ImmacuNES III: Post-Apocalyptic Fantasy

oops, seon ninjaed my double post
in the meantime: huh, didn't notice that. I just saw something about colonists, cities, and ruralities and went insane. Thanks for clearing it up
 
i didn`t see anything about minimum distance between citys either... but i think it would be wise to spread them out... like that you have a bigger cultural reach and more hexes with more rulalities...

anyway, how is it actually if the cultural reach of two citys starts to overlap?
do the hexes stay with the one who owned them fist, or can they be culture flipped?
and could be border be changed by conflict and or agreements?
 
To build a new rurality costs 10 hammers.
To build a new city costs 50 food and 50 hammers.

To build a new rurality (farm, plantation, mine, commercial mine, fortress, mana node) outside of your cultural range also requires you to build a colonist, move it there and have them build the city/rurality.
To build a new rurality within your cultural borders just requires the 10 hammers.

If you wanted to build a city within your cultural borders (not sure why you would want to do this) i guess you could do so without the colonist and just pay the 50 hammers and 50 food.

EDIT: You would both share cultural control of the hex- you could both move there very quickly. The hex population would consist of whoever built the rurality there first but i can see a situation where you could have a shared population and each of you could have 1 pop's worth of goods generated from a 2 pop rurality. Or it could start a war.
 
so does building a rurality outside of your culture give you culture in that square hex?
do our starting soldiers defend against any attack within our borders automatically or do they have to be ordered to patrol our area or what?
our starting colonist (if we bought one) can be spent on a rurality anywhere we move it for free, right? How about using to build a city?
if we share a square hex and I build a rurality there do I need to use a colonist?
can we "create" trade resources in a square hex? Maybe through transplanting cotton or something similar.
can you build a city in enemy territory?
if two areas under someone's cultural control are disconnected can you still transport troops from one area to the other?
if you're buying a city over time can you cancel the building of the city for a refund? Like if you were unexpectedly attacked somewhere nearby when you had 30 food and 35 hammers invested, could you get a portion of those back?

yay, questions!
 
Immac are you alright with correcting my stats to my final decision re. leaders? It was the Grand Council with +2 government not Edoris with +2 piety.
 
so does building a rurality outside of your culture give you culture in that square hex?
no
do our starting soldiers defend against any attack within our borders automatically or do they have to be ordered to patrol our area or what?
You should probably say what your general response to a big or small invasion will be. They will move out to defend your ruralities unless you tell me otherwise.
our starting colonist (if we bought one) can be spent on a rurality anywhere we move it for free, right? How about using to build a city?
Yes.
If you add 50 food and 40 hammers I don’t see why not.
if we share a square hex and I build a rurality there do I need to use a colonist?
I don’t understand your question.
can we "create" trade resources in a square hex? Maybe through transplanting cotton or something similar.
Never considered it… but it seems possible.
can you build a city in enemy territory?
No.
if two areas under someone's cultural control are disconnected can you still transport troops from one area to the other?
No. you can walk them between the two areas though.
if you're buying a city over time can you cancel the building of the city for a refund? Like if you were unexpectedly attacked somewhere nearby when you had 30 food and 35 hammers invested, could you get a portion of those back?
no- no refunds. Those hammers/food are spent.
yay, questions!
yes, whor-ah indeed!
 
Immac are you alright with correcting my stats to my final decision re. leaders? It was the Grand Council with +2 government not Edoris with +2 piety.

yeah- i e-mailed it to you last night didn't i? or did i correct it and fail to e-mail it to you?

yes- looking at my sent box- it looks like thats what i did. I'll send it tonight sometime.
 
I don’t understand your question.

If I share a hex with someone and build a rurality to gain control of that hex, do I need to use a colonist to build there as well as the base cost (as if it were outside of my culture, due to the fact I don't have complete control there)or do I just need to spend the base 10 hammers (because its within my cultural boundary)?
 
you're not gaining control of the hex. you are investing in colonizing it. That may or may not mean you are gaining control of it depending on the diplomacy and military developments which are ongoing.

No- you don't need to use a colonist if its in your own culture.
 
Does the ''Max Rurality Pop'' cell in the city section mean the maximum population that each rurality can have or the maximum possible population of all ascociated ruralities combined?

Also when do you want orders by?
 
Ekolite said:
Also when do you want orders by?
all stats are out


orders due wednesday night before you go to bed



--------------------------------------------------

1. What is the difference of martial (total) and martial (training).

Just asking, cause,
- If unit has 1 martial (training), it has 1 martial (total) rating.
- If unit has 0 martial(training), it still has 1 martial (total) rating.

2. Can scouts find horrors While moving? (while moving through square), or do they have to stay to find them?

3. There are more horrors outside of our cultural borders and almost no one inside the cultural borders.
 
Does the ''Max Rurality Pop'' cell in the city section mean the maximum population that each rurality can have or the maximum possible population of all ascociated ruralities combined?
I44 (max rurality pop) is for each rurality.
1. What is the difference of martial (total) and martial (training).
Just asking, cause,
- If unit has 1 martial (training), it has 1 martial (total) rating.
- If unit has 0 martial(training), it still has 1 martial (total) rating.
Martial total is an amalgamation of the commander’s marital skill, the training it received (martial training), its experience, and your martial knowledge rank. There actually is a difference but the numbers are rounded off so you don’t see it.
2. Can scouts find horrors While moving? (while moving through square), or do they have to stay to find them?
Depends on the horror. But usually if you are looking for something and its not hiding or hard to find, you can find it by using scouts. EDIT: staying would make the search better but its not required.
3. There are more horrors outside of our cultural borders and almost no one inside the cultural borders.
Right now many of the weaker horrors are returning back to ceridwen’s heavens (hence why your people returned to the surface). The stronger ones are either keeping up with their attacks or changing tactics. There might be some horrors within your borders but unless they make it into the update, they are probably the weaker kind. If you read update zero, it will give you an idea of how much horror activity is going on and where (weaker horrors are mostly focused in the south-eastern part of the map; stronger ones are more evenly distributed)
 
:) ,

so one situation which popped up in my mind:
-player A and player B don`t have overlapping borders.
-they start some fighting
-player A seems to be winning
-they sign a contract: player B gives one rurality with a farm to player A

so: normaly player A would not be allowed to build a rurality in another players cultural reach... but could be get it as a "present"? (since it isn`t in his own cultural reach he could not include it to one of his cities.. but still?)
 
:) ,

so one situation which popped up in my mind:
-player A and player B don`t have overlapping borders.
-they start some fighting
-player A seems to be winning
-they sign a contract: player B gives one rurality with a farm to player A

so: normaly player A would not be allowed to build a rurality in another players cultural reach... but could be get it as a "present"? (since it isn`t in his own cultural reach he could not include it to one of his cities.. but still?)

i guess so. thanks for doing the hard thinking for me :)
 
why not just make it so Player B tributes all profit (food, hammers, etc) from that rurality to Player A? Then you don't have to muck about with strange cultural shifts. Its not as if all those people's cultural background is turning into Player A's culture, they're changing politically, not culturally. Rulers, not ruled. (does that make any sense at all or am I just babbling?)
 
I like Kyzarc's system better. You technically own the place, but the people's loyalty belongs with someone else.
 
Altho it is 12:15 (noon)(9 am gmt+0) and I am not going to bed yet but:

ORDERS SENT

Edit: Added gmt+0 time
Edit2: New signature and avatar!
 
some quick questions before finalizing orders:
Do generals/governors have some sort of initial cost or do you just pay the salary?
Do individualized leaders cost more then Mr. Default?
Is there some sort of system we have to use while designing Mr. Default's individualized replacements or do we just randomly add points to his skills and ask how much he would cost?
Do scouts require a general with them to scout places?
Can units do anything the turn they're hired (again with scouts, can they scout the general vicinity for incoming horror attacks)?
Why is my mine associated with my city but my farm unassociated? Did I miss something in the rules again?
edit: apparently I did miss the fact that the max # of associated ruralities being Total Governance of city + total population of the city, but when I add them I still get more then 1 maximum associated ruralities. <is even more confused>
 
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