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 30, 2009, 06:26:30 am
IMPORTANT NOTES!:

Jetsquirrel you may only assign 8 units of resources to each warehouse. Additionally a Specific Warehouse is Specific, that means either Food or Booze.

You do not need to assign Labour to store resources.

As you lack a minister for farming and lumber operations, only the king may farm and cut wood!



For now i've left your guys all on prospecting (you needed the extra bonus to find the Cassiterite anyway, and you guys really don't need more food right now.)


Note To All: Please be specific when you are working hexes (farming, woodcutting etc.)


I have decided that when excess resources are produced, they may be assigned at the start of the next turn. This means they must be assigned before you do anything else (including building new warehouses) or they are lost.



Also; i have uploaded an incredibly awesome flash application to do the local map for New Hope. It is currently early prototype stage; expect it to get bigger and shinier as the game progresses.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Nirur Torir on October 30, 2009, 07:29:57 am
Hurray, a turn!

... But why are my tools stored in the king's warehouses? I don't want to store any food, I want to store tools.

I'm changing my wood storage to general storage, sticking two tools there, sticking the other tools in the general supplies, and giving a standing order to ship all excess food to the king each turn.

Also: Yay, map upgrade.

Edit - On second thought, most of this would have been better posted in the game thread itself. Why must I post immediately after waking up?
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 30, 2009, 07:34:54 am
You didn't say where you wanted to store stuff, so i just stored it wherever as i went.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Poltifar on October 30, 2009, 08:54:53 am
So, who assigns the 520 unassigned people? The king?
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Shades on October 30, 2009, 09:42:18 am
Neruz I'd like to play, I can't access the interactive map from work (or pretty much any hosting site :() but should be able to at home so can probably still manage multiple turns a week so I don't think that will slow us down :)

RedWarrior0 I'll join your city if that is okay?

Neruz as we will have to stay underground how much labour will mining exploratory tunnels to an adjacent local hex take?
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 30, 2009, 02:56:22 pm
Considering that it will be your only way around, for the Deep Dwarves i think 1 Labour, 1 Tools and 1 Turn to tunnel into a solid rock square and make it passable\usable.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 30, 2009, 02:57:50 pm
So, who assigns the 520 unassigned people? The king?

Pretty much, though there's no point assigning people until you have 1000 of them; any less conveys no bonus.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Nirur Torir on October 30, 2009, 03:08:48 pm
Seems to me the king should get all new labor, and assign it as he sees fit. If we feel that we're being treated unfairly, we have in-game methods for dealing with out feelings.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Archangel on October 30, 2009, 07:08:39 pm
My only problems with the turn:
1. I said I'd stored slings in my warehouse, not bows.
2. You didn't tell me that the starting soldiers didn't come with their weapons!


Edit: What effect does the barracks have?
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: RedWarrior0 on October 30, 2009, 07:13:56 pm
Deep Dwarves are a more unique, specialized civ. There would probably be more limited working positions, especially earlier on.

Examples from the incomplete Jobs section ("He" will be used, though "she" is also possible):

Lord of the Diggers: This is an influential position. The LotD commands the large-scale mining projects, and no new tunnels can be dug without his permission. He does not, however, deal with produced resources; his main objective is to dig the tunnels as needed. He does command a small regiment of soldiers to hold off golems and other such creatures found in the depths.

Lord of Earthwork: Lord of Earthwork is a position that basically deals with the leftovers from the Diggers. He has the minerals and ores in the stone removed and processed, and he controls any masonry projects. He also has control over excavation of secondary rooms and complexes, such as those used for housing.

Lord of the Minerals: Lord of the Minerals has control over what Earthwork leaves behind. He deals with smelting of ores, metalworking, forges, magma operations, gemcrafting, and other such arts. He also has command over the decoration and furnishing of secondary rooms and complexes.

Lord of Defenders: Lord of Defenders is a role given to one of the hardiest Deep Dwarves. When golems, demons, or other such forces are more powerful than the Diggers' forward regiment, he brings in his powerful dwarves to protect the city.

Lord of Engineers: This job is two-faceted. The Lord of Engineers deals with mechanics and research. He makes sure that any mechanical works in the city are maintained and keeps checks on the structure of the tunnels due to the ever-present risk of collapse.

Lord of the People: This job deals with everything needed to keep the people alive and happy. The Lord of the People makes sure wells connected to rivers are maintained, food is in good production, and other such necessities.

Again, these are examples and an incomplete list.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on October 30, 2009, 07:49:51 pm
My only problems with the turn:
1. I said I'd stored slings in my warehouse, not bows.
2. You didn't tell me that the starting soldiers didn't come with their weapons!


Edit: What effect does the barracks have?

I could have sworn you said 2 bows. My bad.

And of course they do; the soldiers are just unarmed soldiers, they change their description depending on what you give them remember?


Soldiers that do not have a Barracks to sleep in suffer Morale penalties and gain Squalour.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Nirur Torir on November 04, 2009, 05:24:14 pm
I demand that this live!
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on November 05, 2009, 02:08:23 am
Looks like it's dead.

I think AoR might be a bit too complex for a forum game, which is a pity; it'd work bloody great as a putar game though.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: thunderclan on November 05, 2009, 04:22:16 am
I would like to suggest something before we call this dead.

Write up the second turn, making those who haven't posted actions do something useful. If people see that this is being updated it might breathe some life back into it.


I think the idea has potential so I'd hate to see this end without a bit of a fight.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Shades on November 05, 2009, 04:25:02 am
Hopefully it's not dead, I can't really do much though as RedWarrior0 and myself don't have a city (or enough players for one).
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on November 05, 2009, 04:33:03 am
I don't want to let the idea die; it's a good idea, but i think it needs a bit of work yet. I think i'll take it back to the drawing board for now.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Aqizzar on November 05, 2009, 05:14:22 am
If I may make a couple suggestions...

I've been watching this game with some interest, because I like the concept of these "Age of Restoration" games and this cooperative effort one in particular, but I've never had the will to join one because of all the expectation about roleplaying and crap.  How about a city building game that's about the city building?

And as for inactivity, as I understood it from the concept of multiple people building one city, that would mean that not everyone would have to do something every turn.  Instead, their aspect of the city would just carry on it's drudgery, not doing anything interesting until they return.  And in cases like RedWarrior0, players who want their own separate thing and then never show up again, just cut him loose and continue.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on November 05, 2009, 05:59:34 am
The main problem i have with this is keeping track of everything; the first turn took me the better part of two hours to get going, and i still missed a couple of things, i imagine that it would rapidly get out of hand as the game progressed.

What i think i really need, is some sort of digital helper program to help me keep track of everything; i'll look into doing something proper (instead of my silly flash i have atm) when i have some spare time in a week or two.


I agree with you on the RP aspect too Aqizzar.



Like i said; drawing board. I'm not willing to drop this concept just yet as i'm sure i can get it to work, all my game designer senses are tingling; this is a valid concept, i just need to work out how to do it properly.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Aqizzar on November 05, 2009, 06:13:35 am
Yes, if I have any advice to give after letting Evolution and Angry Red Planet crash and burn, it's that you absolutely have to know what you're doing beforehand.  If I were you, I wouldn't try to calculate and write up a whole turn in one sitting.  In both of those games, I had fourteen players and each took me about an hour to handle.  What started off as an awesome concept became a weekly chore.  Limiting how much you need to do and breaking it up over time will go a long way.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Neruz on November 05, 2009, 06:18:11 am
Yeah, this definitely needs a level of preparation i don't have at the moment. Probably needs a fair bit of pruning too.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Nirur Torir on November 05, 2009, 08:25:14 am
I am sad now, but I understand.

I might host a cooperative AoR after my current GM things are over, stealing Iituem's idea of making a program to keep track of everything. I've been meaning to learn how to program (Those high school programming classes didn't really count for anything.) and a glorified calculator seems like it would be easy enough to learn with.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: RedWarrior0 on November 05, 2009, 09:49:24 pm
I'm still hoping for more people to join my city.
Title: Re: Restoration of Ages, an AoR Variant. (1 City Going, Still Accepting Players)
Post by: Archangel on November 06, 2009, 03:43:46 am
Well, I would have done a turn but my father switched off the internet on the computer I usually use, and has only just now turned it back on.