FFH NES III: The Eastern Expanse

Ok, I've gotten everyone's submissions in and it all looks good. :goodjob:

The only thing is, a lot of people have been saying they need more information on the innovation tree and stuff before spending the starting resources, and I see your point. So what I'm thinking is that I'll post up a turn 0 update tommorow. Included will be your organization backstory and stats, but spending starting resources won't happen until the next update. That way Kenkrajen should have the innovation tree posted and you can make more informed decisions taking into account all the information.

I'll also send everyone a spreadsheet I'm using to keep track of stats when I do the update tommorow so if you haven't sent me your email yet I'll need that. Thanks.
 
So what I'm thinking is that I'll post up a turn 0 update tommorow. Included will be your organization backstory and stats, but spending starting resources won't happen until the next update. That way Kenkrajen should have the innovation tree posted and you can make more informed decisions taking into account all the information.

that sound good to me :)
 
Sorry I'm going to have to put off the update a bit more. The first part will definitely be out tommorow, although it might be quite late in the evening.
 
Take your time, MoD... Take your time...
 
huh, I didn't notice that the thread was up til now...
helloooooo? :wavey:
 
:bump: for updata
 
Yeah sorry I've been putting this off. It turns out there are a couple real basic things Kenkrajen and I overlooked so we're just finishing those up before we start. We should have it all done sometime during the weekend. So I'm making monday the definite day for a first update, taking everyone's stats and starting positions into account. With the update I'll post up some basic guidelines on spending your starting resources and the first turn. Sorry about the delays :( but at least we'll be up and running soon. :)
 
Update 0

A Land of Promise

It is a peaceful time for the nations of the Eastern Expanse. Today marks the 30th anniversary of the Great Armisitice, and it is clear that war no longer threatens the people.

Particuarly notable is improved relations in the Nelph river valley. This crowded region has historically been a place of international conflict between its three cities: The Ammurites of Cesslen, the Bannor of Raldel, and the Sheaim of Trez. But as the new year begins, it is clear that even the heated Bannor-Sheaim conflicts have begun to fade into the background of the region's newfound prosperity.

30 years of peace have changed the region. Racial and religious conflict has slowly dwindled. In its place trade and meriment have risen up. This can largely be attributed to the dwarven markets and Balseraph carnivals that now travel from city to city.

But it is rumored that the populace is beginning to find new ways to spend the time, and that citizen organized groups are sprining up all over the valley. It has yet to be seen whether these groups are to be a boon to the region's continuing development, or the end of this burgeoning age of peace.
 
Okay, so the pre-update is now up. The last few rules have been straightened out and we're ready to go. :goodjob:

I've also updated the rules section with the rules from the Central Expanse thread. Also, there are some additions to the starting resources section. Anyways, here is what I will need for the next update. If everyone can get orders in by Friday, I'll put up our first real update by sunday.

[B]1. Spend Starting Resources - 25 points[/B]
Here is that info again:

1 General Point equals:
1,000 gold pieces
25 Research Points (starting rp cannot be spent on innovations beyond tier 2)
25 Culture
5 Faith Points
* A PO may spend 10 General Points during organization creation to make their Homebase hidden.

Note: Tier 1 techs cost between 50-100 rp.


2. Spend Actions/Assign Members

(all this info is now in the rules section under Missions)

Each organization starts with 10 members. You also receive 3 actions per turn. You may spend 1 action to assign any number of members to any of the following missions:

Missions

Attack - Units will attack a specified single target in the square they are in. Attacking occurs automatically if the units move into a square with hostile units. Attacking in this way still uses an action and cannot be done if the PO has no actions to spare. Attacking a target can result possibly in the capture, damaging, or destruction of a target and/or the damaging/destruction of the attacking units.

Diplomacy - Units will carry messages to NPCs and NPOs. Each action spent on diplomacy can only carry one message, of which the length is not limited, and barring any unfortunate events the messenger(s) will bring back the reply. Certain units, as described in their entry, will help to bring back more favorable responses. Communication with other Players is unlimited and requires no actions.

Espionage - Units will attempt to bypass detection and defenses in order to attain the specified target.

Fortify - Units will attempt to better the defenses of the specified area to increase chances of victory in case of an attack.

Move - the units designated will move their movement up to the amount specified in the orders.

Recruit - Any unit can recruit, though certain types will be more successful at it as described in the unit entry.

Work - Units capable of producing gold, mallets, research or culture do so, with whatever buildings and tools they are assigned to use.

The mechanics in the first four are not going to be revealed entirely. You will be told which units/buildings you discover can give you bonuses to them.

The last two, Recruit and Work will be fully explained now. Any member (even untrained) can perform them, although later units will be more efficient and achieve better results.

Recruit: Cost - 1 Action

Effect - Adds a number of members to your organization.

Each member assigned to this mission will provide about 0.5 new members.

Work: Cost - 1 Action

Effect - Choose a resource from the following list. Your members will produce that resource.

Gold - About 40 gold per member

Research Points - About 1 rp per member

Faith Points - About 1/4 fp per member

Note: Later units/improvements can perform these missions much more effectively.


Everything produced in these missions is the minimum estimate. You will produce at least this much, but there is a chance you can receive more. Any description of how your units are performing the mission wil help your chances a bit. It doesn't have to be long, just a sentence or two.

For example:

Spend 1 action on Work - collect gold. 5 members will beg on street corners, pretending to be homeless.

Spend 1 action on Work - collect fp. 4 members will preach in the markeplace about Junil's code and how following it will lead to salvation.

etc.

Email/Pm these two things for your orders by Friday. Between now and then I'll send out everyone's stat sheets also, but you shouldn't need that for the first update, it just lists what you already sent me for you PO description.
 
As I asked in the Expanse thread, but which got ignored:
If I have a culture score of 14+ do I double all initial research? so if I spend 8 points on research do i get 200 or 400 initial research?
Can we trade technology?
edit: can we spend starting resources on units/people?
Could there be a brief description of each type of innovation posted?
About actions: it sounds like spending 1 action point gets all members to do that action, so spending 1 action on research all my people research, or 2 points on recruit then all my people recruit twice as many then if I had just used one. Is this accurate?
 
Sorry about missing the questions before.

If I have a culture score of 14+ do I double all initial research? so if I spend 8 points on research do i get 200 or 400 initial research?

You wouldn't double research earned from spending general points. That bonus applies to research that you produce with your people.

Kyzarc Fotjage said:
Can we trade technology?

No, we don't have any technology trading allowed yet, mostly because it would be to easy to bypass the specialization system that way.


Kyzarc Fotjage said:
can we spend starting resources on units/people?

The only way to gain more people is through recruit missions. However I forgot to mention that you can increase the effectiveness of the mission by spending resources on the mission. So you could spend gold or faith points on the mission you would just have to explain how the resource will be used on the mission. It won't necessarily be the most cost effective use of your resources, but it can still greatly improve the results of your mission.


Kyzarc Fotjage said:
Could there be a brief description of each type of innovation posted?

Each innovation will not be revealed until someone discovers it. Once someone discovers the innovation, a full description will be posted in the update.


Kyzarc Fotjage said:
About actions: it sounds like spending 1 action point gets all members to do that action, so spending 1 action on research all my people research, or 2 points on recruit then all my people recruit twice as many then if I had just used one. Is this accurate?

Spending 1 action point allows you to assign any number of members to the mission. However, each member can only be assigned to one mission per turn. So spending 2 actions on recruit wouldn't have any greater effect than spending 1 action on it.

You may not have enough people to really need 3 actions at this point, but as your organization grows larger having many actions will become more useful.
 
Are specialization tree's research doubled for initial spending?
 
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