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  1. - Top - End - #631
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Morph Bark View Post
    When it comes to betas, prolly only Overwatch would make me happier right now.


    In the meantime, is anyone interested in some giant ghost-catching trees?
    I know that feel... so so eager for Overwatch... So waiting...
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    I cannot tell you the number of times I laughed while reading this.

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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Finally finished: U13 Aka Maritus Reefs Aka Scálaísceir! Cheers.

    Scálaísceir

    Region U13



    Spoiler: Terrain
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    Scálaísceir is quite a shallow stretch of ocean, allowing gigantic reefs to form, most of which are actually the remnants of the polip stage of the Cresent Jellyfish inhabiting the region. The rest of the region that is not covered with reefs are made up by large areas that have a sandy bottom, causing the visibility in these areas to be less than ideal at times.

    The Great Cresent Reef

    Formed by the exoskelatons of young Cresent Jellyfish, these beautiful reefs are actually giant collonies of infant Jellyfish. Made of a material similar in appearance to the inside of clams, these reefs shine in hundreds of collors when the sun touches them with her rays. The Cresent Jelliefish can be found in moderate amounts here, mostly young ones, before they migrate to the Underreef to life out the rest of their lives. Life flourishes on these reefs, and a multitude of species can be found here, both plant and animal. Although some Carrachan and Makrull say they have seen strange sightings of other creatures deep within the mazelike structures of the reef.

    The Duststorms

    In the northern part of Scálaísceir, where the Chasms of the Abyss of Corriach loom ahead, is a wide area where the rocky bottom is unable to sustain much plantlife. The currents that flow here take lose debree with them from the Great Cresent Reef. These factors combined make the area into a large expanse covered by sand that glistens and swirls like if it was made of pure magic. However, for all its beauty, when the sea is in turmoil, the sands are swept up into a fury, blocking sight for all being entering the area. These storms can last very long, even days on end when the conditions are right. Many creatures got lost and fell victim to these storm, hence the area's name.

    The Underreef

    A large sea under the bottom of the ocean spanning hundreds of miles, one would expect that this place would be completely dark. That it is not is due to the glow that thousands upon thousands of Cresent Jellyfish. They float here, feeding on the plankton present in the food-rich waters.


    Spoiler: People
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    Races: Carrachan and Makrull
    Flag of Scálaísceir

    The people of Scálaísceir are a laid back and worryless folk. The combination of Carrachan and Makrull culture led to a people that are both laid back, but at the same time, are very knowledgable of their surroundings. They mostly rely on the abundant Cresent Jellyfish for food and lighting.

    They are led by the Tides-Counsil, a group of two Makgrull and two Carrachan that deal with diplomatic and militairy matters.

    The culture itself is focused around the Cresent Jellyfish. The people of Scálaísceir revere them, seeing them almost as divine beings. They spend their time herding and cultivating them. When not doing that, they can commonly be found relaxing and seeking entertainment.


    Spoiler: Resources
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    Scálaísceir has a good resource of Cresent Jellyfish. These Jelliefish have a cresent-shaped organ that emits a soft but bright silvery light. The Jellyfish's body itself is rather nutritionous, being used as food by the underwater folk breeding these animals. The Cresent Jellyfish are born inside the Great Cresent Reef, emerging from the mysterious center of the place as tiny polips. They adhere to the top of the reef and construct a exoskeleton made of mother-of-pearl. After 3 to 5 years, they detach themselves from their protective shells, becoming young-adult Jellyfish. They migrate to the Underreef where they spend 10 to 15 years feeding of the plankton there. Thereafter, they swim back to the Great Cresent Reef and enter it's mazelike structure. Thereafter, they are never seen again. Never has anyone seen a Cresent Jellyfish die due to natural causes in the wild. The interior of the Reef itself guards it's secrets well. There are reports of swift creatures seen near the center, but those are still unconfirmed.

    Due to their laid back attitude, the people of Scálaísceir require Entertainment.


    Spoiler: Religion
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    The religions found in Scálaísceir include Bori and the Makrull's native beliefs.


    Spoiler: Notable Cities
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    Blueholme


    The capital of Scálaísceir, the city is build upon the reefs the regions is famous for. It hosts the majority of the regions city-dwelling inhabitants. The buildings shimmer with all collors imaginable, although the buildings themselves are quite ordinary. Both the Makrull and the Carrachan are well represented here.

    Makisport


    The gateway to the surface, this town lies around 10 meters below the surface. A vast majority of the trade goes through here. The people are friendly, kind but yet distant. There is something happening right under the surface, just like the town itself is right under the surface of the waves above it.
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  3. - Top - End - #633
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Yay!

    This is something that Way and I talked about together; he did all the write-up, though. We just agreed that the Makgrull and Carrachan were there in equal measures.

    The Carrachan residents call the place Scálaísceir. The Makgrull will refer to it as Maritumus Reef.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Got a 2-2.5 hour drive in the morning tomorrow. Round will open a little later than usual.

    ~Round Closure in ~14 Hours~

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  5. - Top - End - #635
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by QuintonBeck View Post
    Got a 2-2.5 hour drive in the morning tomorrow. Round will open a little later than usual.

    ~Round Closure in ~14 Hours~
    Tick tock goes the clock, the GK is coming soon...

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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    This is your GM sponsored 30 minute warning til round close.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  7. - Top - End - #637
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Blade, you still haven't posted your actions for this round
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by moossabi View Post
    Tick tock goes the clock, the GK is coming soon...
    Quick! Someone find a new player to claim a region that moos is trying for

    (Kidding, kidding! That sucked when it happened... more then once.)
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
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  9. - Top - End - #639
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Gengy View Post
    Quick! Someone find a new player to claim a region that moos is trying for

    (Kidding, kidding! That sucked when it happened... more then once.)
    I actually have all the regions that I need!

    And I'm going for another diplomatic move, but spoilers!

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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Thanks Gengy

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    Ruler stuff for Round 37

    Ruler Attribute Bonuses

    Valasharix: +1 Diplomacy +1 Curiosity

    Praeclarus: +1 Diplomacy +1 Military +1 Luck

    Carmine Sea: +3 Faith

    Celero: +2 Curiosity

    Caercian Consortium: +1 Curiosity +1 Military

    Sycia: +2 Military

    Faedas: +1 Military +1 Diplomacy

    Tzaltec: +2 Military +1 Diplomacy

    An Nádur: +1 Curiosity +1 Diplomacy

    Niskovia: +2 Military

    Maur: +2 Curiosity +2 Diplomacy +1 Military

    Hurosha: +1 Curiosity +1 Military

    Guilder: +2 Diplomacy

    Silver Moon: +1 Military +1 Curiosity +1 Diplomacy

    Faelthalas: +1 Curiosity +1 Diplomacy

    Blazing Temple: [New Leader!] +1 Faith

    METAL: +1 Faith +1 Military

    Ahmeskharras: +1 Faith

    Kemuliaan: +1 Military

    Kelldria: +1 Diplomacy +1 Military

    Holy States of Our Frozen Lady: +1 Military

    Voreal: +2 Military

    Anavia: +1 Military

    Mularuhm: +1 Faith +1 Curiosity +1 Diplomacy

    Serendel: [New Leader] +1 Faith +1 Diplomacy +1 Curiosity

    Seaborne Confederation: +2 Curiosity

    Alzeroth Collective: +1 Diplomacy

    The Watcher: +1 Faith

    Warriors of Syivine: +1 Diplomacy

    Sulvan's Primarchy: +1 Diplomacy

    Coalition of the Abyssian Sea: +1 Diplomacy

    Stolok: +1 Curiosity

    The Isles: +1 Military

    Niemida: +1 Curiosity

    Nanguang: +1 Military

    Fera, the Land of Discovery: +1 Diplomacy

    Novrania: +1 Diplomacy

    Razdis: +1 Military

    Pavonia: +1 Diplomacy

    Salterri: +2 Curiosity +1 Diplomacy

    Kuldran: +1 Faith

    United Free Cities: +1 Diplomacy

    UJR Executor (zab to Imp): [New Leader] +2 Faith +1 Curiosity

    Caramel Kingdom: [New Leader] +2 Curiosity

    Everburning Horde: +1 Faith +1 Military

    UJR Speaker Hrii: +1 Curiosity +2 Faith

    Ashenia: +1 Diplomacy +2 Faith

    Calorum: +1 Faith +1 Military

    New Crima: +1 Curiosity +1 Diplomacy [New Leader...? Discussed, but never confirmed. Please roll stats. K]

    UJR Judicator (Imp to zab): [New Leader] +1 Military +1 Curiosity


    Updated in the table.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  11. - Top - End - #641
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Hey Quinton, from the table, it seems my Mil has somehow dropped by 1, and likewise my Dip and Cur scores are 1 lower than my calculations have them. I was wondering if that was a mistake or if there is a reason for that.
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    ...it was probably an error?

    I volunteered to help out. It is possible that I may have made a clerical error. I also don't know if I got all of the Luck bonuses correct. Most everything should be accurate, though.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

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  13. - Top - End - #643
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Morph Bark View Post
    Hey Quinton, from the table, it seems my Mil has somehow dropped by 1, and likewise my Dip and Cur scores are 1 lower than my calculations have them. I was wondering if that was a mistake or if there is a reason for that.
    As Gengy said, it's his fault

    Find original stat rolls, run through actions, tally increases up and PM me and I'll correct any errors.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  14. - Top - End - #644
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Gengy View Post
    ...it was probably an error?

    I volunteered to help out. It is possible that I may have made a clerical error. I also don't know if I got all of the Luck bonuses correct. Most everything should be accurate, though.
    People who should have received Luck this round are you, Philote and Chief, I think, since everyone else eligible either got it last round or didn't post.
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  15. - Top - End - #645
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Aedilred View Post
    People who should have received Luck this round are you, Philote and Chief, I think, since everyone else eligible either got it last round or didn't post.
    QB, I'm 99% certain that the only person who got a Luck increase in my post was Praeclarus. Philote and Chief are due a Luck bump.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  16. - Top - End - #646
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    What are the current rules for receiving luck? Playing for a certain number of rounds in a row?
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Philote View Post
    What are the current rules for receiving luck? Playing for a certain number of rounds in a row?
    +1 for every two active rounds (from R29 onwards, when this was introduced).
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  18. - Top - End - #648
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Aedilred View Post
    +1 for every two active rounds (from R29 onwards, when this was introduced).
    Should I be at 4 Luck now then?

    34, 35, 36, and 37?
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Philote View Post
    Should I be at 4 Luck now then?

    34, 35, 36, and 37?
    I don't know what you started with, but as of this round you should have had a +2 to your starting score.
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    That should put at 4 currently then. I'll start adding luck increases to my action posts after this round.

    Round 50 is when the magic happens.
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Luck fixed. I'll be updating the Religion table shortly.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  22. - Top - End - #652
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Is it possible to have additional once per ruler actions considered?

    From what I've seen, the [Stat x5] actions seem pretty limited. I don't mean that they are useless, just that they seem more intended for a finite number of uses while the [Stat x10] actions could be done any number of times.

    Ex: You can only improve or introduce resources X number of times for a region, but you can constantly advance technology.

    Ex: You can create a new majority religion for your region (Which I assume is only done once unless your religion is usurped somehow), but you can do any number of miracles.

    Ex: You can only have one agent, but (I assume) you can keep developing new tactics for different battles.

    (Diplomacy seems to be the odd one out as it would make more sense to stabilize multiple times rather than uniting your empire repeatedly)

    This is most likely fair since [Stat x10] actions are supposed to be stronger anyways, but it seems like a waste if you have to skip over using your [Stat x5] action for your current ruler because it no longer applies anymore. It would be nice to have something minor (So as to not change the rules drastically) to use it on. It seems like a couple stats have varying options for [Stat x5] and [Stat x10] actions currently anyways.

    I may just be having a misunderstanding with the rules, or am not expanding fast enough to fully use the current state of the rules, but I wanted to see what the opinions on this are.
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    You can't use 10s multiple times with one ruler... Unless I'm misunderstanding you which seems possible.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  24. - Top - End - #654
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Philote is asking if there could be more Special 5s, since in his view the use of the current ones have an ultimate limit in quantity, whereas he thinks the Special 10s in his view do not. He's not asking for the current Special 5s or 10s to be useable multiple times per ruler, or thinking that they currently are.


    You can only have one Winning Tactic at any time, so Mil 10 falls in the same boat as Mil 5. They can be replaced via another use of it, but not getting multiple ones at a time.

    Cur 5s for resources so far haven't been much of a problem due to the load of expansion possibilities. Even now there are still a lot of those, through underwater regions, underground regions, and taking over NPC regions (or even player regions if you're so inclined).

    Dip 5s are very finite and quite limited indeed. Faith 5s, however, are not, due to the presence of Holy Orders, which can now be empowered via miracles to become better, too.
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Philote View Post
    From what I've seen, the [Stat x5] actions seem pretty limited. I don't mean that they are useless, just that they seem more intended for a finite number of uses while the [Stat x10] actions could be done any number of times.
    As a general rule, the Curiosity and Faith actions you can do over and over again, while Diplomacy and Military ones tend to be one-offs unless something goes wrong or you have a major change of direction. D5s are likely to see a little more use than M5s and C5s more than F5s.

    I am not entirely convinced that special actions need to be do more on the whole, as having a high attribute score is already a bonus in itself and can allow you to accomplish things players with lower scores can't. Some rebalancing between Diplomacy/Military and Curiosity/Faith might be in order, although it's in the former two that a high score is usually most valuable as they're more often rolled against for important things, so maybe not.

    I may just... not [be] expanding fast enough to fully use the current state of the rules
    I think this is the case to an extent, as players with more than one region don't tend to saturate their regions either with resources or holy orders even if it is theoretically possible, but it does vary and it doesn't mean you don't have a point.
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  26. - Top - End - #656
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Morph Bark View Post
    Philote is asking if there could be more Special 5s, since in his view the use of the current ones have an ultimate limit in quantity, whereas he thinks the Special 10s in his view do not. He's not asking for the current Special 5s or 10s to be useable multiple times per ruler, or thinking that they currently are.


    You can only have one Winning Tactic at any time, so Mil 10 falls in the same boat as Mil 5. They can be replaced via another use of it, but not getting multiple ones at a time.

    Cur 5s for resources so far haven't been much of a problem due to the load of expansion possibilities. Even now there are still a lot of those, through underwater regions, underground regions, and taking over NPC regions (or even player regions if you're so inclined).

    Dip 5s are very finite and quite limited indeed. Faith 5s, however, are not, due to the presence of Holy Orders, which can now be empowered via miracles to become better, too.
    What Morph said basically.

    I'd be partially fine if even fluff only actions were added. That way it would be a choice if you wanted to skip over your once per ruler action for that stat category this round and not forced into skipping over it since it didn't apply due to the current state of your empire.

    Its mostly a minor thing that just caught my eye so I wanted to see what people thought.
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  27. - Top - End - #657
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Morph Bark View Post
    Philote is asking if there could be more Special 5s, since in his view the use of the current ones have an ultimate limit in quantity, whereas he thinks the Special 10s in his view do not. He's not asking for the current Special 5s or 10s to be useable multiple times per ruler, or thinking that they currently are.


    You can only have one Winning Tactic at any time, so Mil 10 falls in the same boat as Mil 5. They can be replaced via another use of it, but not getting multiple ones at a time.

    Cur 5s for resources so far haven't been much of a problem due to the load of expansion possibilities. Even now there are still a lot of those, through underwater regions, underground regions, and taking over NPC regions (or even player regions if you're so inclined).

    Dip 5s are very finite and quite limited indeed. Faith 5s, however, are not, due to the presence of Holy Orders, which can now be empowered via miracles to become better, too.
    That's a problem I've been thinking about for quite a while, especially with the Military 10. However, there's still plenty of M10 grinding, so the question is: why do we want people to go all the way to 10 in a stat? What's the balance reason?
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  28. - Top - End - #658
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    There's been some discussion in the GM thread on adding some alternatives to dip 10s and allowing more than 1 Winning Tactics (kinks in Federations being a thing being looked at) As for 5s, and most of the specials 5s and 10s I'm relatively happy with them as they stand.

    Fluff actions have been brought up before, as I've said, feel free to add as much fluff as you want. You're not required to take a Curiosity 5 action just because you have a Curiosity 5 if that's what you're saying?

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  29. - Top - End - #659
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Quote Originally Posted by Philote View Post
    I'd be partially fine if even fluff only actions were added. That way it would be a choice if you wanted to skip over your once per ruler action for that stat category this round and not forced into skipping over it since it didn't apply due to the current state of your empire.
    I have no idea what you mean.


    At any rate, Curiosity is in a good, strong place. It's got a desireable 10, a desireable 5, and even if you don't go the way of making resources with Cur5, you can adapt a resource to power an existing tech.

    Faith is also in a good place, like Aedilred noted. It could get more use in the way of what you can do with it beyond miracles and holy orders, maybe something you can roll for with it other than conversions, but that's it.

    Military is something a lot of people go for just to be safe, even if it isn't entirely necessary. It could be given something for Mil 10 that is somewhat more renewable than the current sole one, maybe.

    Diplomacy is something left mostly by the wayside for those with GKs, save for when they attend an event. It is probably the one that sees actions the most consistently, but also the least focus quantity-wise as people want to increase the other scores more. Diplomacy is probably the one that needs the most work in that regard, for both small and large nations. It's not that it's bad or sees little use, but it could have something more special to it that would see it given more consideration of use outside of events.


    I think the main thing to want out of this is something for Faith and Diplomacy to roll for other than what is already there (conversions and colonizations). Curiosity gained investigation a while back, and it was a very fruitful addition, especially since its only existing roll type (tech-stealing) saw little use. Diplomacy and Faith could use something that would be less straightforward and general as their current roll types, but still useful ones in more minor, or different ways.
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    Default Re: EMPIRE! CWBG XIII: F5: Document Spirits F10: Summon Balepig, Keeper of Oaths

    Sorry, it seems that I'm having trouble being as clear as I wanted to be. I was mostly commenting on the perceived loss of a potential action and ways to fill that action rather than something wrong with the rules. I realize that I am not required to take a [Stat x5] action just because I have reach 5 in a stat, but I just had the personal feeling that the action would be wasted if it was not taken with a ruler. For example, if I'm constantly aiming for Curiosity 10s then I'm going to be passing Curiosity 5 quite a bit and want to be able to utilize it when I do so.

    Perhaps if there was something like a [Stat x5] action that was a fluff action with more impact than a standard fluff action so that a person could still be rewarded for reaching 5 in a stat in when the mechanical [Stat x5] actions do not apply to the current situation. Same thing for [Stat x10] since it seems military and diplomacy could have times when their [Stat x10] isn't used.

    Ex: [Military x10] Fluff for a decisive battle in a current war you're in. It doesn't affect the war or the population, but its a battle that you get to dictate that now exists in the world's history.

    The way I'm envisioning it, these actions would work similarly to a one round project but may not give the same advantages a project would in things such as resources and techs.
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