@hydro: the only other 2 major naval powers would be the queendom of faluna(all around nice people) and the isle of dhevan but theyre neutral since they are pretty much self sufficient. unless you want to count the empire in on this. they too have a massive navy simply because they are so large. however i do grant bonuses for clever tactics so you could work around that
@grimsage: steamships are boring. the gnomes have already invented the 1st commercial airships and are experimenting on military versions
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Steel plated steam ships with Telsa Cannons and a few long range cannons... And with more high tech to follow But let me ask this, how do airships run? Cuse if they use helium or hydrogen
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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.
Hmmm. I detect a threat to my Naval dominance. Quickly scientists get us better ships .
More seriously that would be cool. That would allow trade to easily flow between our nations, which would greatly benefit us. What would trolls actually want however? Wood and other organic materials might be possible as they would be hard to get underground. Maybe resources, as tunneling to a resource deposit has got to be a lot of work, or at least more than buying it from me.
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to be honest, it's ment to be a trade center, besides, the Deep Trolls have Steam powered drills (They're also looking into sources of electical power). It's also ment to be a recruiting point for their sea dwelling cousins, the Scrag.
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Steel plated steam ships with Telsa Cannons and a few long range cannons... And with more high tech to follow But let me ask this, how do airships run? Cuse if they use helium or hydrogen
hmm tesla cannons are good
as to how they run i will steal a page from eberron. basically powered by a captive elemental
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so, those little gnomes enslave elementals to power their devices We shall free the captive elementals! No being should be in enslaved! "At the very least, a so called technological race could find it's own means of power!" The Deep trolls, very big on personal freedoms. Also, i'm thinking of a special type of steel we can whip up that's made us the go-to guys for witchhunters for a few hundred years. Dead Iron. Iron that emits a small Anti-magic field wonder what a cannon ball of that would be like to a gnome airship....
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so, those little gnomes enslave elementals to power their devices We shall free the captive elementals! No being should be in enslaved! "At the very least, a so called technological race could find it's own means of power!" The Deep trolls, very big on personal freedoms. Also, i'm thinking of a special type of steel we can whip up that's made us the go-to guys for witchhunters for a few hundred years. Dead Iron. Iron that emits a small Anti-magic field wonder what a cannon ball of that would be like to a gnome airship....
i dont particularey like the idea of you starting with it. however with the right mix of research and magic you could research it. how you get the magic is up to you. you might be able to find a way to do it without magic if enough research was put into it but most anti magic fields are ironicly enough created by mages
edit:anyone have any friends here on forums that might be interested in playing? so far we have 4 players(possibly 5 if lost shows up). would kinda like more
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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..."
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Last edited by oblivion6 : 04-07-2012 at 02:45 PM.
k, and i wasn't going for a magical form of anti-magic field, I was going for something like cold iron, but it's abillity to dampen magic was increased.
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You could build the devices to have some magic dampening properties, than hire some mages to enchant it. Therefore you get your stuff.
@GM: given a tech level of 4 what tech do I start with?
Edit: If I get to have any choice in what tech I would pick cannons for the navy, with research into airships taking place. And other than that perhaps a little research into something that makes a good trade good. Perhaps a synthetic alternative to something that is considered a luxury. Perhaps synthetic silk, as historically that was considered expensive.
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Last edited by hydroplatypus : 04-07-2012 at 05:51 PM.
@hydro: i recently emptied my account of most PMs. can you make sure i sent you the link to your quicktopic? your starting research doesnt really affect your starting stats or techs in any meaningful way. it just means you will have an easier time researching new techs in your EOTs
also a note to everyone. though they wont come up here in the OOC i do plan to include special sites and locations throughout the world. these sites will add a bonus to a certain stat. such as the magus towers may give you [+++] to magic. special circumstances may also grant bonuses. such as forging a defensive alliance with the vale might grant you a [+] bonus to economy
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"Damn! I gotta say, you just let down every man in Falena..."
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Last edited by oblivion6 : 04-07-2012 at 09:01 PM.
As research has no effect on starting tech can I assume that all PC nations have the same starting technology?
And yes you sent me the quick topic. I have it bookmarked.
Also on research: as I have not played before how long does researching something take? Like say I wanted to go from sail ships to steam powered ships, with lets say a research of 3 how long would it take? (I say 3 because it is the theoretical average for a nation with a completely average stat distribution)
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The only reason I'm even doing the way higher tech is that my guys can'y use magic in any way, shape or form. So, in order to survive, they had to focus on other paths of development. Totaly non-magic, i'm basicaly a Turean sized Gnome from wow
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True, the complete magic immunity might justify a starting tech increase, however I am just unsure of how much of an advantage that actually gives you (and what tech I start at). Basically I am worried that you could build a navy with steam ships and cannons from the get-go (well... as soon as you get coastal land) while I still have catapults and sailing ships. Massive tech could actually be a massive imbalance depending on how it is handled. Granted I trust the GM to do a good job, and don't expect it to be too unbalanced. I am merely trying to get a sense of where my nation stands.
Also GM in addition to the tech clarification what effect would various treaties have? Like if I make a trade agreement (not for anything specific, just an agreement to allow free trade between nations) what effect would this have? [+] to econ perhaps? Or do the agreements have to be more specific?
Also will we eventually get a map of where nations are relative to each other? If not where are we relative to each other and the NPCs?
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Last edited by hydroplatypus : 04-07-2012 at 09:44 PM.
As research has no effect on starting tech can I assume that all PC nations have the same starting technology?
And yes you sent me the quick topic. I have it bookmarked.
Also on research: as I have not played before how long does researching something take? Like say I wanted to go from sail ships to steam powered ships, with lets say a research of 3 how long would it take? (I say 3 because it is the theoretical average for a nation with a completely average stat distribution)
yes for the most part it is mainly the same tech to begin wth. yes a nation might start off with better quality tech than another but that would already be accounted into your stats. such as the reason you have a strong navy is a combination of numbers and better quality ships
the time a research project greatly depends on your research stat and what exactly you are trying to accomplish. generally the longer a project takes=the greater the benefit
edit: yes i hope to get a map up eventually. treaties may give an added bonus depending on the nature of it. such as a free trade agreement may make it easier to boost economy
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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 : 04-07-2012 at 09:50 PM.
they don't have steam ships yet They have ideas how to make em, but find Tanks easier (As trolls, they're better on land). Besides, I was going for turn 3-4.
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longer = more benefit makes sense, however I am asking for numbers. Basically I want a reference point to decide what to research. Spit out 3 or 4 random things that could possibly be researched and an approx benefit they give and the time it takes (again using 3 research as a benchmark).
Basically I want to know so that I don't think I am researching something that takes 2 turns only to find that it takes 10. Things like that would cause my strategies to become harder to actually do.
Anyway, if anyone gets out of hand with research I can always use my econ to entice scientists to work for the Venetian Isles (higher salaries etc.) to boost my research to match. Will probably do that if any particular research is important to my strategy.
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he could reseach steamships and catapults but it wont be too big a help if his sailors dont know how to sail and manuever
Now I just have this picture of Trolls in these extremely powerful massive ships driving them into cliffs. And another mental picture of a small fleet of sailing ships proclaiming victory over a bunch of sinking USA carriers.
That being said I would still like a reference point for research.
Edit: another funny mental picture: a group of trolls being sold a steamship, and then thinking that it must be a land vessel. A bunch of trolls pushing a battleship around. Landships .
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Last edited by hydroplatypus : 04-07-2012 at 10:03 PM.
lets say a [+++] research nation is trying to research cannons. they may be able to develop very basic cannons in 1 or 2 turns(in other words only a + bonus to navy). however lets say they want to improve those cannons and give them a longer range and make them use less smokepowder. depending on just how advanced they want their cannons to be it would take maybe 4-7 turns if they wanted them to be cutting edge. they may take longer but this would also give you a bigger stat boost than basic cannons(say a +++++ boost rather than a + boost to navy)
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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..."
Lets assume that my nation has reasonable cannons (say [++] navy, assume it is already included in naval score). That would be part of the naval power the Venetian Isles have. Other than that there are no specific techs that my nation really needs to start with.
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Hmmm...it seems that a nation with strong research could out-pace me when it comes to development, unless...
I suppose that I'll be putting a fair chunk of resources into getting a hold on any magus towers in the area, to keep up with the development of technology.
This should be fun!
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Hmmm...it seems that a nation with strong research could out-pace me when it comes to development, unless...
I suppose that I'll be putting a fair chunk of resources into getting a hold on any magus towers in the area, to keep up with the development of technology.
This should be fun!
keep in mind there are only 3 known towers( may be more undiscovered)
on top of that they are each owned by the magus conclave
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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..."
Long term the trolls will probably outpace everyone, unless something damages them. Me I have a 4 in research, so will be able to do better than most (not by much but meh). The empire will do OK with 3 research, and long term the corrupted are kinda screwed unless they can capture a lot of stuff from other people without provoking a worldwide response from everyone else.
Me I will probably try to get research to get a [+] into espionage to counter the espionage of others, while using econ to fund the construction of more science (unless I think of a better use for it in the meantime). Maybe then go for a [+] in magic again to counter other people's magical shenanigans. after that who knows, maybe just pump navy a bit more.
Edit: what other location bonuses are there? I suppose a gold mine would be good for econ. Anything for Navy?
Also, how explored is the world? I mean most of the continents are probably explored, but what about the oceans? are there likely to be uninhabited islands?
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Last edited by hydroplatypus : 04-07-2012 at 10:23 PM.
I think my only real compitian on the tech front is going to be the gnomes:s mallbiggrin: Other then that, My guys don't really want to get involed much with the surface. They like it down there.
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keep in mind there are only 3 known towers( may be more undiscovered)
on top of that they are each owned by the magus conclave
That...doesn't really change my strategy any, aside from giving me a better estimate of the conclave's strength (magic 9+faction). Turn...10, or so, and I'll probably start working to acquire a tower.
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you all seem to be under the impression that research is the best way to get powerful. that is not true. there are many factions that can rise to power through sheer economic might, magic or just through war. there are endless possibilitys
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"Damn! I gotta say, you just let down every man in Falena..."
just saw the dwarven alliance Minor NPC's. Scince where both underground craftsman types, we'd know each other. Sometimes conflict, but mostly the freindly competitive rivalry kind.
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i am still working out location bonuses. yes there are bound to be hundreds of small unexplored islands
I sense a very good use for my navy. Gaining greater economic power (and hopefully a location bonus or 2) by using my navy to find and colonize some unexplored islands. Hopefully I can spin this to my people as something to take pride in. Inspire some national unity and whatnot. If not oh well, better econ is always good.
And I realize that research isn't the only way to gain power. My eventual plan is to get ridiculous econ and an even more ridiculous navy and use them to gain influence on the coastal/island nations. I don't actually need to conquer anyone, the influence money can give me combined with the threat of my Navy will hopefully give me practical (if not absolute) control over a large portion of the world. Who knows, mabye some of the smaller island nations could be persuaded/bribed to voluntarily join the Venetian Naval League. I mean when enough trade occurs that their culture becomes practically the same as the Venetian Isles, combined with a threat of invasion from the holy harmonioum empire (or mabye the coruppted) could make this look like a good alternative. Would need to boost WO first though...
Also it looks like an anti harmonioum alliance might be possible to form with relative ease. nagarean theocracy combined with dwarves and maybe dalmasca. Perhaps a PC nation or two thrown in, and harmonioum might just be forced back. The political scenario is certainly interesting.
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Last edited by hydroplatypus : 04-07-2012 at 10:41 PM.