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Old 04-04-2012, 10:45 PM   Top  -  End  -  #1
oblivion6
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Default TW: epic fantasy(OOC)

well heres my first attempt at running total war. i will update the first 2 posts with all important information about the setting and everything rules related. depending on the amount of interest i get i will accept 1 or 2 CO-GMs

basic setting info
Spoiler


the world today
Spoiler


major NPCs
Spoiler


minor NPCs
Spoiler


npc stats
[spoiler]
elven tribes
Spoiler


nijon empire
Spoiler


nagarean theocracy
Spoiler


faluna
Spoiler


magus conclave
Spoiler


zexan consortium
Spoiler


hellraisers
Spoiler


rozarian empire
Spoiler


Risen Empire
Spoiler
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"Damn! I gotta say, you just let down every man in Falena..."

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Last edited by oblivion6 : 10-22-2012 at 04:54 PM.
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Old 04-04-2012, 10:46 PM   Top  -  End  -  #2
oblivion6
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Default Re: TW: epic fantasy(OOC)

claiming this post for rules

faction requirements
Spoiler


basic stats
Spoiler


traits
Spoiler


EOTs
Spoiler
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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..."

-suikoden V

Last edited by oblivion6 : 04-06-2012 at 01:13 PM.
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Old 04-05-2012, 12:27 AM   Top  -  End  -  #3
ragingrage
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Default Re: TW: epic fantasy(OOC)

Just saying, the link in the Central thread is broken.

My Faction:
Spoiler


Hehe...This will be fun.
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Last edited by ragingrage : 04-06-2012 at 03:15 PM.
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Old 04-05-2012, 02:02 AM   Top  -  End  -  #4
oblivion6
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Default Re: TW: epic fantasy(OOC)

well then. i never expected to see the salvation army fall so far. what happened to knight general fuban?

edit: im considering using the VIP rules lost came up with. anyone have a preference?

edit2: @raginrage please edit your factions stats to include WO. i just realized that i had forgotten to include that in the original rules
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Last edited by oblivion6 : 04-05-2012 at 02:32 AM.
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Old 04-06-2012, 11:50 AM   Top  -  End  -  #5
hydroplatypus
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Default Re: TW: epic fantasy(OOC)

A few questions, as this will be my first TW game (hope you are OK with a noob). How exactly will this work? whenever we try to do something we roll die, and add modifiers from that area? Also how will things like tech and magic and army interact? Are we allowed to have per-existing alliances with the NPC powers? For instance If I wanted my nation to have an alliance with the Vale would that be allowed? As I said this will be my first time so I appreciate any info you can give. Also you mention faction traits, what are they? and where can I find a more in depth description of the rules? Also what is considered the world average for various stats, for instance does the (hypothetical) average nation have 3 in each stat?

That being said Here is my proposed faction

Spoiler
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Last edited by hydroplatypus : 04-08-2012 at 10:03 PM.
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Old 04-06-2012, 12:18 PM   Top  -  End  -  #6
ragingrage
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Default Re: TW: epic fantasy(OOC)

Quote:
Originally Posted by hydroplatypus View Post
A few questions, as this will be my first TW game (hope you are OK with a noob). How exactly will this work? whenever we try to do something we roll die, and add modifiers from that area? Also how will things like tech and magic and army interact? Are we allowed to have per-existing alliances with the NPC powers? For instance If I wanted my nation to have an alliance with the Vale would that be allowed? As I said this will be my first time so I appreciate any info you can give. Also you mention faction traits, what are they? and where can I find a more in depth description of the rules? Also what is considered the world average for various stats, for instance does the (hypothetical) average nation have 3 in each stat?
As a more experienced player (but not the gm) here are my answers:
Whenever you try to do something, you will tell the GM "Here's what I'm doing (including any strategies or such you may have) and here's how many of each stat I'm putting into this operation." These activities will be posted in an EoT report, which you can either post on your private QuickTopic (which Oblivion will make for you) or pmed to the GM (not sure which he(?)'d prefer.
Tech is generally used to help increase stats, usually in a "takes more turns but bigger bonuses" way. I think it can also be used to research individual traits that will improve your faction in a specific way (though may carry a cost).
Traits are usually things that give you a bonus in some circumstances, though impede you on others. An example trait for you would be this:
Spoiler

I assume that NPC alliances would be made in-game, by sending messages and so forth.
Also, usually 0 morale = rebellion; and with 0 Esp and 0 Morale any high-esp faction is going to have a field-day with you. I'm not sure if you were supposed to choose your stats or just describe your nation and have the GM give you them.
I AM NOT THE GM. THIS IS JUST MY THOUGHTS AS SOMEONE WHO'S PLAYED TW BEFORE.
EDIT: READ THE POST BELOW THIS FIRST. IT IS WHAT WILL BE RIGHT.
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Last edited by ragingrage : 04-06-2012 at 12:31 PM.
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Old 04-06-2012, 12:26 PM   Top  -  End  -  #7
oblivion6
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Default Re: TW: epic fantasy(OOC)

welcome to total war then.

1.at the end of every turn, i will determine how well your actions went based on other factors such as how many stats you invested in it as well as pure luck sometimes based on die rolls i make in secret. in short the results will depend largely on your plans with luck having a huge impact sometimes

2. improved technologies and magic will grant bonuses to your other stats based on what it is you were trying to research or accomplish. such as assigning a unit of mages to your army will grant you bonuses for your military actions whileresearching airships or improved industrial technologies will increase your navy and economy stats respectively

3. most of the time alliances will be formed in game but if you can give me a good reason as to why your faction would have an alliance with them i will consider it.

4. faction traits are just like added bits of fluff and whatnot that grant you special bonuses. for instance a merchant faction might have the following

[world trade] as merchants you have formed contacts in many areas of the world. you will have an easier time finding mercenaries as well as any other exotic goods you may need

5. there really is no complete set of rules that i know of, but it is mainly a freeform game so there are not really any concrete rules other than those i will detail in my above rules post

edit: yes pretty much what @ragingrage just posted he probably did a better job explaining it than i did. im not good at explaining rules

and yes EOTs can either be PMed to me here or posted on quicktopics. as for morale you want it to be above 0 as it counteracts espionage and grants bonuses to most other actions. most of the time in TW you will just post a description of the stats and the GM will determine them based on that. you do have the option of having me make changes to them if theyre not to your liking
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"Damn! I gotta say, you just let down every man in Falena..."

-suikoden V

Last edited by oblivion6 : 04-06-2012 at 12:37 PM.
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Old 04-06-2012, 03:07 PM   Top  -  End  -  #8
hydroplatypus
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Default Re: TW: epic fantasy(OOC)

You metioned VIP rules, what are they?
Also thanks both of you for the info.

OK lets get some traits
Spoiler


Also maybe I could stand to move 1 more point from econ to Morale, as I don't want a single espionage action sending me into revolt. I would still have higher than average Econ, so it still fits thematically, but I would be less likely to revolt. (That being said even with this change revolution is still likely, but whatever, that is part of the theme for the Isles. They resent the gov't but realize it is necessary.)
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Old 04-06-2012, 03:43 PM   Top  -  End  -  #9
NM020110
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Default Re: TW: epic fantasy(OOC)

I wan't going to join any other games, but this is just too good to pass up.

Many bonus points to you if you recognize where I'm getting this faction from, without looking it up.

The Risen Empire
Spoiler


Hopefully that works...

I was wanting to get a full-on ten for morale, but combined with the high magic that's really hard to get under the point limit...maybe if I ditched economy and used magic to produce things, but otherwise...

Perhaps a trait that grants a loyalty boost from those that have received the Gift?

I suppose that I'll put together a backup faction, in case the above doesn't work out. Who knows, I may decide to use it instead.

Yes, is it a somewhat more blatant rip-off than the first one, but hopefully there will be enough of a spin on it.

Voile
Spoiler

If you don't get the second one...go ahead and look it up. Feel free to guess first, though.
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Last edited by NM020110 : 04-06-2012 at 05:13 PM.
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Old 04-06-2012, 04:35 PM   Top  -  End  -  #10
hydroplatypus
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Default Re: TW: epic fantasy(OOC)

No idea where your empire is from. Very cool idea though. The low econ might be a problem though, as you will have to use your points in magic to make stuff, kinda defeating the purpose. I also have to comment that I seem to be the only one with anything even remotely resembling a positive world opinion. And I only have a 3 in WO.

also @ GM, NVM my earlier comment on moving another point to moral, 1 pt is enough. Might have a revolt at one point but meh, might be interesting.

The interactions between out civs will certainly be interesting. The corruption will basically just be kill slash burn. But my empire probably has more navy then you, making me hard to invade. Especially with the defensive bonuses from the trait you recommended. Wonder if you will end up in a war with the holy harmonioum empire. That would be interesting, and seems inevitable.

Between Isles and the empire Should be more interesting, as there is less of the crush/kill/burn mentality. Your lack of a navy and basic immunity to blockading will mean that war is unlikely between us, as you cannot fight a naval one, and I cannot fight a land one. Your weak economy will likely mean that you have to build up, which could result in a descent trading relationship. Also my lack of magic provides many opportunities to buy magic stuff from you. Perhaps something interesting will come of this.

Also the lack of an espionage nation makes my lack of such a quite insignificant penalty, so hooray (at least so far).
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Old 04-06-2012, 04:41 PM   Top  -  End  -  #11
NM020110
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Default Re: TW: epic fantasy(OOC)

I just posted a second faction which I am considering. I'm not sure which I want to play as more...

That much magic might be a touch unbalancing, though...
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Old 04-06-2012, 04:43 PM   Top  -  End  -  #12
ragingrage
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Default Re: TW: epic fantasy(OOC)

I want to say your faction is based on the Jaghut, but I'm not really sure. Also, that 1 army...and no "Islands + High Navy = No attacks" does make you look juicy...
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Old 04-06-2012, 04:59 PM   Top  -  End  -  #13
NM020110
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Default Re: TW: epic fantasy(OOC)

No luck there, though from what I've read it does seem like a good candidate.

Any other guesses?

@oblivion6 What is your opinion on the traits as they are presently formulated?
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Old 04-06-2012, 05:03 PM   Top  -  End  -  #14
hydroplatypus
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Default Re: TW: epic fantasy(OOC)

Quote:
Originally Posted by ragingrage View Post
I want to say your faction is based on the Jaghut, but I'm not really sure. Also, that 1 army...and no "Islands + High Navy = No attacks" does make you look juicy...
Nope my faction is not (intentionally) based on anything in particular. The closest I came was thinking of Venice controlling trade via their navy, and just expanded form there to the point where it isn't really like Venice at all.

And I suppose that attacking my nation wouldn't be impossible, however it would certainly be difficult. I mean on defense I have 2 army and 10 Navy, combined with a fairly large Econ that I can spend on mercs I would be hard to conquor. That being said if you gian cotrol of multiple large islands I have a serious problem. Lets have a hypothetical combat just to throw some ideas out there.

Post your ideas about how the invasion would differ from my scenario presented below.

The way I see it your first step would have to be to get your army to my islands, and you would likely lose a good bit of troops (if any got through at all) to my Navy (unless you have more navy than I think). Now suppose you land on an island. I then destroy your transport ships and you are stuck. Evacuate as many citizens as possible from the island and firebomb anything near the coastline. Your army is now stuck, and I firebomb anything near the coastline. Then I blockade the island, making supplies scarce. Then I hire Large #s of mercs and start usin the tactical superiority that my navy gives to land troops to strike at weak points. Your supply lines will be destroyed and starvation will become a problem. Eventually your survivors will be weak enough that my army + mercs will overpower you. Granted this probably makes a lot of assumptions that I am unaware of, so post how it would differ from this, and how you would counter stuff like this.

Edit: So basically you could cause a lot of damage and mabye if you put your full nation behind it you could win, however you wouldn't have much left afterwards (granted neither would I).

Also GM: how strong would my navy be compared to various NPC nations?


Edit 2: I still have no Idea how VIPs work, but lets make some

Spoiler
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Last edited by hydroplatypus : 04-06-2012 at 05:18 PM.
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Old 04-06-2012, 05:21 PM   Top  -  End  -  #15
ragingrage
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Default Re: TW: epic fantasy(OOC)

Quote:
Originally Posted by hydroplatypus View Post
Nope my faction is not (intentionally) based on anything in particular. The closest I came was thinking of Venice controlling trade via their navy, and just expanded form there to the point where it isn't really like Venice at all.

And I suppose that attacking my nation wouldn't be impossible, however it would certainly be difficult. I mean on defense I have 2 army and 10 Navy, combined with a fairly large Econ that I can spend on mercs I would be hard to conquor. That being said if you gian cotrol of multiple large islands I have a serious problem. Lets have a hypothetical combat just to throw some ideas out there.

Post your ideas about how the invasion would differ from my scenario presented below.

The way I see it your first step would have to be to get your army to my islands, and you would likely lose a good bit of troops (if any got through at all) to my Navy (unless you have more navy than I think). Now suppose you land on an island. I then destroy your transport ships and you are stuck. Evacuate as many citizens as possible from the island and firebomb anything near the coastline. Your army is now stuck, and I firebomb anything near the coastline. Then I blockade the island, making supplies scarce. Then I hire Large #s of mercs and start usin the tactical superiority that my navy gives to land troops to strike at weak points. Your supply lines will be destroyed and starvation will become a problem. Eventually your survivors will be weak enough that my army + mercs will overpower you. Granted this probably makes a lot of assumptions that I am unaware of, so post how it would differ from this, and how you would counter stuff like this.

Edit: So basically you could cause a lot of damage and mabye if you put your full nation behind it you could win, however you wouldn't have much left afterwards (granted neither would I).
I was referring to NM's faction as being based off the Jaghut (a group of magical "giants" from the book series the Malazan Tale of the Fallen)
I have been trying (and failing) to come up with a way to "conquer" you without ending up in the situation you describe. I was thinking of using some magical teleportation, maybe, to teleport small sections of units (+- army) to individual islands (the most important ones) before teleporting them back; and slowly killing you that way. Not really sure though
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Old 04-06-2012, 05:27 PM   Top  -  End  -  #16
NM020110
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Default Re: TW: epic fantasy(OOC)

My suggestion: Use teleportation, if you can get it, to hit any dockyards and ports. Pull out before facing serious opposition, but mostly use hit and run tactics to wipe out their ability to replenish their forces and conduct trade. From there, victory should be more possible.

The critical difference is that one of you has magic while the other does not. Exploit that.



To remain somewhat neutral, a counter-strategy:

You'll be able to predict where attacks are coming. Set up an ambush and take out the incoming forces. With your superior economy, you should be far better suited for a war of attrition. Take advantage of this.
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Old 04-06-2012, 05:49 PM   Top  -  End  -  #17
oblivion6
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Default Re: TW: epic fantasy(OOC)

wow. i leave home for just a few hours and now i have all this to read

i will work on responding to everyones questions in a bit. as to what i have skimmed through so far

@hydro: your navy is certainly one of the largest currently. only 3 nations who might have a chance in a straight up naval battle would be

1.the queendom of faluna but theyre mainly river craft and small ships not meant for high seas

2. the harmonioum empire only because theyre so much bigger than everyone

3. isle of dhevan. i will detail them later


everyone: vips are basicly the leaders of your faction. i will assign them points between various ability stats based on your description of them. also for the record... just post a description of your stats and i will assign them points
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"Damn! I gotta say, you just let down every man in Falena..."

-suikoden V
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Old 04-06-2012, 06:13 PM   Top  -  End  -  #18
Grimsage Matt
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Default Re: TW: epic fantasy(OOC)

The Deep Trolls (They Call themselves the Grim)
History
Spoiler

Stats
Spoiler
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Old 04-06-2012, 06:36 PM   Top  -  End  -  #19
oblivion6
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Default Re: TW: epic fantasy(OOC)

@NM: lets use your risen empire idea. the other might be quite unbalanced due to the amount of magic. i will make you a quicktopic later

@hydro: i will post your trait over on your quicktopics page later or tomorrow


as to your dilemma about invading hydros islands i have a few solutions

1. invade with airships or normal warships armed with blackpowder cannons. give you a decisive advantage

2. use your magic to make the seas around the islands rough. perhaps a whirlpool or two. thus rendering the navy useless.

3. disguise a few mages as merchants or wary travelers, sneak them into the island using espionage and then have your mages conjure up portals to hell. ask the corrupted if you need advice on portals to hell

edit: oh. looks like my laranese gnomes will have some competition in research @grimsage. i havnt put them up yet but i was planning on a high research faction
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"Damn! I gotta say, you just let down every man in Falena..."

-suikoden V

Last edited by oblivion6 : 04-06-2012 at 06:39 PM.
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Old 04-06-2012, 07:04 PM   Top  -  End  -  #20
Grimsage Matt
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Default Re: TW: epic fantasy(OOC)

Was going for tough Deep dwelling Craft troll The Reason they have to have high Tech? They're impervious to magic (Direct effects only)
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Old 04-06-2012, 07:04 PM   Top  -  End  -  #21
hydroplatypus
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Default Re: TW: epic fantasy(OOC)

@raginrage: Ya teleportation would use up your magic quickly, and I can just buy anti-teleportation magic to protect at least some of the more vital areas. I imagine that teleporting an entire army is beyond you, so the areas left open could be defended well. Port towns would have ships which could take out any teleporting troops who don't teleport right into the center of the town. And my army although small can defend key points (probably) from small teleporting groups. It seems like a lot of magic use for only a small gain. Furthermore if I need more troops mercs can hold for a while. So during this period you are using massive amounts of magic and at least some of your army for small gains. You would sustain at least some casualties, weakening you.

And this ignores all likely revenge I could take. Your navy probably won’t stop me from killing yours, so those points are wasted. Then I burn and/or loot (based on garrison strength) your costal towns/encampments. I mean if you are being bombed from offshore what are you going to do? If you ship any supplies by boat you now have massive logistical issues, as well as a coastline vulnerable to anyone who could possibly want to invade you (so everyone as your WO is nonexistant). If I can manage to 1 or 2 land nations to attack you than I can land mercs wherever I want on the coast, and you have to defend a land front and THE ENTIRE COASTLINE. I mean every encampment/forge/farm (cause you obviously need some way to get food) could be under attack. Unless you spread your army really really thin than you are screwed as I destroy your supply lines and retreat back to my ships before you can retaliate in force. Even if I don’t have the forces I imagine that I could use my navy to transport someone who does have the forces to do this. You might live through this (likely due to army strength) but the logistical peoblems would cause casualties, the economy would not exist, and your navy would be at the bottom of the ocean. Oh and your magic would have been used on teleporting, so you don’t have that either. So you lose a lot, and while I would take losses they would be proportionally less than you due to the high econ score I have (basically I can replace economic losses faster, while you are hard pressed to replace them at all). So that still ends up screwing you over, at least until you conquer enough people for a descent navy. But if you wait my research kicks in, and I am even stronger. Probably will eventually research some magic so I don’t have to spend econ on teleport resistance too. And since airships have been mentioned I will likely get them too if you wait too long. So I am then not restricted to bombing costal towns. Barrels full of oil with a torch thrown afterwards will probably destroy a good portion of your stuff.

I am hard pressed to come up with any way you would come out ahead in a war between us.

@ NM020110: Ya the lack of magic will be a pain, but in the short term I can buy some and use it to funnel teleporters into kill-zones (like where a good chunk of my navy sits just offshore and kills them). And as I said above the economic advantage combined with complete Naval dominance will let me do more econ damage to him (and faster) than he can to me, so I can withstand attrition better.
Cause I like hypothetical war scenarios I am trying to think of a way to invade/cause damage to you (assume empire). I suppose that I could damage the few costal towns, and maybe disrupt a little trade, but I’m not sure what to do beyond that. I suppose I could exert economic pressure to crash your economy, but that would really be hard to do. I suppose low WO would make it easier to do, but your magic could cause me massive problems. I suppose I could get some other nations to help, combined with mercs, due to your low army. That would at least keep the destruction magic focused on your lands, instead of mine. And if you continue focusing on mine your army can’t stand up. That being said I don’t have too good odds.
@Grimsage Matt: trolls sound interesting. Where do they get food though? Anyway If I can manage to secure a trade route/agreement (do you have any costal lands? or tunnels under costal lands?) I might be buying some of that tech. Your econ will be high, which is good. Can buy what you want (maybe if the enemy and price is right you can even hire my Navy for a while, perhaps for this invasion of the Corrupted talked about above?).
Because I like to do hypothetical wars I am trying to think of how to invade/destroy you. This is causing difficulty due to the lack of naval assets that I see, however I might have a solution. How close to the coast are your tunnels, and how many are below sea level? If those factors work out well than just flooding your entire area might be possible. Other than that I am at an impasse as your army is to strong for mercs to take, and your tech might allow you to cause me problems (especially if you have airships, the ability to bypass my navy would be a problem).

Edit:

Quote:
Originally Posted by oblivion6 View Post
@NM: lets use your risen empire idea. the other might be quite unbalanced due to the amount of magic. i will make you a quicktopic later

@hydro: i will post your trait over on your quicktopics page later or tomorrow


as to your dilemma about invading hydros islands i have a few solutions

1. invade with airships or normal warships armed with blackpowder cannons. give you a decisive advantage

2. use your magic to make the seas around the islands rough. perhaps a whirlpool or two. thus rendering the navy useless.

3. disguise a few mages as merchants or wary travelers, sneak them into the island using espionage and then have your mages conjure up portals to hell. ask the corrupted if you need advice on portals to hell

The first seems unlikely as the corupted have low tech (certainly lower than me, so if they have that I would likely have it too), and they don't have the econ to really purchase them.

2. There are dozens of major islands, it would take a lot of whirlpools to make my navy useless (and probably a lot of magic too). And wouldn't that make the invasion navy also useless?

3. This might be a problem, depending on where the portals open, but massive retaliation against the corrupted would hopefully deter that. If the portal opens near the cost the navy can just destroy it. Inland would be a problem, but having dozens of major islands will somewhat offset this. The lack of magic would make it necessary to hire mages to close them however, which would be a major problem. Also the corupted have low espionage, so they probably don't have the resources to pull this off too well. Granted if another nation tried this one
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Old 04-06-2012, 07:38 PM   Top  -  End  -  #22
oblivion6
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with your low espionage and morale it wouldnt take much for a small group of mages to sneak in
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Old 04-06-2012, 07:47 PM   Top  -  End  -  #23
NM020110
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Let's see, if you were to start a war against me...

Considering how long the Empire has been active in the world (4-5 years) and how long they've not been landlocked (around a year), blockades aren't going to do much. Since my economy is mostly internal thus far (still looking to open trade with others), economic pressure might be a tad difficult to use. Perhaps if trade were established first, then it could be a viable strategy.

Still, I don't see a war as being too likely for a while. This faction is meant to be a steamroller type; weak in the beginning but gradually building momentum. Probably the tipping point will be when my entire population growth does not consist of people walking through a single 5x10 doorway...


If war does come to pass...well, it's a war of economy vs. magic. Victory would be determine by who struck first, most likely.

I suspect that espionage will be your greatest weakness, however. Just imagine the damage that could be done by impersonating the port authorities...
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Old 04-06-2012, 07:52 PM   Top  -  End  -  #24
Grimsage Matt
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The Deep trolls have several underground farms This is gone by building by Aquafiers(Undergound lakes), and having cunning crystals redrict sunlight for the crops. My underground territory dosn't take me to near the coast, but a couple of land nations deepest mines are closer to the highest parts of my territory. Also, my guys like staying on the ground, and don't like getting out much. Also, they're trolls, and all entrences to their territory would be from choke points. Part of their defences? Moving walls But, in all seriouness, my guys are laid back, tired of explaing "Yes we're trolls. No, we're not going to eat you", who didicate their lives to the pursiut of technology.
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Old 04-06-2012, 07:55 PM   Top  -  End  -  #25
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none of you seem to be taking into consideration the many major and minor NPCs scattered around. depending on the circumstances they might choose a side in such a war

i also finished up the major npcs in my 1st post. later i plan to start on minor npcs and potential political hotspots for you to take advantage of
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Old 04-06-2012, 08:08 PM   Top  -  End  -  #26
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Aside from the Harmonium being "neutral", the Vale having defensive pacts, and the Nagarean Theocracy being anti-Harmonium, I'm not seeing much in the way of diplomatic information from the major powers. It's rather hard to guess what their actions will be, due to that.

About the only thing that I can read from that is that the Harmonium is unlikely to intervene in any early wars, unless the sides are starting to look a little too weak, in which case they'll probably enter and make a land grab...

Otherwise, I'm not sure that their actions can be predicted. Thus, I'm going with the assumption that they aren't likely to invade without warning, unless given a reason and an opportunity to do so.

I look forward to seeing the minor npc factions. It will be quite helpful for getting a better view of the world, and to see if there is anyone else with much magical power...
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Old 04-06-2012, 08:25 PM   Top  -  End  -  #27
Grimsage Matt
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Old 04-06-2012, 08:33 PM   Top  -  End  -  #28
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Quote:
Originally Posted by NM020110 View Post
Aside from the Harmonium being "neutral", the Vale having defensive pacts, and the Nagarean Theocracy being anti-Harmonium, I'm not seeing much in the way of diplomatic information from the major powers. It's rather hard to guess what their actions will be, due to that.

About the only thing that I can read from that is that the Harmonium is unlikely to intervene in any early wars, unless the sides are starting to look a little too weak, in which case they'll probably enter and make a land grab...

Otherwise, I'm not sure that their actions can be predicted. Thus, I'm going with the assumption that they aren't likely to invade without warning, unless given a reason and an opportunity to do so.

I look forward to seeing the minor npc factions. It will be quite helpful for getting a better view of the world, and to see if there is anyone else with much magical power...
no. they are not likely to invade without warning. although they might have some plotting going on against each other and minor npcs

speaking of minor npcs... there is a powerful circle of magi, but they are disorganized and dont actively participate in worldly affairs unless you really start throwing the world out of whack. most of these minor npcs are likely not powerful enough to challange you acting alone. those that are that powerful are not very concerned with political affairs unless it directly concerns them.(think of the U.S before WW2. isolationist's)

in short the minor npcs are just there to provide fluff and for people to cleverly manipulate. do not underestimate a combined coalition of these small nations
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Old 04-07-2012, 11:55 AM   Top  -  End  -  #29
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Quote:
Originally Posted by oblivion6 View Post
with your low espionage and morale it wouldnt take much for a small group of mages to sneak in
True, however The corrupted don't really have espionage either, which would likely make it a toss up if they succeed. A high espionage nation could screw me over, but we already established this. I mainly rely on massive retaliation to dissuade this type of thing from any coastal nations (and really who else would want to attack me). Yay for burning any and all coastal cities to the ground.

@NM020110: yup a war does seem terribly unlikely unless something massive changes. And about the port Authorities ... This might be a problem. But ya, espionage will be my biggest weakness. If it becomes a problem I can hire some counter-spies for a while though. Won't stop it, but will blunt the worst of it.

@Grimsage Matt: Ya any war between us would go absolutely no-where. Doesn't seem likely it will happen. You have a hard time getting to me and vise versa. Trade will also be difficult . Oh well.

@NM020110: Ya there isn't too much info yet, however I am starting to think that planning for a Harmonium/Nagarean war might be a good idea. The Harmonium seem too large already, so in the event of a war hopefully we can get a major alliance to help the Nagareans. Blockading ports and tying up the empire's Navy would likely be my major contribution, and if we can get an allied Naval Nation we could raid/burn port towns.

Until this war comes though The Venetian Isles will likely be focused on trade, and infustructure (econ generally). Mabye do a bit of research into cannons for the navy or airships, or mabye use it to bring morale a little bit higher.

@oblivion6: hmm... That circle of Magi could hopefully be persuaded to join a defensive alliance with the Venetian Isles, as neither of them are interested in wars. Would cover up my lack of magic too, if a war were to break out.

If the harmonium start expanding they might also be persuaded to intervene (one massive empire conquoring everyone probably counts as throwing the world out of whack).
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Old 04-07-2012, 12:26 PM   Top  -  End  -  #30
Grimsage Matt
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I am planing to expand to one costal fortress, Imagine what looks like a pair of massive gates carved into the side of a sea cliff, that lets out steam powered ships.
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