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Re: Total War: Steampunk Skies (Recruitment closed)
The trade order seems like a good client for me to have. Rich, and corrupt enough for me to infiltrate easily. I might even cause them a few problems just so that they can pay me to solve them.
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"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Total War: Steampunk Skies (Recruitment closed)
All right, starting to send stats out. Lost some files, so I'll just send them as I go through your sheets one last time. Once again sorry for the delays. As you get your stats, keep the following in mind...
The Military score is your army/2 + navy + defense. The stats to your cities are how your defense, innovation, and economy is divided up. Your VIP stats are in addition to the stats above. Their fate, luck, and heroism is equal to the VIPs of other nations, with the leaders having a bit more.
Now the medium powered faction. These nations will start with equal stats to your own.
The Quantum League: A leader in innovation, the Quantum League is run by small government of scientists extraordinaire. They rule their city with absolute rule, though rumors persist of the scientists competing for prestige and power, causing rifts within.
The Gentleman Nation: Proper, polite, and experts in all thing class, the Gentleman Nation is known for one other thing amongst the leaders of the sky. They are assassins without peer. A drop of hemlock, a thin strip of razor wire in the sleeve, a shameless noble woman with a hidden dagger, they are mercenary and will work for anyone… who treats with due etiquette, of course.
Clockwork Crusade: Fanatical to the extreme, the Hierophants believe in an age where all believe in the almighty machine. They have a mixture of zealous men and women as well as automotans who fill their ranks. Most believe it is the Clockwork Crusade most likely to break the Concordiat.
Sarathia: Ruled by the ancient royal Sarathian house, this nation has often struggled to maintain its grip on power, but has weathered through it all. They are considered trustworthy, however like other nations ruled by nobles, their arrogance often compromises this.
Ducal: Though their symbol is the war dog, many call them the hyenas. Known to be opportunists, Ducal has shifted hands many times in recent generations, though their new leadership has stood strong for ten years, and seems poised to expand.
Northwind: If any nation could said to be for the people, it would be Northwind. More pragmatic and progressive than most nations, their leaders have earned previously unheard of popularity with its people. Although their intent seems genuine, many eyes wonder in jealousy if it’s not the start of a new campaign.
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Re: Total War: Steampunk Skies (Recruitment closed)
Things I need to do before the game will begin...
Give players their stats: 10/18 complete
Stat out NPCs: 0/20
Finish map
Write introductory page
Make secret roll: Done
A note on NPCs
The powerful factions will have 5 cities and 5 VIPs each
Medium factions will have 2 cities and 3 VIPs each
Small factions will have 1 city and either 1 strong VIP, or two weaker VIPs
SECRET ROLL! (1d3)[3]
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Will have limited to no internet the rest of the week.
Re: Total War: Steampunk Skies (Recruitment closed)
What is the policy on trading techs? Some games make that difficult, or make it so that you have to spend your own research to integrate the tech before usage. What rules are you using?
What about stealing technologies? What are the rules for that?
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"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Total War: Steampunk Skies (Recruitment closed)
Don't worry, given that I plan on hiring out my spies (unfortunately I now have competition from the gentlemen) I doubt tech stealing will be my usual type of stuff. It will probably be easier and less risky to buy tech and/or hire scientists.
That being said, best way to keep me from stealing tech? Hire my agents to do something else. After all if I am sending my agents to sabotage your enemies, I certainly won't have those agents stealing technology.
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"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by hydroplatypus
Don't worry, given that I plan on hiring out my spies (unfortunately I now have competition from the gentlemen) I doubt tech stealing will be my usual type of stuff. It will probably be easier and less risky to buy tech and/or hire scientists.
That being said, best way to keep me from stealing tech? Hire my agents to do something else. After all if I am sending my agents to sabotage your enemies, I certainly won't have those agents stealing technology.
i really like the gentlemen. the concept of gentlemen assasins is fascinating.
i already have a job for one of you...depending on your prices of course.
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"let our mercy, as deep as the feitas, and our auhority, as powerful as the sun, be revealed to the entire world!"
"Damn! I gotta say, you just let down every man in Falena..."
Re: Total War: Steampunk Skies (Recruitment closed)
I don't have any set prices as yet, I'm still trying to decide what should be paid.
I'll might have a fixed rate or something. Maybe 1 Econ/ESP point used? might be higher or lower, depending on what people are willing to accept. Lets you decide exactly how much ESP you want to hire. No point in paying for the entire network if a smaller portion would work.
Or I might just go on a case by case basis based on the job. Gives me more freedom that way, but negotiating price could get to be a pain.
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"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Total War: Steampunk Skies (Recruitment closed)
Tech Stealing
Technology can be stolen by Sptworks just as wealth can be. If you know exactly what research you want to take that's fine, if not, it would be stealing a random technological advancement of the enemy.
As a rule of thumb, Spyworks is fairly flexible. As each + represents a crack team of you very best (or worst depending on how you look at it), they can be creative.
Tech Trading
If you trade tech you will not automatically be able to use it. You will need to invest a certain amount of innovation so that you understand how to use it. You may spend that innovation the same turn you trade it. You may ask me how much is needed to activate the traded technology, it will usually only be + or ++ total, unless it's something really big.
I will try to update the rules, fix the typos, make things more clear. First priority is to get all the stats though.
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Re: Total War: Steampunk Skies (Recruitment closed)
Approxomitly how much ESP will be required to lets say steal a tech from nations with various ESP defenses (ballpark estimates for lets say 70% success chance on morale 2, 4, 8). I mention this because you mentioned crack teams a lot, which makes me think that it is possibble that ESP is more likely to suceed in this game than in most. Is the crack team thing just fluff, or does it actually mean that ESP is stronger than usual? (with the usual being I assume a straight roll against ESP defense).
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"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Total War: Steampunk Skies (Recruitment closed)
Yes, spyworks can be hired for defenses purposes. Remember, each turn each + of spyworks may either defend one nation or go on the offensive on one mission. So keep that in mind if you hire out your spyworks you cannot use them that turn.
Basically to be successful with any spyworks action, you have to pass through the espionage defense of morale + whatever spyworks is dedicated to defensive actions. If you can accomplish that, you'll achieve minimal success. The more you succeed by, the more benefits you get. Maybe they won't know who did it, or even that something was stolen. Maybe some wealth or a second tech will get taken.
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Will have limited to no internet the rest of the week.
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by daelrog
Yes, spyworks can be hired for defenses purposes. Remember, each turn each + of spyworks may either defend one nation or go on the offensive on one mission. So keep that in mind if you hire out your spyworks you cannot use them that turn.
Basically to be successful with any spyworks action, you have to pass through the espionage defense of morale + whatever spyworks is dedicated to defensive actions. If you can accomplish that, you'll achieve minimal success. The more you succeed by, the more benefits you get. Maybe they won't know who did it, or even that something was stolen. Maybe some wealth or a second tech will get taken.
or you fail miserably and lose your spyworks...i hate when that happens
__________________
"let our mercy, as deep as the feitas, and our auhority, as powerful as the sun, be revealed to the entire world!"
"Damn! I gotta say, you just let down every man in Falena..."
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by oblivion6
or you fail miserably and lose your spyworks...i hate when that happens
Yes. If you fall just shrot, you probably won't lose anything, though you'll be caught red handed. If you lose by a significant amount... well yes, you will lose a good chunk of what you threw.
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Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by daelrog
Yes. If you fall just shrot, you probably won't lose anything, though you'll be caught red handed. If you lose by a significant amount... well yes, you will lose a good chunk of what you threw.
Ya, I probably won't take too many ESP missions where I don't stand to win by a large margin. Of course I might take a few as long as the pay is exceptional, and I make sure to include in the contract that I do not guarantee success. as well as that I do not give refunds in the event of failure.
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"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Total War: Steampunk Skies (Recruitment closed)
Of course. I'll use that to establish a stable income, while charging more for offensive missions. Given that I have a ton of ESP, with VIPs only boosting it more I will have enough to do both. Especially when I put that money right back into increasing my spying abilities.
Additionally I could make relatively passive income by selling the rights to look at any intercepted communications and/or making people pay for me not to reveal the contents of the messages. If I establish spy networks anywhere then I will certainly be looking to make an income with NO continual investment on my part. Or perhaps I might just sell the rights to specific communications, as opposed to a blanket everything that I intercept kinda thing. Like if A thinks B and C are plotting against him he could pay X for me to copy him the communications between B and C recently.
Just putting it out there how much would people be willing to pay for D.ESP protection? (on a per + basis)
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Last edited by hydroplatypus : 10-10-2012 at 10:21 PM.
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by Ascaloth
@hydroplatypus,
I'll probably contact you once the game starts. I have a variation on the usual Def ESP job in mind for you.
Well, the game hasn't even started and I already have two potential contracts. This is looking to be quite lucrative. If demand keeps going up at this rate I might have to up my prices.
Also the D.ESP looks good for me, as it means that people have an incentive to keep me alive if I am attacked. No me = no extra ESP defense
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Last edited by hydroplatypus : 10-10-2012 at 10:26 PM.
Re: Total War: Steampunk Skies (Recruitment closed)
Give players their stats: 17/18 complete-Only Greystone's if left
Stat out NPCs: 0/20
Finish map
Write introductory page
Make secret roll: Done
Actually, I think I might tap on your help again Zemalac for the map. What I'm going to do later today is figure out which NPCs have a set region. For the rest, I'll randomize where they start, NPCs and PCs.
For Zemalac
I'll give you the rough coordinates for each faction. As there will be 38, it's almost a 6 x 6ish situation. Feel free to mesh it up a bit. I'll also tell you what combination of mountain peaks and sky cities they have. Let's make mountain peaks one color, and sky cities another. I'd like a number next to each dot, and I'll make a table of which number corresponds to which city. There will be 74 cities total if my math is right.
Lastly, just a quick line draw to separate which areas of sky are controlled by what faction. With 38 factions, I don't care if colors are repeated a few times.
If you're too bys, i can give it a go myself, or tap someone else for it.
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Will have limited to no internet the rest of the week.