Ffh Nes Ii

@ Hbar: i am happy with their new stats: more gold and a production capacity of 5. i want investing in an industry to have rewards just like investing in trade or crafting does. Also, there is more techs in the industry line then just shaft mining- some tech lines have multiple 100rp techs uncovered but the highest we have in the industry line is a 50rp tech. if you want better mines, then research them. you'll definately get more bang for your workforce and end up paying less overall costs.
@Ken: Then quit; I know you already think i'm rude so i don't see any point in sugar-coating what i have to say (its not like you ever do). No one else talks to me like you do both in e-mails and in thread. I don't want any special treatment or anything but this NES does take time and if you complain without being sensitive to the efforts involved or without providing some potential solutions it just pisses me off. Doing it consistantly pisses me off consistantly.
Also, developing an economy is a choice players with strong economies are making. instead of expensive rituals, wars and other things that are costing you money and which i won't bring up because i don't want to spill your secrets, they are paying these bills. Don't think you can just ignore your economy and it will develop by itself. (thats why you have a plan remember?).
@Merciary: Then stop fighting other people's wars without getting some recompense for it. You'll notice that your 'allies' don't have the repair bills you end up paying over and over again. (this is actually some pretty practical advice- you have the army and do 90% of the fighting for your alliance and you end up having to pay for raising the army and paying its maintenance and bills- think about the economic situation you are in). Also, your economy is in pretty good shape. you should develop the resources you have... Example: you have cattle but no pasture, no dairy farm... etc. why?


@ALL: Sorry if i sound upset but it seems that when I (We) were developing the ruleset no one has any problems with them then all of a sudden its unbalanced or 'ridiculous' (that one gets to me and sticks in my craw). ALSO: its easy to complain but its harder to find a balanced solution (thats why i appreciate Hbar's comments and hope i didn't insult him)
 
Yeah, I'm working on that right now. Each time I get promised with some type of compensation, said plan for compensation falls through. And then we've got all these fights for the "greater' good that keep popping up which don't promise rewards other than safety, orcs (at least the first time), the Huppo at the beginning, and now zombies.

Edit: Also I completely understand the problem with balancing things (I could never do this) and I completely understand that my current situation is mostly my on fault (though the number of war mongering societies that appear near me is a little odd, so far three of them within one territory from my lands). This is just me gripping and probably shouldn't be paid much attention to.
 
@merciary: I also have insane repair costs for the Shield... though your armies are in the field more often, the Shield is usually with them.

and yeah, I agree, these "greater good" type things have got to stop.
 
Don't worry about it merciary.... you don't complain very much at all and maybe you are right- its just all that empty space- i just feel a need to fill it i guess. The gnolls, the clan, who is the third? the ir-o-kee? The ir-o-kee would never have attacked you i think... also the gnolls were too afraid of you to raid you- thats why they raided the amur and ir-o-kee. and the clan... well, yeah... i'll give you that. one :)
 
I was counting the Huppo in the beginning, which first set me on this military heavy path. My original plan was somewhat a mix of trade and military but more trade focused, but that kinda went out the window. And while the Gnolls weren't "my" problem I was hoping to get the Ir-O-Kee to join my nation, but it seems that letting Gnolls into my society prevented that. Though looking at the current situation that might of been a blessing in disguise. ;)
 
oh yeah the hupoo- that was a simple random event that spawned that one.
 
Well look at where that little event caused by me forgetting orders on the second turn has gotten us.:p
Edit; Actually speaking of the Hupoo, the Camulos religion was started by them not the Gnolls, unless this is a different version.
 
About the mines changes: I think they are good, the extra gold should put them on par with other improvements. Again, sorry if I appeared very critical with the long post and number crunching - I tend to be very long winded when trying to get my point across. Really, I find the game system to be surprisingly balanced and just thought that the mines were one small problem. I guess it is pretty late to be bringing them up since they were introduced a while ago, but it was only really the new villages that got me looking into comparisons.

Religious section: Very cool. :goodjob: It's nice to have all that information compiled in one place and as I read it, I realized just how much cultural developments and changes all our nations have been growing through. It certainly makes the Nes an interesting place. Canon Erebus has nothing on us.
 
Master, others,

I have no problem with well thought-out posts that present the problem, provide evidence, and suggest solutions... in fact, keep it coming. together we have revamped the workforce situation (which i am happy with at present- sorry ken), the granaries, and finally today the mines. I think this will just be a process that will need to be maintained throughout the entire game and i have to be open to the process and that includes the constructive criticism that it is made from.
 
@Ken: Then quit; I know you already think i'm rude so i don't see any point in sugar-coating what i have to say (its not like you ever do). No one else talks to me like you do both in e-mails and in thread. I don't want any special treatment or anything but this NES does take time and if you complain without being sensitive to the efforts involved or without providing some potential solutions it just pisses me off. Doing it consistantly pisses me off consistantly.

i'm not quite sure where this came from. i thought ridiculous was fun yet mild word. tone doesn't really come through well online. i'm sry if you find it so insulting. i'm not entirely sure what you mean when you say nobody talks to you like i do. i honestly have nothing but respect for you and am very surprised to hear this. the game is amazing. i looked through some old emails to look for the complaining. all i see are the immense amount of questions that i've asked to make sure i know the rules right and the sage like patience you've shown in answering them. i wasn't aware that bothered you so much. if it is i'll stop. and if i bother you so much as you say i do just say the word and i'll drop out. i don't want to bring the game down for you, especially with all the work you put into it.

Also, developing an economy is a choice players with strong economies are making. instead of expensive rituals, wars and other things that are costing you money and which i won't bring up because i don't want to spill your secrets, they are paying these bills. Don't think you can just ignore your economy and it will develop by itself. (thats why you have a plan remember?).

again i'm unclear as to what you're saying when you say ignore. i've put quite a bit of time into figuring it out. the point of my apparently rude comment was just to say that workforces cost a lot and i've tried and can't figure out the logic in the ever increasing prices. i'm eager to understand it. again, i apologize if i've bugged you.
 
so as to preserve what little dignity i retain (by losing it so easily) i will continue this in an e-mail.

EDIT: i think i take his language too severely. i reread some of the old e-mails and i think its just ken being concise and me being touchy, so.... because i made this a public issue, i will issue a public apology.
sorry ken



Now i look like an uppity little . .. .. .. .. . (which i am but still, i try to hide that on forums and stuff)
time for my pills
chill_pill.preview.jpg


I was looking and found this:
chill_pill.jpg

those corbus, they're such pushers
 
the reason workforces get more expensive is
1) to make upgrading your buildings/infrastructure worthwhile and to drive tech development
2) to make vertical and horizontal empire development viable and balanced alternatives
 
vertical= bigger cities with more workforces and expensive improvements
horizontal= more cities

EDIT: out of curiousity, what is vertical business?
 
I think it refers to building each city very large (vertical growth) vs. building many small cities (horizontal growth).

Edit: Ah, already answered.
 
Well I think in business models
Horizontal means owning all of one type of business (a monopoly)
while Vertical means you own all processes of a good (raw resources, production, distribution)
I don't think these apply to this NES though.
 
The Cult of Kanna
Often confused with the worship of Ceridwen, even by the state that sponsors it, the Cult of Kanna is a unique entity found only (to date) in ‘Als lands where it is state sponsored and very active.
Acolytes of the Cult of Kanna demand ritual flogging and torture of slaves and others provided to them. It is said that the cultists of Kanna were originally contacted by the angel herself and promised great rewards if only they could complete a ritual to bring great pain to wide multitude of people at the same time.
This ritual, called the ritual of the brand, was attempted but interrupted by ‘the Labyrinth’, secretive followers of Sucellus who, in attempting to interfere with the ritual doomed their faction to destruction. None-the-less the Labyrinth were mostly successful and the ritual was no where as powerful as it was planned to be.
Despite this, the Cult of Kanna has grown and its acolytes are now in direct contact with those Sheim priests dedicated to Cerwiden, a pact that can only strengthen both faiths.
The voice of the Cult of Kanna is moderate in ‘Als lands and weak elsewhere.

The Cult of Cerwiden
Unique to the Shiem, the cult of Cerwiden is distinct from that of the Cult of Kanna. Acolytes do not demand sacrifices of the flesh, floggings or torture and seem much more interested in the properties of magic and summoning, a function that melds nicely with Sheim military policy.
The role of the cult is growing exponentially in Sheim politics and decision-making and some suspect that it may even surpass and displace the current ruling apparatus
(help me write more Tyrs?)
The voice of the Cult of Ceridwen is weak

While other gods, in particular Daghda and Nuentaselta are also worshipped by individuals throughout creation they lack any real structure or organization so I didn’t write about them.

First off I just want to say thank you for posting on the religions, its the things like that that make this such a immersive game. Thank you.

Now then, I want to fulfill your request for help! Just to be clear about the "The role of the cult is growing exponentially in Sheim politics and decision-making and some suspect that it may even surpass and displace the current ruling apparatus" there hasn't been much of a ruling apparatus, but with the advent of magic and the Cults, the governmental system is really more of defining itself than being overtaken.



The Cult of Ceridwen is divided into two major sects among the Sheaim, the Daughters of Os-Gabella, and the Open Cult. They are very different, but not exclusive at all. They are very much intertwined.

The Daughters are quite exclusive, female only, and the applicants must either search out Os-Gabella herself in the dead of winter, or are chosen after showing some previous potential. They are then raised for several years alone with only other Daughters learning many forms of useful magics and growing fervently connected to the rest of the Cult and Os-Gabella herself.

After several years of indoctrination, the Daughters are sent off to a town or city deemed to be in need of their service, where they act like wise-women, teaching young children, healings where necessary, providing council and advice for local businessmen and workers, and generally having a finger in everyone's business. They are also on the constant watch for talented or promising looking young women. They are always very helpful with their magics, and require no payment for their services, but they have a habit of getting anything they require gratis, and hold much sway with local governments. "Random" donations are frequent, but not forced.

They also play the most critical role in religious ceremonies, marriages, births, coming of age ceremonies, and death. Funerals are unique in Sheaim society, the dead bodies are taken by the Daughters, sometimes to be interred into mass crypts for later use, and occasionally fashioned into runed bone dice and fantastically colorful dancers are fashioned out of the skeletons. Minor necromantic magics crafted by the Daughters into the bones cause them to rise up and perform intricate dancers, often revolving around a fire. The bone dancers are quite fragile, but to have ones body made into one is considered good luck for your family. Many times popular entertainers in life request their remains to become dancers. This gift of the dead is not considered a price to be payed to the Daughters, but rather another service the Daughters provide to the people

Surprisingly, there is no restriction against a Daughter becoming married, and many are encouraged to in order to increase the general magic affinity of the people, but they generally take on a bit of their Mother's regard for men, and rarely take anything but submissive men. The general populace has a great respect for the Daughters, and in turn a great respect for Os-Gabella

The restrictive membership nature and the necessity for Os-Gabella's personal touch in training greatly limits their numbers, but their are a fundamental influence in government.



The second half of Ceridwen's worship is much more widespread and much more about Ceridwen herself. It is the laymen's religion, but the high priesthood is very often men blessed with magical affinity that could not join the Daughters, but not always.

The Open Cult is more communal based than the individual Daughters, and has meeting halls where often magic and philosophical debates are held. They also provide housing for the homeless and orphans, a dire necessity in the cold winters of Pale Isle, and give out welfare.

They are more organized and are more present in larger settlements. They are considered more modern than the Daughters, and provide some of the same services, if in a less personal manner. These include healing and taking the Dead, though they do not fashion bone dancers, they do research on the corpses and some are pursuing more practical forms of minor necromancy. The Daughters are either considered more powerful individuals and still hold their place as more of an "elite" in the larger cities, or they are the only presence in the more rural settlements.

The Priesthood is generally very academic and are the largest source of magical research being done, and their public opinion is that all the knowledge should be open to the public.

Practices and beliefs tend to be about loyalty, closeness to your loved ones, and the pursuit of knowledge for the betterment of your community. Individual freedoms and effort are valued.

There is one practice that is very central to the Open Cult that many foreign cultures are greatly disturbed by. Self-flagellation and mutilation is the most highly sought form of worship for Ceridwen. The sacrifice of one's own blood and agony is proven among the believers to bring knowledge and powers to the initiate, in a rather reliable manner.

A practicing Sheaim would make their first "scar" at their coming of age ceremony, and the level of their sacrifice sets a precedent through their life. It has developed to a peer review currently, but Ceridwen very often accepts the sacrifice and gifts the initiate with a unique minor magic or insight on par with their sacrifice, one that will go with them through out their life. Occasionally their "gift" can dictate their profession if it is something particularly useful.

High Priests of Ceridwen are almost always covered in ritualistic scars and sometimes are missing fingers, eyes, or limbs.
With great sacrifice comes great power, and these Priests are often powerful sorcerers in addition to their priestly duties.

This practice is common enough that it is used in the vernacular, and knowledge is often rated in how many "scars" it is worth.

It must be noted that the Cult of Ceridwen varies greatly from the Cult of Kanna in that injury and sacrifice of another person's pain does not serve the same purpose and does not have a place on the Open Cult. It takes no personal sacrifice to give another person's blood.



I hope that helps fill in the holes about my Cult of Ceridwen! It was fun to write, though I think I've managed to disturb myself... was reading about Catholic self-flagellating monks for inspiration
 
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