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Re: Total War: Steampunk Skies (Recruitment closed)
Yes, PM already sent. I wouldn't be surprised if we've lost a few players since it's been about a month. We'll see who's around still.
And no, the map is looking at the world from a top to bottom angle, so higher altitude will still not change that.
So far your altitude only counts for having a higher defense score than most cities. You'll have to invest innovation into it to have any more effect than that. The same goes for the city that's actually a giant carrier ship, or for any of the other technologies/specialties that various factions or VIPs have.
Re: Total War: Steampunk Skies (Recruitment closed)
How about its effect on my Navy? Is it possible that my Navy can travel from my sky-city to my more-grounded city in little to no time? I mean, they're literally dropping down from above after all...
For that matter, how close would our two cities be to each other for everyone?
Re: Total War: Steampunk Skies (Recruitment closed)
Distance isn't a big issue in this game, borders are. You can go from one side of the map to the other in one turn let alone from one of your cities to the next, but any player or NPC whose territory you cross may block you.
And NO SPECIAL RULES FOR SINGLE FACTIONS AT THE START OF THE GAME!
Re: Total War: Steampunk Skies (Recruitment closed)
Once every two turns, plus you'll usually get some luck for noteworthy actions, those noteworthy actions being up to my discretion.
Here's how growing all stats work...
Military (navy, army, defenses) and Spyworks: Either investing navy, army or spyworks respectively to represent recruitment and training, or using wealth. In both cases, wealth is more effective. Note that defenses cannot be used to recruit or train more defenses.
Economy and Innovation: Wealth.
Morale: Wealth or certain accomplishments and successes.
Reputation: Through actions that are in line with your desired reputation. Your desired reputation may be changed if you find something else that suits better, but it will cost you some reputation to make the switch.
Fate: Successes from your VIP
Luck: Gain 1 luck every two turns, you will get another luck on turn 2, then 4, etc.
Heroism: Through significant acts of valor, innovation, etc.
Note that all of the above is just how one increases the amount. Innovation alone is what improves the quality, making ships at +d1, or economies run more efficiently.
EDIT: How do you create a table on these forums? I've never actually tried it, and I'm having trouble locating the button...
Re: Total War: Steampunk Skies (Recruitment closed)
@razovor: Ah yes morale. After taking a look I see my rules on morale wren't clear... and was missing some stuff. I'll have the OOC up this weekend. I'll try to make everything clear and better formatted.
Yes, hypothetically getting your city to move would be possible with innovation. It would be quite expensive, in comparison to most research projects give the kind of tactical advantage you could have with it. But yes, if you then attacked a city with another city those defenses would be useable. Remember though that only army can knock out defenses without destroying the city's economy and innovation in the process... unless you did a separate research project to mitigate that.
Though I'll reiterate it when I have the final write up of the rules, there's only thing I can think of on the top of my head that I won't allow for research is anything including the word "perfect" or "invincible" or something else to the effect.
@Ascaloth: The standard crunch would be to turn a normal ship that does d13 damage into d15 damage. You could also research better armor or shields to make the enemy have to sore higher totals before you start losing ships. You could give them fighter pilots that your army can fly so they can fight more effective in naval battles. You can give them better targetting so if they attack a city, less economy and innovation will be lost in the bombardment. You can dress them up to look like ships from another nation. You can give them a degree of steal technology so they can slip through enemy borders to attack a more distant foe without them being able to block you. Just a few ideas.
Re: Total War: Steampunk Skies (Recruitment closed)
Given the energy requirements to flying a city, the problems relating to the limited acceleration so as not to disrupt sensitive economic processes (and believe me VERY large degrees of precision are required to make some things work) you are looking at a lot of problems.
If you invest a ton of resources and research it seems a possibble goal. Although the defenses would probably be treated as navy for any practical purposes involving the city flying around. Also there would be the potential loss of the city should you lose a battle.
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Re: Total War: Steampunk Skies (Recruitment closed)
@Sithis,
I think I may have cause to want Scientia to be a mobile city, as much as you might have for The Hope for Tomorrow. We can talk when the game starts.
@daelrog,
How about preemptive strike capabilities?
Part of my fluff for the Duke's Armada is that they operate on Sir Hathcock's Farstrike Doctrine, which gives them a longer engagement range than most other fleets in the world. Do I get additional effects in battle from that, or will I have to research it?
I'm thinking all sorts of things like the ability to reduce an enemy fleet's Naval power prior to battle (fluffed as the Armada taking out a portion of the enemy fleet before the latter can engage), to the ability to hit an enemy fleet from a neighboring sector.
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by Ascaloth
@Sithis,
I think I may have cause to want Scientia to be a mobile city, as much as you might have for The Hope for Tomorrow. We can talk when the game starts.
The Hope for Tomorrow isn't a city, it's a ridiculously huge warship. It's just...currently down for repairs at the moment. No, we totally DIDN'T accidentally crash it into a mountain top, destroying the impossible-to-replace engines. That would be ridiculous! I mean, we would have to be totally incompetent to do that. Right?
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Re: Total War: Steampunk Skies (Recruitment closed)
Given that this is Steampunk themed, I'm going to be a little more loose with silly things like physics. As GM, I'm more inlcined to see flying cities fight each other than I am to figure out a six or more step process that will take 18 turns to make it happen. One involves me having to do a lot of thinking and aruging with players, the other involves FLYING CITY BATTLES!!
Hm... pre-emptive strike due to longer range is an interesting one. Yes, that is possible. Note that any beginning pre-emptive strike technology wouldn't let you fire all of your ships before they get to fire one. If you had 8 navy, maybe 2 navy would get to fire a knock out a couple ships if they could. You'd have to continue to get longer and longer ranges for it to do more. That is an acceptable research project.
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by Sithis
The Hope for Tomorrow isn't a city, it's a ridiculously huge warship. It's just...currently down for repairs at the moment. No, we totally DIDN'T accidentally crash it into a mountain top, destroying the impossible-to-replace engines. That would be ridiculous! I mean, we would have to be totally incompetent to do that. Right?
Impossible to replace? Now, now, no need to be so defeatist. Who do you think you're talking to? We invented the anti-gravity technology everyone is using today! Replace your carrier's engines, pffft. We can give it even better ones than the original, trust us on this.
Quote:
Originally Posted by daelrog
Given that this is Steampunk themed, I'm going to be a little more loose with silly things like physics. As GM, I'm more inlcined to see flying cities fight each other than I am to figure out a six or more step process that will take 18 turns to make it happen. One involves me having to do a lot of thinking and aruging with players, the other involves FLYING CITY BATTLES!!
Oh, we can bend the laws of physics?
Good. One of my mid-game project ideas involve researching weather control.
Quote:
Hm... pre-emptive strike due to longer range is an interesting one. Yes, that is possible. Note that any beginning pre-emptive strike technology wouldn't let you fire all of your ships before they get to fire one. If you had 8 navy, maybe 2 navy would get to fire a knock out a couple ships if they could. You'd have to continue to get longer and longer ranges for it to do more. That is an acceptable research project.
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by Ascaloth
Impossible to replace? Now, now, no need to be so defeatist. Who do you think you're talking to? We invented the anti-gravity technology everyone is using today! Replace your carrier's engines, pffft. We can give it even better ones than the original, trust us on this.
Kind of annoyingly presumptuous to assume that yours is the only faction capable of inventing/did invent this kind of technology, and that everyone would use yours. Futhermore had proprietary technology, though much of it was lost when the city was destroyed.
Though I'm sure that it would be possible to jury-rig the ship to work with your drives. Would just take some tinkering, I think.
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Re: Total War: Steampunk Skies (Recruitment closed)
Oh, a lot of tinkering, I'm afraid; it's going to be quite a job to produce a drive able to output enough power to move cities. It'll be a massive undertaking; a joint research project might be fruitful for the both of us, I'm thinking.
Re: Total War: Steampunk Skies (Recruitment closed)
Specifically the Mole Empire independently invented anti grav technology while desperately fleeing from their collapsing cities. They then promptly abandoned most of their ships once a semi safe haven had been found.
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by Ascaloth
Oh, a lot of tinkering, I'm afraid; it's going to be quite a job to produce a drive able to output enough power to move cities. It'll be a massive undertaking; a joint research project might be fruitful for the both of us, I'm thinking.
Yes, quite. Though this is talk best reserved for the in game, I think. Just go ahead and drop Captain MacNaughton a line after the game starts. If you can't get ahold of him, ask for Biggles.
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Re: Total War: Steampunk Skies (Recruitment closed)
For the record, one of my cities uses fans and gasbags, and the other might as well be carried by birds. Antigrav? Ha! This is steampunk. Who needs logic to fly?
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Re: Total War: Steampunk Skies (Recruitment closed)
Your decadent flying cities are a blight upon the clear blue skies. You sir. You are a blight.
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Re: Total War: Steampunk Skies (Recruitment closed)
approximately how difficult will it be for me to set up an information network in someone's territory? (to intercept messages). Will it be easier than making a different ESP action? Will it require constant investment as maintenance? Will it effect surrounding regions? (I can view things passing through territory adjacent to my nation. Can I view things adjacent to nations that I have an intelligence network in?
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Re: Total War: Steampunk Skies (Recruitment closed)
Setting up a spy network in another's territory is more difficult than just spying on someone once. You can invest more into a spy network after it's established, and is probably wise to do as people who do routine checks will eventually uncover anyone sneaking around if nothing more is put it to keep them hidden.
Having a network will be able to treat intercepting messages as if the nation you have your network in is your own territory, including rules about adjacent territories and such.