that's kind of how i've got my units set up. everyone knows at least some basic magic (elite infantry knows the equivalent to level 2nd level D&D spells and below, light knows 1st level and lower, commoners know cantrips, etc.), but nothing world shattering. largely it's set up like that so they've got a means of the units maintaining communications lines with the commanders. hence divination magic being the most prolific among military units.Alyrium Denryle wrote:5% of a regiment, and nothing that will "change the course of battle" I believe the quote from you is.
Or in other words, if someone is not paying for their mages, they are somewhat, shall I say, ineffective. At least in the field. In a city it would be different, what with them all getting together in a circle and calling down the wrath of the heavens...
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Would it be wrong to cackle evilly about how my aerial units have inbuilt artillery?
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Just to make sure, before I throw away units uselessly into the fireThirdfain wrote:Good luck catching any sort of decent fortress by surprise, and most decent fortresses have enchanted walls anyways. Of course, if you can pull it off through clever misdirection, the more power to ye, and it would be taken into account. Surprise is a powerful ally.How would Dragons used in a surprise attack on unprepared and surprised fortifications, like towers, work?
Bombarding them with fireballs and all in passing...
If I have some buildings, like sa armoury, guard positions, gates, towers, marked via magical or other means for dragons, could I have a high-speed fly-by to destroy said installation?
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Cool.Thirdfain wrote:No, but we should. Will talk to Hotfoot about that.
My New and Improved Build Orders for the Spring:
A regiment of Berber cavalry (2 points) is being raised in Marrakech.
A regiment of militia infantry (1 point) is being raised in Marrakech.
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My build orders for the sping
The fortifications defending my port cities are being improved(1 point)
Basically they are getting thicker walls, Ballistae, and onagers.
The fortifications defending my port cities are being improved(1 point)
Basically they are getting thicker walls, Ballistae, and onagers.
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Build orders for the spring:
1 point to a specialized combat regiment of ten men, each selected from the elite heavy infantry (the Crimson Guard), each to be trained to the fullest extent as possible within the schools of magic listed. led by the Emperor's heir, being knowledgable with sword and shield and sorcery befitting a high mage.
1 point to a specialized combat regiment of ten men, each selected from the elite heavy infantry (the Crimson Guard), each to be trained to the fullest extent as possible within the schools of magic listed. led by the Emperor's heir, being knowledgable with sword and shield and sorcery befitting a high mage.
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For the sake of my sanity, I will from this point on refer to the points as RPs, or Resource Points, since they more accurately describe resources developed by each power per a given period of time.
Specifics of internal development and trading are still being mulled over, as are the specifics of covert ops and such.
Specifics of internal development and trading are still being mulled over, as are the specifics of covert ops and such.
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Words from on high!
-Benefits from Trade! Benefits from Territorial Improvement!
-Clarification of spy network system!
Benefits From Trade and Territorial Improvement
Trade can create resources if you have enough trading partners. The maximum bonus most nations can receive is 0.5 points per season if they have trading partners capable of a combined production rate of double their power. (Example, in order to get the full effect, a Grand Power would have to trade with another grand, a national, and two regionals, or any other combination that would equal two grands). You still get a bonus if you have less than that, but you get no additional bonus beyond that amount. The only exception to this is island nations, which tend to be trade intensive. They can get up to 1 point from trade (in order to get that one point, they must do even more trade than usual, and get up to four times the production). The downside is that they can get no increase from improving their lands, because they are on islands. It should be noted that trade needs to have occured uninterrupted for the better part of a season before any benefit is seen from trade.
Territorial improvement is not so much making better roads and mines, but rather clearing out ones in your own territory that you have not been able to use for whatever reason. In addition to spending resource points to build the infrastructure needed to use these resources, you need to use your armed forces to help clear out any nasty things that don't want you there. It takes a full year's worth of Resource Points for a given power, plus military support, in order to take back all the hidden treasures in your lands. The maximum bonus from this is 0.5 Resource Points at the end of that time. As points are spent, gradual increases can be felt for seasons after the improvement. Once you fully "develop" your land, that is the best you can do. Any further expansion must be paid for with blood.
Spies and Assassins
Not that anyone would ever think of using such naughty things, of course, but a more concrete system has been laid out for the purposes of spy networks. There is a flat limit on how powerful spies and assassins of various powers can be, which is ten resource points. The resources are not spent specifically on the spies or assassins, but rather the infrastructure they need to thrive. Since these rules were not specifically hammered out before the game, everyone gets a certain amount of points already invested into their spy networks. Grand powers get 4 points, Nationals get 2, and Regionals get 1. If you already put points into your spy networks specifically instead of troops, add that number to the one you are getting now (remember, the limit is ALWAYS 10). Note that scouts and special forces regiments for armies are not the same as spies, though they can be used for such things as border patrols and recon work. As such, they do not count towards your spy network points, though they will be taken into consideration when enemy operations are sent against a border where scouts are on patrol.
-Benefits from Trade! Benefits from Territorial Improvement!
-Clarification of spy network system!
Benefits From Trade and Territorial Improvement
Trade can create resources if you have enough trading partners. The maximum bonus most nations can receive is 0.5 points per season if they have trading partners capable of a combined production rate of double their power. (Example, in order to get the full effect, a Grand Power would have to trade with another grand, a national, and two regionals, or any other combination that would equal two grands). You still get a bonus if you have less than that, but you get no additional bonus beyond that amount. The only exception to this is island nations, which tend to be trade intensive. They can get up to 1 point from trade (in order to get that one point, they must do even more trade than usual, and get up to four times the production). The downside is that they can get no increase from improving their lands, because they are on islands. It should be noted that trade needs to have occured uninterrupted for the better part of a season before any benefit is seen from trade.
Territorial improvement is not so much making better roads and mines, but rather clearing out ones in your own territory that you have not been able to use for whatever reason. In addition to spending resource points to build the infrastructure needed to use these resources, you need to use your armed forces to help clear out any nasty things that don't want you there. It takes a full year's worth of Resource Points for a given power, plus military support, in order to take back all the hidden treasures in your lands. The maximum bonus from this is 0.5 Resource Points at the end of that time. As points are spent, gradual increases can be felt for seasons after the improvement. Once you fully "develop" your land, that is the best you can do. Any further expansion must be paid for with blood.
Spies and Assassins
Not that anyone would ever think of using such naughty things, of course, but a more concrete system has been laid out for the purposes of spy networks. There is a flat limit on how powerful spies and assassins of various powers can be, which is ten resource points. The resources are not spent specifically on the spies or assassins, but rather the infrastructure they need to thrive. Since these rules were not specifically hammered out before the game, everyone gets a certain amount of points already invested into their spy networks. Grand powers get 4 points, Nationals get 2, and Regionals get 1. If you already put points into your spy networks specifically instead of troops, add that number to the one you are getting now (remember, the limit is ALWAYS 10). Note that scouts and special forces regiments for armies are not the same as spies, though they can be used for such things as border patrols and recon work. As such, they do not count towards your spy network points, though they will be taken into consideration when enemy operations are sent against a border where scouts are on patrol.
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Erm... Aly? I can provide you with other dragon pictures if you desire, but I was using that silver dragon pic first.
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People, it's Riva. Not Rive, Riva. Just a nitpick.
And I'm still waiting on Straha before I move the meeting forward. We're having a little chat the night after the first day.
And remember, technically no one is at war with him yet. Yet. It would be impolite and un-diplomatic to at least hear what he has to say.
And I'm still waiting on Straha before I move the meeting forward. We're having a little chat the night after the first day.
And remember, technically no one is at war with him yet. Yet. It would be impolite and un-diplomatic to at least hear what he has to say.
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That picture of a silver is perfect. If you hae something that works better, feel free to let me knowRogue 9 wrote:Erm... Aly? I can provide you with other dragon pictures if you desire, but I was using that silver dragon pic first.
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I feel like I'm back at WBS. Look, it's common courtesy that if someone is using a picture you like, you generally clear it with them before you use it to see if it's okay. If it's not, then try to find another one. This is the first, last, and only time I'm going to talk about this subject, because frankly I don't think it's that damn relevant to the game anyway. Be courteous, please.Alyrium Denryle wrote:That picture of a silver is perfect. If you hae something that works better, feel free to let me knowRogue 9 wrote:Erm... Aly? I can provide you with other dragon pictures if you desire, but I was using that silver dragon pic first.
As for the proliferation of NPC ubercharacters, keep it sensible. Take in mind that since you are not paying for these characters, they can be used against you depending on the circumstances.
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I fully expect that. You think I just put two evil dragons in my territory for kicks? Well, actually I did; they're something to do during lulls in the action.Hotfoot wrote:As for the proliferation of NPC ubercharacters, keep it sensible. Take in mind that since you are not paying for these characters, they can be used against you depending on the circumstances.
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quick question for the mods, would it be kosher to invest RP points into something like an uber magic talisman/object? not necessarily uber as in a magical nuke, simply uber in terms of sheer size or capacity/capability. I'd rather not go into too much more detail on the main forum (as to not give away anything) than just say i've got ideas for something somewhat big that i could see myself investing points into.
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PM or IM me with the details and we'll see what can be worked out.Darth_Zod wrote:quick question for the mods, would it be kosher to invest RP points into something like an uber magic talisman/object? not necessarily uber as in a magical nuke, simply uber in terms of sheer size or capacity/capability. I'd rather not go into too much more detail on the main forum (as to not give away anything) than just say i've got ideas for something somewhat big that i could see myself investing points into.
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SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
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Jasper, that is one bigass mountain...
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Okay, the game can move along aaaaany day now.
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I will be replying sometime tonight, been very busy
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This ain't D&D.Agent Fisher wrote:What we need to make things interesting is a good bar brawl
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