Ffh Nes Ii

Yeah, interesting idea there Immy, it's quite similiar to what I was planning. It's important to limit and control magic to stop certain players getting out of control.
 
thanks- at first i thought 678910 was your count of my typos and i though: "yeah, thats about right, maybe inflated by a couple dozen but otherwise pretty accurate"

Waht do you think of the system?

i.
 
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 2.5.
Should it not be "3"? [/lurker]
 
I like the system; not only does it add control and limitations to something otherwise only limited by imagination, but it also makes writing orders easier. I can imagine an order set along the lines of "Have the adept summon Agares into existance. If that's too powerful, have him set the enemy's lungs on fire. If he can't do that, have him make a rock golem out of granite and pummel 'em. If that's too powerful...", which is no fun for the player or the mod.

By the way, does arcane and priest military quality increase the 'casting capacity' of the unit?

Re: NWolf - the barracks formula is [# of barracks/# of cities], so barracks have a maximum increase of 1. With two cities and one barracks, the increase is 0.5

EDIT - misread, should be 2.75, as battles increase by 0.25

Actually, I think it might be a good thing to have a maximum increase from battle too. Maybe something like [(1-.5^N)] where N is battles fought. So one battle would give 0.5, two gives 0.75, three gives 0.875, etc. Otherwise, by turn 30 we'll have units with an MQ of 15 versus greenhorns of 2.
 
Are casters only support then? If at level one they only have one spell per turn, are the casters useless in combat once they have used up their one spell? Or is it more of a "large scale spell" and they still have minor fighting spells?
Like the system, but not entirely clear on it. Only one free spell sounds a tad low too..
 
Welfare Economy (requires Social Planning and Welfare)
if your stability is less then 108 it generates 1 stability but costs you 12 gold.
if your stability is 108 or greater it generates 1 administration in the capital and the food costs of increasing the population of any city greater then size 3 is calculated as if the city were 2 population points lower then it actually is.
Does this generate 1 stability per turn, or just one flat? Also, does it cost 12 gold per turn, or a one-time fee? It seems like this could be a very costly civ if something outside your control (say, entropy mana halfway across the world is developed) causes your stability to drop. Stability granting buildings give approx. 1 stability per 20 gold, and you are limited to one each per city. Of course, the upside is very good too, I just want to make sure I'm reading it right.
 
By the way, does arcane and priest military quality increase the 'casting capacity' of the unit?

No- i don't think so. It would make direct damage spells harder to resist, summons provide more units and the like...

Actually, I think it might be a good thing to have a maximum increase from battle too. Maybe something like [(1-.5^N)] where N is battles fought. So one battle would give 0.5, two gives 0.75, three gives 0.875, etc. Otherwise, by turn 30 we'll have units with an MQ of 15 versus greenhorns of 2.

Thinking it over, i think i'll just make it harder and harder to get that .25 experience from a fight. Killing peasant militia may be all it takes the first time, but an experienced unit might need to face off against demonic imps and their stirge summons (for example).

Are casters only support then? If at level one they only have one spell per turn, are the casters useless in combat once they have used up their one spell? Or is it more of a "large scale spell" and they still have minor fighting spells?
Like the system, but not entirely clear on it. Only one free spell sounds a tad low too..

I want spells to start off slow and weak so i am going to keep the only one free spell. And yes, they do have some minor spells and cantrips they can use outside of their 'large scale spell'. But their small unit size would mean that its not normally a good idea.

Does this generate 1 stability per turn, or just one flat? Also, does it cost 12 gold per turn, or a one-time fee? It seems like this could be a very costly civ if something outside your control (say, entropy mana halfway across the world is developed) causes your stability to drop. Stability granting buildings give approx. 1 stability per 20 gold, and you are limited to one each per city. Of course, the upside is very good too, I just want to make sure I'm reading it right.

Its one per turn and you have no choice if your stability is under 108. So the most you could lose in one turn is 12 gold, but you could lose that 12 gold every turn for a long time if you kept losing stability to other things.
 
Orders for recon missions and counter-recon missions are due Thusdary March 19th, 4pm GMT.
 
All of it seems good to me. I agree with the new experience idea; making it require beating a significantly more powerful unit each time seems like a reasonable restriction to balance it.

I also really like the spell system; I think the ability to design our own spells is a really cool feature. :goodjob: I have a question on the priest units: I got the impression that they have a different spell pool seperate from other magic units. Do these spells also use the same research/development system or are they just granted by that god?
 
For priests I would figure that the spells they have must be somehow related to their deity, right? So would we have to create spells for the divine units with the deity's domain in mind?
 
For priests I would figure that the spells they have must be somehow related to their deity, right? So would we have to create spells for the divine units with the deity's domain in mind?

Exactly Nutranurse.


Also NUTRANURSE
: when you gonna write a story about your people discovering the continent? Hmmm... Kuriotates, Ir-O-Kee, Clan of Embers all want to chat with elves but if no elves come they will be sad.


EVERYONE
Okay, on an unrelated note:

1) When you use a recon unit for counter-recon, please state which province they are operating in.

2) Any project without funding will always fail. some sort of resource (appropriate to the project) should be spent. So if the Ir-O-Kee want to throw a massive rugby tournament, they should put some money behind it. If the Clan of Ember want to search of ancient runes in their lands they could spend some money adn a little rp and a little food (money to outfit the explorers, RP to get their sages to look through the resources and food to feed the expedition).

3) Funding a project without providing details will seriously undermine its success. If you say, "send my men to province x to look for dragon bones" it probably won't work as well as if you say, "send my men to province x to look for dragon bones- have them focus on A, B, C. Use tactics, X, Y, Z" DETAILS DETAILS DETAILS make order more sucessful.

Immac.
 
Well I am finishing the re-re-revision of it today so it should be up today! Or tomorrow! Dunno, depends on who calls on me today.
 
OOC: I think I am just going to post the diplomatic orders now and have the stories uploaded later today as I see fit.

The following message reaches the nations of: Amutire, Grigori, and Hippus
-----------------------

Spoiler :
RoyalDecree1.jpg


The diplomat who introduces herself as Rodima of Common House Yrauos speaks to the Hippus and proposes that ports (if any exist) be opened to trade and a mutual exchange of culture begin- specifically about the origins of the tall-deer the Hippus refer to as the 'horse'.

The diplomat who introduces herself as Yara of Common House Tandir speaks to the Amurites and proposes that ports (if any exist) be opened to trade and a mutual exchange of knowledge begin- specifically about the nature of these strange crystals found in Amurite lands.

The diplomat who introduces herself as Mellanna of Common House Kitholsel speaks to the Grigori and proposes that ports (if any exist) be opened to trade and a mutual exchange of culture begin- specifically about the recipe for a delectable lentil sauce.

Each of the diplomats bring a single white-tailed deerskin, antlers, and meat with them to give to their respective target nations.
 
The Amure nation, in the Person of the Caswallen, Welcomes envoy Yara of Common House Tandir to Cevedes. We would be happy to open trade with the Elven court.
 
A Diplomatic Treaty: The Ambassador to the Amurites

Yára of Common House Tandir loved how these flawed-elves toiled in chains. Though the city was crowded something… more thrummed in the air. Her Grace, in all her stark wisdom, had commanded that Yára and her crew be prudent to look, listen, and learn all that they might from whatever they found, but Yára had never anticipated a peoples so perfectly flawed.

Their city overflowed with a foul smell, no doubt caused by the shambling messes beneath rags and bound by chains. There were other flawed elves, true, but their presence was negligible and they were mostly pushing in the opposite direction of Yára and her crew. Few of these near-elves stopped to look at her, unlike the chained ones- which upset Yára. They seemed to be fleeing something, for most carried their entire lives on their backs, but it was what the broken slaves carried on theirs which held Yára so fascinated. Warm woolly deer which bleated strange dismayed sounds before they were slaughtered, weapons with metal wedges at the ends of their hafts (metal itself even was a queer sight), and eerie, yet compelling crystals which hummed strange songs in her ears and shined brightly in her eyes.

Yes, these flawed elves were almost perfect- it was truly saddening- but Yára believed she held a means of enlightenment in her hands.


~@~​

A Diplomatic Treaty: The Ambassador to the Hippus

Rodima of the Common House Yrauos misliked these queer near-elves. They clamoured too close to her and her charges, enthralled with some feature or oddity that Rodima did not see, but she suffered this with a smile for Her Grace ordered whosoever they find to be treated like princes. These near-elves were no princes.

Their city was rank and crowded, Rodima even ventured to think the place blighted. Frightening Wargs strode through the cobbled streets, yapping and yipping in some awful tongue and even speaking in guttural tones which almost sounded like the language her near-elf guides spoke. More frightening were the detached heads of what looked to be a troubling mix of near-elf, elf, and warg which glared down at her from pikes stationed near almost every market stall. She was not sure if the greenish skin was the result of rot or the natural colour of the heads. Even further disquieting was how at ease these near-elves seemed to be around such grisly displays. Some children, near-elf and warg alike, even played about them.

Rodima allowed herself a single shudder and a fleeting look of disgust and dismay before she continued onto the ugly squat brown keep within the centre of the city. She may not bear any fondness for these near-elves, but they likely would look kindly upon her after they received Her Grace’s message.
 
Wierd... All my links lead to Charle's master Retui story... that really doesn't make sense. when you look at the hyperlink, they lead to different posts.
Am i the only one this is happening to?
 
Nope, all of your stories end up in the right place for me.
 
Yeah, I noticed that yesterday but forgot to post about it. I only checked two, but I got the same Master Retui story.
 
I don't understand. :sad:

I'll go back through and try to relink them correctly... :confused:

wait, Nutranurse, please try "elegy" in tyhe Amurite section... That one I know links to the wrong place for me.
 
Ok, that one links to Master Retui...
 
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