Ffh Nes Ii

To: The Kuriotates
From: The Bannor


The High Circle has been in conclave and has decided that now is not the right time to adopt stewardship, due to extraneous monetary constraints, however as soon as these other issues have been dealt with appropriately the Circle will discuss the matter once more. We appologise for the false expectations but assure you that a tradelane will be opened as soon as it is economical to do so.

OOC: Could you possibly explain the ''expansion cost modifier'' thing? What is it?
 
OOC: Could you possibly explain the ''expansion cost modifier'' thing? What is it?


post 6 said:
expansion cost modifier=[(total provincial administration from each province)/(number of cities, including capital *3)]

so usually you start with an exansion modifier of .66 (because your capital starts with an administration score of 2) [(2 for capital)/(1 city*3)], then when you build your first city, it becomes .33 (because outlying cities start with adminstration of 0) [(2 for capital +0 for city)/(2 cities*3)].

This makes building a third city prohibitively expensive until such time as you can raise your administration values (in either your capital or outlying cities). the earliest and easist way to do so is to build a 'city hall' improvement or to adopt the 'welfare economic civic' both of which require the 'social planing and welfare' government and leadership technology .


I know this is a lot of math, but the formula is already entered in your spreadsheets and it was the most 'balanced' way i could think of to make horizontal growth difficult but not impossible, with a reward for courthouses, etc
 
From: The Kuriotates
To: The Kappa & The Bannor


We encourage you to adopt 'economic stewardship'. Allowing your city's economic councils to govern their own trade affairs will only bring you riches and happiness. We must trade with each and tax that trade- it will fatten our treasuries and help us all develop economically.

Trade has always been a high priority for the Kappa. We are currently developing goods for export and both the Kuriotates and the Bannor would make excellent trading partners. However, recent events have forced us to prioritize our people's safety before their welfare. If the current peace lasts, we expect to have fine pottery available for trade within the next 25 years. However, our treasuries are not unlimited and these transitions can have unforseen expenses. If a nation were to offer us a small loan to cover the costs of the infrastructure, we would be able to provide our merchants with the freedom to form a trade route as soon as the pottery is available.

If any nation is interested, details can be worked out in private.
 
The Black Tower

A poor shepherd
Simple in his mean
Out one night
Gazed on a scene

From a ridge
Above the hollow
Filling with mist
A silver glow

He watched
As below passed
A company beautiful
And of divine cast

Crimson banner
Waving in the dark
Bare swords
Wreathed in a silver spark

The column marching
The feet kicking ash
Suspended in air
Pierced by occasional flash

The Dead Lands
Claim their own
But Amure would claim
What she does own

Black tower
Pierces the sky
Demon spawn around
The tower does fly

Holy weapons,
Cleansed and prepared
Spirits of Fallen warriors
Assault where demons have laired



OOC: meh :sad:
 
Its good...
i never could write poetry but this sort of rolls smoothly along (i can't really explain what i mean- its melodic)
 
ahhh... my achilles heel...
:cringe:

i'll give anyone who does it 25rp towards culture and society... no... 27!!! i really don't want to do it!
:please:

must be basically a quote of what i have and updated with all the stories since then. (must include links)
:deal:

i know its a cop out but for some reason i just keep procrastanating on that one...
:hide:


:cowboy:
 
History:

This is an inventory of the history of this NES.


Pre-History (to year zero): A world of possibility


UPDATE ONE: Years 1-50: The Wild Lands

UPDATE TWO: Years 51-100: First Blood


UPDATE THREE: Years 101-150: War, Dust, and Gods


UPDATE FOUR: Years 151-200: Eviction Notice, Shipwreck, Man in a Cage

UPDATE FIVE: Years 201-225: Chasing shadows in the forest, Rumors of Cassiel’s Disappointment, Hyena-men Rejoin Society

UPDATE SIX: Years 226-250: The Flight to Luciedo, The Cult of Bhall, Goblins Return


UPDATE SEVEN: Years 251-275: Mana, Hunt for an Outlaw Priest, Return of the Slaves

UPDATE Eight: Years 276-300: Kappa Mawah Struck by Tali, Grigori Uncover Ancient Ruins of Patria, Hallowed Hunted, Orcs

UPDATE NINE Years 301-325: Assault on Grak’s Orcs, A Great Treachery, Fire in the Hallows, A Constellation Appears

UPDATE TEN Years 326-350: Black-Tower Seized, The Plague Spreads, Servants of the Brass Tower, Zombies, New Religions, the Corbus

Turns are currently 25 years long.



Stories and Tales:

This will serve as an inventory of the longer stories and tales that a lurker interested in reading fiction may be interested in.

Player: Ekolite
The End of the Journey- an excerpt from the Juna-Belaeigna
The New Beginning (descriptions of leadership)
Birth of Sabelism


Player: Thomas Berubeg
Pre-history of the amurites (short)
Lord Thomas contemplates handing the reins of power to his daughter

Valada Kylorinkin- slaves should know their place
The Shield of Kylorin
A Traveler’s Guide to the Amurite Nation
The Succession:
part 1
part 2
Part 3
Part 4
Poison gold
Peace
Reward!
Elegy!
Ballad of the black tower

Player: Charles Li
Cassiel the merchant prince
Herthi: where are they?
The Herthi are Here!
Fists of Balance
Master Retui

Player: Orangelex44
The Brothers Dani and Karl assume leadership
He'd Forgotten His Name
The Captain


Player: Master of Disaster
Luchuirp Origin Story
OverView of the Luchuirp

Player: HBar
Origins of Kane-no-Kappawah
The Awakening
The awakening, part 2
Mahshi's Burden

Player: Merciary
An argument amongst chiefs
Carrius of the Hippus Council concludes some business with the Hupoo
An excerpt from, The Horse's Mouth. A History of the Hippus
Blades of Camulos

Player: TheJopa
A history of the Kuriotates
A diplomatic mision to the 'Kappa'

Player: Tyrs
A meeting with Os-Gabella
Hard Winter -the passing of knowledge and the first signs of a personality cult
A Glimpse of Sheim society
party customs

Player: KenKrajen
Origins of Kallo



updated to February 16th, 2009.
if i missed a story please post or PM me and i will try to fix this index.



Done! I WIN!
 
AWESOME!!! THANK YOU
:thanks:
 
Thank you so much- but one quick favour- can you take it out of the quotes so that i can access the code and copy and paste it into the original quote.
Otherwise, can you quote it and send it to me in a PM? either way, its so i can get access to the [u_r_l=] tags
 
Grrr Damn you thomas, I wanted those tech points! :lol:

I really don't consider anything I've done so far to be a ''story'', they were just my random thought processess and what I needed to do to set myself up for the actual story I intend to start at some point.
 
More clarification- this time on combat and magic

Combat and Magic

Combat

Combat: Mechanics

Obviously in a NES a lot of the actual combat results will simply be decided by the moderator. As much as possible the moderator will attempt to avoid all bias but of course, its best to put a few systems in place to take the decision making process out of the moderator’s hands and into the hands of the ‘fictional NES world’.

The best and easiest way to do that is to provide clear, accurate and tactically sound combat orders. If you write, “attack the Kappa outpost at province X with my two wizards and a swordsmen”, don’t expect such great results- your generals have failed to provide precise orders and the moderator will have to come up with the details (which may not suit you and which will always be weaker than anything you come up with). If you write much more detailed orders involving flanking manoeuvres, spells used, supplies, scouting and counter-scouting, the use of informants, the use of terrain, the use of weather, then you can expect much better results. You’ve also provided the moderator with some ideas to write about in the update.

Another mechanism used to avoid moderator bias is dice. Whenever a unit is involved in combat the moderator rolls a dice and the results represent how well that unit performs. Obviously this is just a base line. If you attack a peasant militia with a high priest and six demons then no matter how poorly you roll and how well the peasant militia rolls, that peasant militia is going to lose.

Combat: Unit Quality

A really great way to increase your chances of winning a fight is to increase the training of the units involved. Improvements like a barracks, a hunting lodge, or a target range will increase your unit quality. Unit quality is a measure of training, officer quality and morale.

The difference between a unit with a quality of 1 and a quality of 2 is approximately 16.5%. So if two units of peasant militia face off and each has a quality of 1, then there is a 50/50 chance of either winning (all other factors being the same), but if one unit has a quality of 1 and the other of 3, then the win/lose ratio is closer to 33/66.

Combat: Unit Weapons and Armour

Certain units can equip armour and weapons. You will have to build the armour and weapons just like a unit (though typically they are much cheaper then a unit) at weaponsmiths and armourers. These almost always require some resource (leather armour requires the leather resource, bronze weapons require the bronze resource) and not all units can equip all weapons and armour. Many of the light infantry, for example, cannot wear bronze armour because it is much too heavy whereas the heavy infantry units can. Leather armour can be worn by both light and heavy infantry as well as by recon units (for example).

You may also find (or make) magical weapons and armours. The first one of these is the ‘Patrian Spear’ originally found and used by the Grigori but which is now wielded by the Amurite ‘Shield of Kylorin’ unit.

There is no set mechanism to determine the effect of armour and weapons in combat and the moderator will have to exercise some judgement.

Combat: Movement

Originally I wasn’t going to use combat movement but I’ve since decided to adopt it. Recon, infantry, missiles, priests and mages all have 2 movement points. Artillery has one. Mounted units have 4.

It costs 1 movement point to move from one province to another.

Roads can decrease the costs of movement. If you move from one province to another along simple dirt roads the movement cost is only .66. Better roads will allow faster movement.

Moving onto a transport ship reduces the movement points available to a unit to zero. That unit can still leave the ship in the same turn however (but will have to stay at its point of landing).

Similarly, moving off of a transport (even if that unit started the turn on a transport and thus has all its movement points left) will reduce it movement to zero (and thus it has to stay at its landing point). The exception is if the unit unloads inside a friendly city with a harbour (or better) in which case unloading costs 1 movement point.

Combat: Re-supply and Reinforcements

You cannot recruit or replenish wounded units or provide them with new armour or weapons (or other gear) outside your territory. If you need to recruit or replenish your troops you need to return to your own lands first.

Once you get the technologies that allow 'supply trains' and 'forward base camps' you can re-supply form neutral or enemy territories with these units/fortifications in them.

Magic

Magic: Casters

There are three general classes of spell-casters.

  • Sorcerers, Mages, Wizards: these are direct spell casters. They shoot lightning bolts, hurl fire, heal the injured, curse enemies with entropy spells, etc.
    249171-blackmagic_icon.jpg
  • Conjurers, Summoners: these are casters who summon creatures from other planes (the god's vaults or the aether itself) to fight for them or otherwise serve them. Generally their magic is slightly weaker than a sorcerers but they also usually have much less chance of getting hurt because they fight with 'disposable units'
  • Disciples, Priests, Acolytes: these are spell-casters who derive their power from the god they serve. Depending on the god in question their power can vary enormously. A priest of Agares is likely to have significant combat and summoning abilities but little healing or buffing ability. Conversely a priestess of Sirona may be useful to have during peace-time for her effects upon culture and stability but provide little benefit beyond some light healing during combat. All priests will be detailed and determined in conjuction between the player and the moderator as the need arises (with balance being the most important issue).

A sorcerer's or conjurer's power comes from their ability to access mana and their spells are limited by the types of mana available to the player's civilization.
A priest's power comes from their god and is not affected by the civilization's mana (except that the appropriate mana type will generally strengthen all the world's priests associated with that mana type (ie- all priests of Tali are strengthened by any single civilization gaining air mana).

Magic: Mana

Multiple sources of the same mana type do not have any effect beyond having a single source thereof.

Mana cannot be traded.

Regardless of if a mana type comes from its people (ie- starting mana) or a mana node, it will cause some sort of passive effect. These are listed here:
  • Metamagic: strengthens Oghma’s followers, libraries, academies (others) produce a bonus point of research

Elemental Magic
  • Fire: strengthens followers of Bhall, civic change costs reduced (costs are reduced by 1 point of stability and 5 gold)
  • Water: strengthens followers of Danalin (if there are any), increases navy military quality by 0.5.
  • Earth: strengthens followers of Killmorph, silver, gold and gem mines produce 1extra gold.
  • Air: strengthens followers of Tali, increases missile military quality by 0.5.
  • Ice: strengthens followers of Mulcarn, halves all stability effect modifiers (no half points)

Divination Magic
  • Spirit: strengthens followers of Sirona, all cultural improvements (monuments, sports arena, others) generate 1 research point.
  • Law: strengthens followers of Junil, capital produces 1 point of authority (max is now 4 instead of 3)
  • Sun: strengthens Lugus’s followers, enemy has decreased chance of success for espionage missions
  • Mind: strengthens followers of Mammon, markets, harbors and ports (others) produce 1 bonus research point.
  • Life: strengthens followers of Sucellos, cost to heal any damaged unit decreased by 33%.
  • Creation: strengthens followers of Amathaon, each province has a turn by turn chance of 1/36 of developing a new resource

Necromatic Magic
  • Chaos: strengthens followers of Camulos, increases all military qualities by 0.25.
  • Death: does not strengthen any followers, all civilizations in the world (except you) lose 2 stability.
  • Entropy: strengthens followers of Agares, all civilizations in the world (except you) lose 4 stability.
  • Shadow: strengthens followers of Essus, espionage missions are 1/6 more likely to succeed
  • Dimensional: strengthens followers of Ceridwen, you now have a new unit military quality trait: summoned units. This mana increases the military quality of summoned units by 1.

Alteration Magic
  • Body: strengthens Aeron’s followers, infantry unit quality increased by 0.5
  • Enchantment: strengthens followers of Nantosuelta, city-based industrial improvements (smithies, others) produce 3 extra gold
  • Nature: strengthens followers of Cernunnos, hunting improvements of all types produce 1 extra food and 1 extra gold.
  • Force: strengthens followers of Dagda, any nation who breaks a publicly declared pact, alliance or agreement which you are a part of, including yourself loses 4 stability (has to be public and in thread and pretty official looking).

Magic: Casting Capacity

Every sorcerer, conjurer, or priest-type unit will have a ‘casting capacity’. This represents how many and how powerful of a spell that unit and cast during one turn. A sorcerer or conjuring adept has a casting capacity of 1. So too does a novice acolyte. That casting capacity of 1 can be used to cast 1 ‘circle 1’ spell in that turn.

A summoner, conjurer or priest has a casting capacity of 3. They can cast either 3 ‘circle 1 spell’ (which costs 1 casting capacity each) or 1 ‘circle 2’ spell (which costs 3 casting capacity).

Casting capacity does not carry over from turn to turn. You either use it or lose it.

Stronger units and a nation’s unique units will have greater casting capacity. These will be listed for each unit.

Magic: Spells and the ‘Spell Circle’

Each spell is associate with a ‘spell circle’, either 1st circle (comparatively weak), 2nd circle (stronger spells), or 3rd circle (strongest spells).

A 1st circle spell costs 1 casting capacity to cast. A 2nd circle spell costs 3 casting capacity to cast. A 3rd circle spell costs 9 casting capacity to cast.

Magic: Spell Books

Each nation has a spell-book. These are the list of specific spells that that nation’s casters has access to. When you learn the technologies that make casting available you automatically gain 1 (or more if you are the first to that tech) spells which YOU (the player) designs (with the moderator acting to balance that spell). Each spell must be related to one mana type (and not to two or more).

Once your nation knows a spell, then all casters of that spell-type can now cast it (if they have the casting capacity). So if you invent a circle 1 summoning spell, call bears- a circle 1 nature summon, then all of your summoning units can cast call bear by spending 1 casting capacity. If you had a unit with 3 casting capacity (a conjurer), then they could cast ‘call bear’ there times in one turn because they have a casting capacity of 3 and the spell costs 1 casting capacity.

New spells can be designed and cost 10 research points (rp) and 5 gold for a first circle spell, 30rp and 15 gold for a 2nd circle spell and 90rp and 45 gold for a 3rd circle spell. You can teach an ally a spell from your spell book (which then becomes available to all of that nation’s casters) but they will need to spend the money to implement it (though not the research points).

All spells are public knowledge once they are used (even if used in an isolated fashion). If you want to keep your spell-book secret then you can’t use the spells you are hiding.
 
Sorry if this seems complicated. I know its a point system and people don't like point systems but i was having lots of problems writing orders for my wizards in thejopa's NES and i thought that if i adopted points system, i could avoid those problems.

Also- i know that some would like to have an open-ended possibility for casting with their mana but i decided to go with a spell-book system (this is mostly to help balance things). it seems to work with Abadon's Totem NES and hopefully it will work here too.

If there is any problems with what i wrote i encourage you to speak up (espcially before anyone trains thier first acolyte/adept).

Immac.
 
I'm undecided. Suggestions?

EDIT: maybe the solution is to provide about .25 quality to a unit who actually takes part in a battle and has a significant role in its outcome. That way barracks and their kin are still the major factor but an experienced unit that you have had around for a long time will be that much more powerful then others.

So the formula would be (for an infantry unit):

(national infantry unit quality)+(experience from combat)​

So, for example, lets say you have no barracks and your unit has seen 2 fights then its quality would be 1.5. if you later bought 1 barracks in your two cities, your quality would increase to 2 and if you bought that last barracks your quality would increase to 2.5. If, after that you saw one more fight, your quality would increase to 2.75.

I know this sounds complicated but the spreadsheet would take care of all the math. You would just need to worry about getting your barracks and stuff up, not about calculating the effect.

i.
 
I think units that see more combat would have a greater experience, and therefore a greater quality than a newly built unit, even if that unti has a barracks...

nothing beats actual combat experience, right?


Spoiler :
and the shield has alot of experience in combat, right :p
 
... And the Blades have even more. I like the idea of combat improving the quality of the units (not just because I've been in a lot of fights) it makes since that the more they fight the better at it they become.
 
A 1st circle spell costs 1 casting capacity to cast. A 2nd circle spell costs 3 casting capacity to cast. A 3rd circle spell costs 3 casting capacity to cast.

Typo? 678910
 
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