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Messages - NUKE9.13

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271
Quote
If a Shareholder of Glowing Manta is unable or unwilling to pay repair costs, their shares can be bought by other Shareholders for at least 1/10 of the current price for ships, with the proceeds going to the original Shareholder. The buyer must also pay for the repair costs.
Yeah, no. First off, 1/10th the price of a new ship is not necessarily the value of 1 share. It could be more or less depending on the state of the ship. There's no need to set a minimum price.
Second, while I'm theoretically okay with the proceeds of seized shares going to the former owner, that should definitely be after the repair (or any other type of) costs have been paid with the proceeds, cos otherwise the former shareholder has actually gained value by screwing over the rest.
Also, the share-seizing clause is primarily meant to fix the issue of a shareholder going AWOL (ie has left the game), in which case giving them the proceeds is just throwing money away. I can imagine scenarios where a shareholder is legitimately broke somehow, but then... they could just sell their shares manually rather than wait for them to be seized.

272
Quote from: Votebox
STRATEGY
Laying Groundwork: (2) Quarque, NUKE9.13

ASSET
Imperial Envoys: (2) Quarque, NUKE9.13

273
Again, I don't think this actually changes anything legally speaking, but I suppose it cuts down on potential future arguments.
Quote from: Lead Catfish Repair voting procedure
This is a proposal to amend the current contract with the following addendum:
"Shareholders of Lead Catfish shall be automatically charged full repair costs (unless they choose to fail to pay.) Full repairs may be substituted for partial or no repairs by a majority vote of shareholders."
In order for proposal to pass we need a unanimous vote (as per contract):
-Radiant Trading Yes
-Wave-breaker LLC Yes
-Monkey Corp Yes
-Fairchild Enterprises votes Yes
-Wares-To-Sell Corp Yes
The amendment is now active.

I'm guessing you forgot to do one for the Glowing Manta, so here:
Quote from: Glowing Manta Repair voting procedure
This is a proposal to amend the current contract with the following addendum:
"Shareholders of Glowing Manta shall be automatically charged full repair costs (unless they choose to fail to pay.) Full repairs may be substituted for partial or no repairs by a majority vote of shareholders."
In order for proposal to pass we need a unanimous vote (as per contract):
-Radiant Trading YES
-Wares-To-Sell Corp
-Corsairs Incorporated
-Fairchild Enterprises

274
Course, Nuke can say no to the takeaway being an advantage in designing spells that make use of multiple manifestations of magic at once.
I could do a lot of things, but I won't say no to that specifically. Rainbow Starshower would provide experience in spells that create multiple manifestations. The reason I said no to getting experience in every single possible element, curse, boon, colour and flavour that could be applied to magic is A) because obviously that would be too much experience from one action, B) because that aspect of the magic is not being intentionally designed by you, it's described as an uncontrolled byproduct.

If you were to design monkeys with typewriters, they may well produce the complete works of Shakespeare, but you wouldn't be any better at designing sonnets. You would be better at designing primates and mechanical devices.
(Do not try to design monkeys with typewriters)

275
Still need TCK and Tric to sign this contract. I mean, Tric has already put up the money, but for completeness' sake a signature here would be good. TCK's last post questioned whether they needed to pay, which, to be clear, they absolutely do.

Quote from: Glowing Manta Northland Chart Rental Contract
The Glowing Manta shall make use of the NRC's Charts to change their Route, sailing to Northland for Preserved Meats.
0.12 must be paid for each stock owned to the NRC, for a total of 1.2s each trip. Otherwise this contract becomes void.
When the NRC changes the price, it is reflected on this Contract.
-Fairchild Enterprises 0.24s
-Radiant Trading 0.24s
-
-
(Last one to sign should ACTx3 the route change)

276
It is possible that as written the Rainbow Starshower can give a bunch of fields to expand on a good roll. As an example a blinding effect related to darkness being improved to a specialized AoE or single target curse spell. The fact most of those effects can likely be drawn upon for our Refinement bonus is cake so long as the focus is on said effects. As is it's dependent on the roll.
Yeah, no. A spell which has a bunch of semi-random effects is fine, but that doesn't then give you experience in every single possible effect.

277
There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
Now the thing about pikemen is that the enemy is most likely going to buy a mythic token as well, maybe wait a turn before introducing something that fundamentally alters how combat works.

Actually I didn't read or play the first game, don't recall all the very early designs or Discord discussion from this game and certainly not a rant about difficulty spoonfeeding, and NUKE's comment on Discord was about "literal catburglars" which is quite a step from "we just resort to stabbing". I initially interpreted the design after a quick read through the same way. And "gamebreaking" is not what I said, quite obviously.
The Catspaws, as written, are an acceptable design. Assassination is okay, the restrictions on fighting in the Influence lanes regard open combat- stuff that the (loyal and mighty) armies of those kingdoms would notice and crack down on.

278
Quote from: Glowing Manta Northland Chart Rental Contract
The Glowing Manta shall make use of the NRC's Charts to change their Route, sailing to Northland for Preserved Meats.
0.12 must be paid for each stock owned to the NRC, for a total of 1.2s each trip. Otherwise this contract becomes void.
When the NRC changes the price, it is reflected on this Contract.
-Fairchild Enterprises 0.24s
-Radiant Trading 0.24s
-
-
(Last one to sign should ACTx3 the route change)
(I think all shareholders have already indicated they are paying, but for the sake of being thorough I guess we should put it in writing)

Quote
Aywen Ayes receives 0.2 sovereigns from Radiant Trading, to be repaid with 0.03 sovereign/turn non-compounding interest on turn 10. An earlier repayment may be arranged by agreement of both sides.
Signed
Aywen Ayes
Radiant Trading
Sure. So that'll be 0.32 repaid on Turn 10.

Spoiler: Radiant Trading (click to show/hide)

279
Quote
Laying Groundwork (STRATEGY)
What Passes For Diplomacy
Prince Hongli is directed to send a reconnaissance-in-force expedition into the Fish Head Bog. Only a small contingent of troops is to be used- enough that a hastily-organised ambush wouldn't be enough to wipe them out, but not so many that their loss would have a severe impact. Their goal is simply to enter the southern peninsula, move into the swamp for about five hours, then turn around and come back. Should they succeed at this without any issues, then they can start work on clearing a more permanent path into the swamp (eg chopping down trees, removing undergrowth, setting up bridges/walkways over streams and bogs).
Hongli is also to send a reply to the Eight Lords, stating that the Empire agrees to their terms, and inviting a delegation to visit his court in Taotie to sign the treaty. This is intended as a mild show of superiority- they have to come to us, we don't meet in the middle (or, heavens forbid, go to them). While this might mildly irritate the Eight Lords, it is worth it to maintain our reputation, both in Taotie (the Taotiers shall understand we are strong), and in the Eight Passes themselves (the Passers shall understand their leaders are weaker than us).


A Fair Punishment
Nurtures The Seed Of Respect
Unlike False Mercy

General Wonha shall annex the Western Earth Kingdom. The region is henceforth to be known as the Occupied Region of Shoucheng. A modest garrison will be posted in the area, and Imperial administrators will be dispatched to organise the new territory. Those administrators are also tasked with assessing the expected agricultural output of Shoucheng this year, the amount of food required to make up any shortfall, and areas in which agricultural productivity could be increased. 
For the crime of attacking Imperial forces, Wonha's prisoners are sentenced to forced labour. Said forced labour is building/repairing roads, irrigation, and other infrastructure in the Occupied Region of Shoucheng, as well as performing any essential agricultural duties for which there is insufficient free labour. This forced labour should not be overly harsh, and the labourers are to be well-fed (additional food supplies will be delivered to General Wonha in order to facilitate this).
In the east, preparations for an Earth Kingdom assault should continue, with efforts made to ensure defence-in-depth ability (if they plan to take the front-line walls, then we should make sure there are walls behind them to fall back to). The occasional night-time sortie to harass their camps and burn scaffolding and whatnot would help to give our soldiers a bit of activity, and prevent their soldiers from getting too comfortable.


Something to do!
While the majority of Admiral San's forces are to maintain the blockades, San themselves should take a small force to investigate the Earth Kingdom ships that were seen headed west. If they have made landfall in Shoucheng (or are look like they might do so), Admiral San has permission to land marines to eliminate them. Otherwise, they should be followed from a distance. We trust in San's ability to uncover their plans.


The Betrayer Is Still Not Sus
Admiral Himilco should continue to escort convoys, with increased focus on the northern route for now. A harbour on the southern coast of Shoucheng should be secured (with a few ships guarding it from potential Water Tribe raids, and a small garrison of marines ensuring the locals do not sabotage the facilities), to provide a reliable means of delivering supplies and reinforcements to the region directly. 

Quote
Imperial Envoys (ASSET)
You get more of what you want with pyromancy and a kind word than you do with just pyromancy.

Imperial Envoys are footsoldiers on the peaceful side of Imperial expansion. Where regular soldiers wield iron and steel, they wield a silver tongue and gold coins.
They can serve as diplomats, delivering messages to foreign courts and negotiating on the Emperor's behalf (although the outcome of negotiations must of course be approved by the Emperor). They can act as cultural ambassadors, explaining the prosperity enjoyed by Imperial citizens to the recently conquered, or spreading more specific messages as directed by the Commander of an area. They can also work anonymously if needed, infiltrating hostile regions in order to gather information or seek potential collaborators.
Potential Envoys must have a charismatic presence to qualify, and are trained in courtly manners (as well as the ability to 'turn off' the mannerisms if needed), negotiation, public speaking, and persuasion. For diplomatic/public missions they are provided with robes of an elegant, professional style- not ostentatious, but definitely not shabby either. They are provided with generous discretionary funds at the start of a mission (partly for travel expenses, but mainly for 'gifts' (bribes)), though they are required to keep records of their spending, and may be sanctioned or arrested should they misuse their funds. A handful of guards are assigned to each Envoy, though as representatives of the Emperor it would be a foolish person who attacked one- not to mention that some (not all) are also pyromancers capable of defending themselves.   
Envoys are not very numerous, as their selection and training emphasises quality over quantity.

280
Hate to nitpick another player Maxine but, I do believe baked into every ship contract is a clause that says repairs must be made otherwise shares will be sold off:
Quote from: excerpt from ship contract
Each share also requires the holder to pay 1/10th of any costs incurred in the regular operation of the vessel (eg repairs), failure to pay resulting in shares being seized and auctioned, with proceeds paid out to remaining shareholders.
There are two levels of repairs, which each incur a different cost. No where does it say we have to make a full repair or a partial repair, or any repair, by default. If I felt like being generous, I'd argue we are obligated to get her seaworthy, so she can keep running, but it goes no further than that.
While we can discuss amendments to clarify this, I would argue that "any costs incurred" covers full repair costs. Especially since repairs is the only example given. It doesn't explicitly say "full repair costs", but it also doesn't explicitly say other things, like what form a share auction should take or whether players can trade shares (or whether a dog can play basketball).
That being said, as mentioned I'd be fine with adding a clarifying amendment if it puts your mind at ease.

281
Do i have to pay for the 0.12 per stock on the Glowing Manta because I don't have a share in the NRC contract?
All shareholders in the Glowing Manta have to pay 0.12 per share, whether they are NRC shareholders or not.

282
ACTACTACT: Sell 4 Sand for 1.84s. Pay 0.64 towards Lead Catfish repairs.

Spoiler: Radiant Trading (click to show/hide)

Quote from: Glowing Manta Route Change
Glowing Manta shall make use of the NRC's Charts to change their Route, sailing to Northland for Preserved Meats.
0.12 must be paid for each stock owned.
Majority of shares (6+) required to approve change.
- Corsairs Incorporated (3 Stocks)
- Radiant Trading (2 shares)
-
-

283
I might suggest 1.4. It splits into seven easily. 0.6 per share. Compared to the accounting mess of 0.514285714 1.2 generates.

Something easy to pass out.
"In the event that this results in per-share payouts in less than 0.01s fractions, payouts will be rounded down to the nearest 0.01 fraction, and the remnant held by the NRC until the next payout occurs."
In other words, 1.2s would pay out 0.17s per share, with the remaining 0.01s held by the NRC until the next payout.

(Also how on earth did you get to 1.4/7=0.6?)

284
As noted, would like to discuss cost change, at least for the first wave. Once the price drops below 0.8 we can discuss reducing it back.
I'll grant you that a 3-turn trip yielding 10s is more profitable than I anticipated, which does make 0.75s seem rather cheap. 1.5s is maybe a bit high, though. 1.2s seems fair to me.

Quote from: NRC Price Change Vote
Change the price of Northland charts from 0.75s to 1.2s.
Price change to take effect from Turn 6 onwards.
Majority of shares (4+) required to approve change.

-Radiant Trading (3 shares): YES
-Corsair Incorporated (3 shares):
-Fairchild Enterprises (1 share):

Spoiler: Radiant Trading (click to show/hide)

285
If you don't want to create a ship that is shared between the three of us, then yeah, that contract simply doesn't work. If it's shared though, the price literally doesn't matter.
Only if the ship is shared in exactly the same ratio as the NRC. Which it won't be, unless you want to split 10 cargo into 7 shares.

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