Ffh Nes Ii

Oh, and when I first read the full update I misread that the Als had met human/cow hybrids. I was incredibly disturbed - not only at the idea, but mostly that Immac had somehow found a picture of that combination! Of course, looking at the actual picture cleared up my mistake.
...same. I laughed at cow-tuars. Of course, pot dealing crows is pretty funny too when you think about it.
 
Well, I've been operating as if I couldn't contact the mainland. If a fleet of boats can't cross the pond, I doubt random messengers would be able to.
 
I never did see it in writing that we couldn't communicate with the other islands; I just assumed that we wouldn't even know they exist unless we had some boats or other type of technology to explore those lands. But I never saw this documented anywhere so I could be completely wrong.
 
I think you can communicate with the players on other islands, it's just that there isn't really much of a reason to do so at the moment. We have the main continent politics to worry about, you have what ever's going on in Al's-Sidar, and the players on the little islands are isolated enough not to really need any kind of diplomacy.

I would have to guess that any reasonably sized party would be incapable of crossing to other continents without some sort of sea-going tech.

By the way, I'm loving those dealin' Crows! I think all the NPC's have been really well thought out actually. The only one that I'm a bit confused about (I know they have a player now, but they were an NPC) is the 'Als. What are they exactly?
 
To: The Amurites
From: The Bannor


Our latest successes at Sabel and Cleft Lake prove that, united, the Bannor and Amurite peoples can defeat any foe we may face, be they barbarian or flesh eating zombie. United we are strong, united we are unstoppable.

We thank you for your continued co-operation with the Circle.

OOC: When can we expect our stats Immy?
 
Sorry for the spelling mistakes.

Malachite is indeed what everyone postulated.
here is its mine:
Malachite Mine
Classification: Mine
Required Population: 6
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 6
Required Technology: gem mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 2 gold and malachite resource


Also, i forgot to add that one tech was discovered. (so sorry):

Social Planning and Welfare (Government and Leadership) (75rp)

City Hall
Classification: city improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 2
Required Technology: social planning and welfare
Cost: 40 gold
Game Effect: Generates 1 stability. Generates 1 authority point. Cannot be built in capital.

Almshouse
Classification: city improvement
Required Population: 2
Required Workforce: none
Required Production Capacity: none
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability.

Grigori Refugee Camp
Classification: city improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 1
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability and 2 gold per turn.

Subsidized Schoolhouse
Classification: Research Improvement
Required Population: 7
Required Workforce: none
Required Production Capacity: 4
Required Technology: ‘education’ and ‘social planning and welfare’
Cost: 50gold
Game Effect: produces 6 research points per turn. Costs 2 gold per turn. May be upgraded from a standard ‘schoolhouse’.

Welfare Economy Civic
If stability is less then 108 then costs the nation 12 gold per turn and grants 1 stability. If stability is 108 or more the capital of the state gains 1 administration point (making the buildingof new cities cheaper) and the food cost to upgrade all cities with a population of 3 or greater is calculated as if the city had a population 2 lower then it actually does (so growing a size 4 city to size 5 would cost 9 food not 25).



ALSO
Lone ships with white sails crewed by elves gently drift into sight of Hippus and Grigori cities

I remains to be seen what they want.
Nutranurse can now join the main western continent's diplomatic scene.


Stats today or more-likely tomorrow...
 
I think all the NPC's have been really well thought out actually. The only one that I'm a bit confused about (I know they have a player now, but they were an NPC) is the 'Als. What are they exactly?


Trust me- they have flavour- you just don't want to know what it is.
 
two things: we can't communicate with the mainland? if there are rules about that somewhere i missed it. second, the crow people are selling pot?...oh just saw the cannabis part. so how do u smoke resin?

I don't want to draw too much negative attention to this part of the game because i am sure that somewhere someone is thinking that its inappropriate for the game... anyway... yes... they sell resin... resin is the same as hash (for all intents and purposes of this game).

Wikipedia:
http://en.wikipedia.org/wiki/Hashish


The moderator in no way condones the use of psychoactive drugs (please don't ban me!)
 
The three main areas of diplomatic isolation are:

The western continent ('Als-Sidar) with the Corbus, 'Als, Hallowed, Luchuirp, and Sidar
The Sheim with the Eekin sailors
The eastern continent with the Kuriotates, the Kappa, the Grigori, the Hippus, the Ir-O-Kee, the Clan of Ember, the Bannor, the Amurites, the Dove-Yellow and somewhere grak's left-over soldiers.

You cannot send IC messages between those groups of people/nations.
 
QUINTUPLE POST:

stats sent.
Last time i screwed up someone's stats so have a quick peak at your stats and make sure that this turn, that person isn't YOU.
 
I just thought I'd share that I dreamt last night that a flaw in my orders caused my cities to be taken over by the Cabalim and all my population turned to Moroi that were very upset with me. I think you're doing a good job at making this world immersive, Immac :)

BTW, zombie bureaucrats? Hell in the DMV? Methinks someone has a grudge against government employees...
 
Thank you HBar. Did the flaw involve not titling the orders with the turn number and faction? (my pet peeve)

The zombie bureaucrats are something that happened to the Bannor for a reason. they aren't a random event- more than that i cannot say (but you can ask ekolite). Maybe he'll tell you in 4-6 updates when the cause is a null-factor (assuming it ever becomes one).



Also- i was thinking of making this game even more complicated but want your (all of you) feedback before i implement something else.

I suggest:
every unit has a 'reputation, skillset, organization' that can be described with an adjective or two. Each player would qualify each of their units with some adjective. This shouldn't be something like 'super killers' or 'long-distance fighters' but more like things like: 'hard-drinking', 'disciplined', 'lax', 'fool-hardy', 'camping enthusiasts', etc. I would also give them each an adjective (like i would give the Hippus Blades of Camuos: 'fearsome' and the Shield of Kylorin: 'treacherous').
These would not really be promotions but i would take the adjectives into consideration when battle is fought with them. If they do something to really make themselves stand out they could change thier adjective (think: cowardly, brave, stealthy, ignorant, etc) or add a new one.

What do people think? it wouldn't have too great a game effect but there would be some effect (no more then a +1/-1 to the dice).

Immac.
 
Thank you HBar. Did the flaw involve not titling the orders with the turn number and faction? (my pet peeve)
Ha, no I've actually been pretty good regarding that, so I assume that if I slipped up you'd give me another chance :lol:. It was something I slipped into my orders last minute that I didn't think through, and I was worrying about it before I fell asleep.
 
A change has been made to the rules.

Some resources (hard stone, ornamental stone, hardwood lumber, and brick) reduce the costs of certain buildings. For example, a pallisade and harbour are both available without hard wood lumber but are cheaper for nations who have access to this resource (either domestically or via import from a foreign nation).
Some resources are requisites. For example, a stone wall cannot be built without hard stone or brick.

ornamental stone no longer provides a production capacity bonus in all cities of that nation. Now it just makes some buildings (like the library or monument) cheaper. The list of buildings with reduced prices is included in the buiding description in post number 10.

This should simplify some stuff (like ornamental stone) and make getting stone and brick and lumber important.
 
A quick, ooc question:
Seeing how my Elves are elves and the Grigori and Hippus are humans, they would not share a common language so precise diplomacy would be near-impossible, right?
 
I know its a bit gamey, but for the same of convenience all player nations can speak to one another. i think the grigori and possibly the hippus have linguilism anyway.
i.
 
I had that problem just starting out too. I got my general point across (peace, war, trade, friends, etc) through mini-stories, and beelined Linguistics. Since Linguistics allows you to comm with NPCs, I assumed it allows (former) NPCs to comm with humans.
 
Note: Size Two Outposts: A player asked me to develop size 2 or 3 limit outposts- a sort of hybrid between the current outposts and the current cities. I think this is a good idea but I need to think about it. If you have any ideas regarding this please don’t hesitate to mention them and maybe we can make something that works and is balanced well. The most obvious thing I need help with is a name for them. I don’t want to call them outposts cities, cottages, villages, hamlets or towns. Anything else? Trading post? :shrug:

How about forts, or castles?



I suggest:
every unit has a 'reputation, skillset, organization' that can be described with an adjective or two. Each player would qualify each of their units with some adjective. This shouldn't be something like 'super killers' or 'long-distance fighters' but more like things like: 'hard-drinking', 'disciplined', 'lax', 'fool-hardy', 'camping enthusiasts', etc. I would also give them each an adjective (like i would give the Hippus Blades of Camuos: 'fearsome' and the Shield of Kylorin: 'treacherous').
These would not really be promotions but i would take the adjectives into consideration when battle is fought with them. If they do something to really make themselves stand out they could change thier adjective (think: cowardly, brave, stealthy, ignorant, etc) or add a new one.

What do people think? it wouldn't have too great a game effect but there would be some effect (no more then a +1/-1 to the dice).

Every unit? That seems like a lot. Perhaps a player could combine some units into "armies", and then each army could be given a leader with some particular attribute (a la Total War) - that way, if you liked the system, you could expand it to give those leaders more attributes.

I suppose it still creates a bit of trouble (what units are in which army?), but you could easily limit everyone to one or two leaders - and this idea seems a lot simpler than the original overall.




As for the language thing, the actual FFH lore states that everyone uses some kind of language derivative from Patrian. It's probably not realistic to assume that no one actually has separate languages and every just has a dialect, but the situation could easily resemble the Romance languages. They all use the same basic rules and a ton of similar words, so communication is tough but still a lot easier than completely separate language. Think French to Spanish vs. Asian languges to Romance, or even English to Romance.
 
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