SD.net: Lords of Darkness (RAR!) Mk-II

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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Crossroads Inc. »

OK! Big Post #200!!!
The following is a Re-Edit that should comprise ALL of the issues so far discussed in the thread, Please read through it carefully to see If I have missed adding anything discussed.
Crossroads Inc. wrote:The Revival of the SD.Net vs The LOTR reminded me of an ancient RAR zor did along similar lines via Earth 1350. The following is a Revival of That RAR with several modifications and updates.

Today, Q comes in and gives the chance for every Non Banned SD.net Board member with more than 50 posts and says that he is going to send us back in time to the year 1350. This will become a separate and wholly new Earth, leaving "Earth Prime" unaltered by anything we may do.
Also for purposes of the RAR, while everyone is invited, only members who post and layout plans and ideas will arrive. Also he is going to make it more interesting than "a few poor modern humans get sent back in time to an age of Savagery and within a year are at best reduced to serfs" or "The united SD.net Empire takes over the world and ushers in an age of enlightenment" Here, things are a bit more individualistic.

CargoFirst of all, each of us is allowed to bring back a cubic meter of stuff and forty eight hours to fill it up with stuff.
HealthSecond is given a dose of nanites that make us impervious to disease unless we have massive gaping wounds in our stomach and such, makes us somewhat more durable (In that we can survive wounds that would generally be fatal, regenerate eyes and hands, but are not invincible, get decapitated, loose enough blood or get blown to smithereens and you stay dead) and extends our lifespan to 500 years.
You will also get a nanite growth chamber that produces once every ten years enough nanites for an injection to give a preferred human concubine or whatever your increased lifespan.

Communication Everyone will get our self repairing nanite filled solar powered top of the line Laptops ( you may choose Mac or PC) with a wireless internet connection with an SD.net forum for communication over long distances as well as Science fiction.
Information Along with a magical online forum we can communicate with each other virtually instantly, you each will also be given, "The Internet" For the purposes of looking up information to help you out, a snapshot of the complete Internet will be 'downloaded' to an Uber magical computer core that, while not linked to the real World, will contain all the current information online, allowing us to look up and research topics as they may come up.


Minions Q gives us each a force of creatures to call our own based off fantasy forces. Along with a small manor and fortress based on the size of your force. These are customizable with each force being able to consist of a variety of creatures with pros and cons based on points.

Castle's Fortress and Manor houses. ALL fortresses will contain a Forge, Armory, Barracks, Grainy, hospital and your manor. These buildings will start in size in relation to your forces, the large forces you have he more of them there will be to accommodate. Players can choose to make their own Fortress design, or choose a Pre-Existing Castle from Earth History. For those picking a pre-existing castle, because modern castles are mostly full of gift-shops and museums, and not all that useful, you can pluck a Castle from a given point in time when it may have been at its best.



Poster Rankings:

50-1000 regular posters and or people with a VI or other such negative custom title
7,500 Army Points
A small fortress with 4 meter tall Wood and rammed earth Walls that are a meter thick, pointy stick stockades, barbed wire and watchtowers for archers with your manor inside. Inside is a Forge, Armory, Barracks, Grainy, hospital and your manor (which you can base off any Eurasian Noble's manor) that is no more than 30 meters by 30 meters).
1500 Cattle

1,001-3,500 Regular Posters
25,000 Army Points
A fortress diameter with five meter tall and two meters thick made of rammed earth and fire hardened brick, barbed wire and various support structures listed above on a larger scale and additional buildings surrounding it based on your size.
3,500 Cattle

3,501-7,500,
50,000 Army Points
A Fortress with 8 meter tall 3 meter thick brick walls with buildings surrounding it based on your size.
10,000 Cattle

7,501-12,500 Regular Poster, Senators and Moderators Minimum
100,000 Army Points
A fortress with 10 meter tall three meter thick rebar reinforced concrete walls with the manor and central command facilities and a city outside full of your creatures. Has Plumbing (flush toilets and such).
25,000 Cattle

12,501-15,501+, Supermods and administrators
250,000 Army Points
A fortress with 12 meter tall four meter thick rebar reinforced concrete walls with the manor and central command facilities and a city outside full of your creatures. Has Plumbing (flush Toilets).
45,000 cattle

LOCATION
You can deposit these Fortresses anywhere on earth that is not a body of water and not a city, natives will be given an image of yous descending from the skies and assembling these fortresses. You also get a small fishing village/port premade if you set up shop near the ocean and a few five meter long fishing boats free of charge. Some level of adjustments can be made. In case you chose a cold area, your forces are equipped with Modern cold weather jackets (Shaped for the different bodies of your Minions of course).

FOOD
You have enough food to last your army two years as of the start, Food will be housed in large 100ftlong 50ftwide by 50ftall Food Barns near your Fortress, the larger your Fortress the more of these Food Store Barns you will have as well as seed stock to start up farming in the form of Leather bags containing 200seeds each of Fruits, Vegetables, Grains, Legumes, and potatoes. The mount of seed bags you receive will be 5% of your total points.

Additional, You can switch cattle out for
Pigs,
Chickens,
Sheep,
Goats, on a 1 to 2 ratio. (One cattle for 2 of anything else)

Additional Starting Resource Information (numbers and %'s subject to change)
All players will receive:
5% worth of starting points of:
Lumber Axes (modern make)
2H- Lumber Saws
2H- Sledge Hammer
Shovels
Pickaxes
Plows
10-meter measuring spool

GOLD: For purposes of financing and paying peasants and others, you will get gold, 5 grams for each army point (with no effect on your army choices) in nice 1 kilogram cubes

Additional additional, Q has gifted you the ability to Speak, understand and write in any language you choose ala an Internal Babblefish. Further you can 'gift' all of your minions to speak two languages, presumably your primary tongue and one other. IN time your troops can learn other languages as well, but you will have to find proper teachers to teach them

And now for the creatures that will make up your army. All of your soldiers are loyal to you and worship you as a god, as they do the other SD.net members, but to your monsters, you come first and they come second. If you die, it is quite likely that they would join with another member's army. You get both sexes for replacements and all your forces are trained adults to start.

Goblins
Point Cost-1 Each
Goblins are small creatures, they stand 4 to 4.5 feet tall, weigh between 10-20 kilograms, have dull brown or green skin, long ears and noses and hand like feet. They are about half as strong as an average human overall and are naturally sneaky, suffer from kleptomania, prefer ambush tactics and none too bright (average IQ of 80), but can be useful for simple tasks under observation. Goblins breed fast (a female goblin gives birth to a litter of three goblins each year, which reach maturity at 5 years), but only live fifteen years at most.
Each Goblin you get comes with circular Plywood shield 50cm in diameter, pair of pants, pair of shoes, shirt, jacket in cold climates, a 15 cm steel dagger and 1.25 meter long basic spear (Shaft of wood with a ten centimeter iron spike on one end), and act as skirmishers and raiders.
Goblins on the battlefield are organized into groups Mobs of 500 individuals.

Orcs
Point Cost-2 Each
Basically think the Uruk Hai from the Two Towers movie with smoother green skin and dental work. Orcs are basically like humans, but a bit more durable and stronger on average with denser bones and such. Orcs are just as smart as humans and reproduce the same, having 9 month pregnancies and reaching sexual maturity at age 12 but only lives to be at most fifty. Your standard Orc is (along with two sets of clothing, including trousers, a shirt, a belt, boots and a greatcoat) in a shirt of chain mail, a steel helmet like those used in the English Civil War, a breastplate with your personal logo painted on the torso and a groin guard, a 15cm Dagger and one of three sets of weapons...
Unlike the movie Uruk-Hai, These Orcs believe in and Practice regular Hygiene and cleanliness.
-A rectangular steel reinforced Shield 50cm across and 125 centimeters tall with your logo emblazoned on it, two javelins and a meter long Steel Sword
-Said Shield and a 4 meter long Pike
-A Arbalest Crossbow
And appropriate training to go with it.
One in every fifty Orcs is a capable blacksmith, with other trades being in there as well, including siege engineers and farmers.
Orcs are trained to fight in Centuries (100 Individuals), Cohorts (500 Individuals), Maniples (1,500 Individuals) and Legions (6,000 individuals).

Naga
Point Cost-3 Each
Naga are the marines, they have a humanlike upper body with four arms, but a 7 meter long tail in place of legs. Naga are naturally very good swimmers and can hold there breath for up to twenty minutes; they can handle quiet waters that are not arctic for some time. Naga breed at the same rate of Humans and have the same lifespan. While they are at home in water, their tough scales let them move over land just as easily as a human may walk.
Naga come armed with composite bows, 75cm chrome alloy cutlasses and 1.5 meter long Naginata. Organized into Forces of 30, 150 and 300.

Satyrs
Point Cost-5 Each
As large as an average Human and just as strong, Satyrs posses no military advantages aside from being able to run 1.5 times as fast as an average Human. However they are often as smart or smarter then a Human and are more likely to pick up reading, writing and other studies of logic and philosophy as well as being inherently musical. Satyrs also emit a very mild Psychic field that tends to calm anyone around them and make them feel relaxed, and easily entertained. Satyrs breed at the same rate as Humans and can live to be 70 baring diseases and wounds. The Standard Satyr wares leather armor and wields a simple short sword along with carrying a bag and a bow.
Satyrs are organized in Hoofs (50 Individuals), Pads (250 Individuals) and Forrests (750 individuals).

Minotaurs
Point Cost-20 Each
Minotaurs stand 7 to 7.5 feet tall, weigh 200 kilograms on average and look much like Narnian Minotaurs. They are about five times as strong as a human and can run at up to 40km/h. Minotaurs are relatively smart and more or less comparable to the average human. Female Minotaurs are deeply nurturing and motherly but male Minotaurs are normally quite aggressive and touchy, despite there loyalty. Minotaurs breed at the same rate humans do, but require twice as much food as a human, they prefer grains, but can process meat for high caloric fuel. Minotaurs can swim but hate water. Minotaurs come along with their garments with a helmet, breastplate, grieves and chain-mail shirt with an Orc Shield and a 3 meter long Halberd, as well as there natural horns. Minotaurs are organized into Horns (50 Individuals), Herds (350 Individuals) and Stampedes (1050 Individuals).

Centaurs
Point Cost-20 Each
Centaurs are just that, Centaurs. Centaurs can keep pace with the average horse and weigh as much. Centaurs prefer grains, but can process meat for high caloric fuel, they are as intelligent as humans and reproduce at the same rate as humans do, but have no more strength than a conventional human in its human section. Centaurs live as long as humans do. The Standard Centaur is a breastplate and chain mail for its human section, Helmet, a sachel for carrying stuff and is armed with a 3 meter lance and a composite bow. Centaurs are organized in Cadres (50 Individuals), Lances (250 Individuals) and Hordes (1,000 individuals).

Ursiods
Point Cost-30 Each
Envision a 500 kilogram humanoid grizzly bear with opposable thumbs able to run at thirty kilometers per hour on all fours. Ursiods are as intelligent as humans and breed at the same rate, but have ten times the strength, as well as claws and jaws. Ursiods are omnivorous, can swim better than a human if unarmored and have a damn good sense of smell, as well as an unbearlike, but useful sense of sight comparable to that of a human. Ursiods live longer then humans, about 100years baring sickness or wounds. Ursiods are armed with two meter long great swords and are clad in full plate armor. Ursiods come in Packs (50 Individuals) and Brotherhoods (500 Individuals)

Cygnaturs
Point Cost-100 Each
Cygnutaurs shall be 100-points a piece as flying is a decided advantage and should be expensive. They shall currently follow Stargliders form size and weight in terms of appearance. They shall lay a clutch of two eggs every 7months, and need lots of high caloric foods, meats and sugars for the most part. (for Additional Information see Stargliders SKetches)

Ogres
Point Cost-250 Each
Ogres are large hairless mammalian humanoids 5 meters tall, broadly built and massing in at three tonnes. They are also dumb as hell, having an average IQ of 65 and are only capable of very basic tasks under supervision. Ogres require a lot of food and care to work properly, a staff of about fifteen Orcs per each. Ogres are omnivorous and need lots of food and have twenty month pregnancies, take twenty years to mature, but live to over a century. Ogres are instinctively afraid of fire. Ogres come with boots, pants, a breastplate and are armed with heavy 3 meter long spiked clubs for general smashing. Ogres do not have any organizational units.

You do not have any siege weapons, but you do have blueprints for the siege weapons available at the time and Orcs can build them. The same goes for ships.
Your average Orc, Centaur, Minotaur and Ursiod is a capable farmer or herdsmen with one out of ten being a capable tradesbeings and one out of Five Trades beings being a decent blacksmith. Orcs are simply the most cost effective point wise for trades beings. Nagas are capable fishermen as well as the Trades. Goblins represent unskilled labor and Ogres are just plane stupid.

Additional Minion Information

Breeding
While not something I wish to think about, Minion-Human Breeding has been mentioned. Currently only Orcs and Satyrs are close enough to have any sort of viable Offspring. Only one our of every 20 of such Offspring will actually be fertile, the other 90% being infertile 'mules' The Minions Genes, weather Mother or Father, will also always be dominate in creating the appearance of said offspring.

[
Solauren wrote:Current SD.Net Lords of Darkness (II) Force / Location Information

All Details are Sorted by Continent, then User Name (Alphabetically)
All Errors are my own, etc, etc...

Continent : Africa

Starglider
Location : Seychelles Archipelago (off the north coast of Madagascar)
Cygnataur : 440
Naga : 360
Centaur : 240

Continent: Asia

Darth Yoshi
Location: Asia (Bejin)
Goblins: 20000
Orc: 10000
Naga: 1000
Minotaur: 350
Centaur: 500
Ursiod: 200
Ogre: 15
Satyr: 250

Oberst Tharnow
Location: Asia (Siberia)
Orc: 2000
Ursiod: 100
Satyr: 100

Continent: Australia
Bobnik
Location: Australlia (Mainland)
Goblins: 1000
Orc: 2100
Naga: 600
Satyr: 500

Zor
Australlia (New Zealand)
Goblins: 500
Orc: 12000
Naga: 1500
Centaur: 250
Ursiod: 500

Continent: North America (aka Lords of Darkness Central)

Almighty Borne
Location: North America (Cornwall)
Goblins: 500
Orc: 2000
Minotaur: 50
Centaur: 50
Satyr: 200

Consequences
Location: North America (Pennsylvania)
Goblins: 2500
Orc: 12000
Naga: 300
Minotaur: 350
Centaur: 250
Ursiod: 200
Ogre: 12
Satyr: 250

Crossroads Inc
Location: North America (Sandusky)
Orc: 13000
Naga: 300
Minotaur: 300
Centaur: 300
Ursiod: 300
Satyr: 400

Dave
Location: North America (Ohio River valley)
Goblins: 1000
Orc: 1100
Naga: 300
Ursiod: 60
Satyr: 320

Havok
Location: North America (Oakland)
Goblins: 1050
Orc: 12000
Naga: 600
Minotaur: 350
Centaur: 200
Ursiod: 500
Ogre: 4
Satyr: 350

KroLazuxy_87
Location: North America (Omaha)
Goblins: 300
Orc: 700
Naga: 100
Centaur: 50
Ogre: 10
Satyr: 100

MariusRoi
Location: North America (Cincinnati)
Orc: 4500
Centaur: 500
Ursiod: 100
Satyr: 600

Master_Baerne
Location: North America (St. Louis)
Goblins: 9000
Orc: 6000
Naga: 1000
Minotaur: 50

Mr. Bean
Location: North America (Mephis)
Orc: 30000
Naga: 15000
Minotaur: 1000
Centaur: 1750
Ursiod: 2500
Satyr: 7000

Raesene
Location: North America (Prince Edward Island)
Goblins: 850
Orc: 750
Naga: 300
Minotaur: 50
Centaur: 50
Ursiod: 50
Satyr: 150

Samuel
Location: North America (West of Mephis)
Orc: 12500

Solauren
Location: North America (Between Lake Superior + Lake Michigan)
Goblins: 2100
Orc: 8400
Naga: 1200
Centaur: 400
Ursiod: 650

Speaker-to-trolls
Location: North America (Mexico)
Orc: 7500
Naga: 400
Minotaur: 50
Centaur: 150
Satyr: 800

The Yosemite Bear
Location: North America (Alaska)
No Order of Battle Listed


North America Total Populations (Special Feature: Requires 5 or more players on a given continent)
Goblins: 17300
Orcs: 110450
Naga: 19500
Minotaur: 2200
Centaurs: 3700
Ursiod: 4360
Ogre: 26
Satyr: 10170
MAP
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Darth Yoshi »

I should only have 2000 goblins. Although if you're giving an extra 18000 gobs I certainly won't complain. :D

Also, in case anyone is confused, I'm outside Beijing (or as it was known at the time, Khanbaliq/Dadu)
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Crossroads Inc. »

You know I just thought of something that Darth Yoshi made me think about.
While everyone is plotting to take over, control and build an empire in North America, How possible would it be to land a 50,000pt arm in Feudal Japan set up shot as a local Warlord descended from the gods, and work to install oneself at a seat of power with the emperor?
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Solauren »

With crowded conditions in North America, I might ask for a transfer to Japan actually.
I've been asked why I still follow a few of the people I know on Facebook with 'interesting political habits and view points'.

It's so when they comment on or approve of something, I know what pages to block/what not to vote for.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Darth Yoshi »

According to wiki (yes, I know), Japan at the time had two imperial courts, with the northern court largely a puppet of the Ashikaga shogunate. Around 1350 there was a resurgence of the southern court due to factionalism within the Ashikaga leadership, so you could either ally with the southern court against the northern court, or attempt to eliminate the Ashikaga and install yourself as the power behind the northern emperor. It'd probably be easier to go with the southern court.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Solauren »

The problem with Japan when compared to North America (in taking it anyway) is that Japan is capable of putting up a rather formidable resistance. They have a tech level on a parity with the equipment our forces start with, and organized military capability.

However, once you conquered them, they'd be pretty good for uptooling.

I think I'll stay in North America however. I just don't have the resources to deal with Japan the way I'd need to.

Instead I'll concentrate on the Great Lakes region and Canada.
I've been asked why I still follow a few of the people I know on Facebook with 'interesting political habits and view points'.

It's so when they comment on or approve of something, I know what pages to block/what not to vote for.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Crossroads Inc. »

Sounds good to me, By the by, have you read through the updated OP at the top? I want to know if ive missed implamenting anything we have discussed.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by TheLostVikings »

Crossroads Inc. wrote:You know I just thought of something that Darth Yoshi made me think about.
While everyone is plotting to take over, control and build an empire in North America, How possible would it be to land a 50,000pt arm in Feudal Japan set up shot as a local Warlord descended from the gods, and work to install oneself at a seat of power with the emperor?
It's worth noting that the Japanese iron resources are completely atrocious, basically sifting irons rust from riverbeds, so you might want to plan around that. (i.e. lots more resources will have to be allocated to manufacturing steel weapons/armor compared to other locations)
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by KroLazuxy_87 »

What would be the latest to change our starting choices?
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by speaker-to-trolls »

When does the game officially begin? I don't expect internet access for the next four or five days, is that going to put me a long way behind?
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Raesene »

I think if it turns into a game thread, we'll repost the OoB in a new thread in G&C anyway- that should be the latest possibility we can make changes.

The increased time to fill the m³ and complete copy of the internet change my plans for the stuff to take with me considerably.

Just to clarify our language capabilites, do we have to choose languages to speak perfectly or do we have an integrated universal translator, working for any and all languages at the same time ?

Regarding taking over Japan, I proposed taking over India from Ceylon with (at least) mod-level monsterpower. That would have some interesting effects in the alternative time line, perhaps turning the Ottomans and Persians towards India to help the Mughals against the Devils ?

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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by KroLazuxy_87 »

Raesene wrote: Regarding taking over Japan, I proposed taking over India from Ceylon with (at least) mod-level monsterpower. That would have some interesting effects in the alternative time line, perhaps turning the Ottomans and Persians towards India to help the Mughals against the Devils ?

The Ottoman empire went through an interregnum starting about 1360, something I'm hoping to capitalize on by supporting the usurpers. Ten years to gather forces while integrating with the populace should be sufficient.
To criticize a person for their race is manifestly irrational and ridiculous, but to criticize their religion, that is a right. That is a freedom. The freedom to criticize ideas, any ideas - even if they are sincerely held beliefs - is one of the fundamental freedoms of society. A law which attempts to say you can criticize and ridicule ideas as long as they are not religious ideas is a very peculiar law indeed. -Rowan Atkinson
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Darth Yoshi »

Raesene wrote:Just to clarify our language capabilites, do we have to choose languages to speak perfectly or do we have an integrated universal translator, working for any and all languages at the same time ?
He described it as a Babel fish effect, so it should be simultaneous effective for all languages.
Regarding taking over Japan, I proposed taking over India from Ceylon with (at least) mod-level monsterpower. That would have some interesting effects in the alternative time line, perhaps turning the Ottomans and Persians towards India to help the Mughals against the Devils ?
Doubtful. IIRC, the Turks, Persians, and Arabs all got along about as well as the Europeans did. Which is to say, not really. If you set up shop in the Arabian Peninsula and threaten Mecca, maybe, although frankly that whole region is worthless. We don't have the infrastructure to utilize petroleum, and likely won't for at least half a century after we arrive.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Mr Bean »

If we do get a game thread, alliances can't be far behind. The "Insert clever name here" alliances of all the Overlords on the Great American River-way system. MariusRoi, Master_Baerne & Samuel are all set up to be useful endpoints in my river based trading system. With 15,000 Naga I can make dozens of little three hundred or so Naga(1 Harbor of Naga) villages along the river, fifty miles or so apart. Which means if I disperse my Naga I have enough for 1700 miles worth of river-way to be so covered. Not enough to do the entire Mississippi. But more than enough to cover from Memphis to the ocean which is roughly 610 miles via the river. Or I need 10 villages to cover the distance and a second major settlement on the port. Lets say 10x 300 Naga Villages along the river. 3,000 of 15,000 Naga. Plus an additional 2,000 near New Orleans. Add in say five thousand Orcs and I have a nice thriving town of ten thousand once I add in natives and any other races.

That still leaves m with 10,000 more Naga for combat or for more settlements between Memphis and Cairo and while I don't think I could build 1 Harbor of Naga Villages all the way to St Lois and Cincinnati. I can certainly get them to Cario, build a third small city there.

The only question is if I stop at Cairo and put 50,000 points worth of soldiers there to menance either one of them, or if they work with me to build a great river transit system and Cairo becomes a joint meeting places, to be re-named something pop cultural that the Natives won't get.

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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Raesene »

Darth Yoshi wrote:
Raesene wrote:Just to clarify our language capabilites, do we have to choose languages to speak perfectly or do we have an integrated universal translator, working for any and all languages at the same time ?
He described it as a Babel fish effect, so it should be simultaneous effective for all languages.
I wasn't sure about it, but that was my understanding too.
Darth Yoshi wrote:
Raesene wrote:Regarding taking over Japan, I proposed taking over India from Ceylon with (at least) mod-level monsterpower. That would have some interesting effects in the alternative time line, perhaps turning the Ottomans and Persians towards India to help the Mughals against the Devils ?
Doubtful. IIRC, the Turks, Persians, and Arabs all got along about as well as the Europeans did. Which is to say, not really. If you set up shop in the Arabian Peninsula and threaten Mecca, maybe, although frankly that whole region is worthless. We don't have the infrastructure to utilize petroleum, and likely won't for at least half a century after we arrive.
I wouldn't be interested in Arabia itself, but India - huge fertile territory, a large human population to subjugate and a lot of natural resources. Even though the neighboring states did not get along well IRL, I'd expect that mythological monsters would rank high on the Djihad-list.

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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Darth Yoshi »

Possible, but I doubt that. The Sunni and Shia didn't get along nearly as well as the Roman and Orthodox Churches did prior to the Crusades, so unless you back the Persians in a corner, I doubt they'll want Sunni Turks and Arabs traipsing through their lands. Meanwhile, the Sunni would be more than happy to let the Shia duke it out with you before swooping in to finish the survivors.

I should point out that the Mughals didn't establish themselves until the 16th century, although there were smaller sultanates at the time.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Crossroads Inc. »

Mr Bean wrote:If we do get a game thread, alliances can't be far behind. The "Insert clever name here" alliances of all the Overlords on the Great American River-way system. MariusRoi, Master_Baerne & Samuel are all set up to be useful endpoints in my river based trading system. With 15,000 Naga I can make dozens of little three hundred or so Naga(1 Harbor of Naga) villages along the river, fifty miles or so apart. Which means if I disperse my Naga I have enough for 1700 miles worth of river-way to be so covered. Not enough to do the entire Mississippi. But more than enough to cover from Memphis to the ocean which is roughly 610 miles via the river. Or I need 10 villages to cover the distance and a second major settlement on the port. Lets say 10x 300 Naga Villages along the river. 3,000 of 15,000 Naga. Plus an additional 2,000 near New Orleans. Add in say five thousand Orcs and I have a nice thriving town of ten thousand once I add in natives and any other races.

That still leaves m with 10,000 more Naga for combat or for more settlements between Memphis and Cairo and while I don't think I could build 1 Harbor of Naga Villages all the way to St Lois and Cincinnati. I can certainly get them to Cario, build a third small city there.

The only question is if I stop at Cairo and put 50,000 points worth of soldiers there to menance either one of them, or if they work with me to build a great river transit system and Cairo becomes a joint meeting places, to be re-named something pop cultural that the Natives won't get.
WellI don't know about you But I think it is High time to start up a Proper game thread, Im looking to do one in the STGOD Soon and just need a final check list of everyone before going forward. Expect me to set myself up as Limestone Kingpin and building meterial supply of the North.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Raesene »

My main export article will be ice ;-)

More seriously, I doubt someone having a holding on the US river system will buy foodstuff from me - I'll go for technology, shipbuilding and export Newfoundland cod. New Brunswick claims to have some mineral resources, so maybe I'm not that dependent on imports.

Trading partners are always welcome, however, I have only about 150 years before the Portugese come to visit, and even less before the Vikings arrive.

"In view of the circumstances, Britannia waives the rules."

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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Dave »

Crossroads Inc. wrote: WellI don't know about you But I think it is High time to start up a Proper game thread, Im looking to do one in the STGOD Soon and just need a final check list of everyone before going forward. Expect me to set myself up as Limestone Kingpin and building meterial supply of the North.
The only changes I would like to make to my OOB is
1) a shift in the farm animals I have. With the addition of sheep, that brings the number of swappable animals to four. My farm animal populations will be:
500 Cattle
500 Pigs
500 Chickens
500 Sheep
500 Goats
...not that it matters...

2) Change in use of cubic meter of space: Since we'll have the entire Internet (estimated to be slightly less than 500 exabytes), I won't be taking along a whole lot of books. Instead I'll be trying to gather various seed populations that can be used for industrial purposes (bamboo, flax, hemp, kenaf, etc.) and other personal items (mementos, digital camera, quilts, sci-fi books for recreational reading, etc.)

:?: Question: Are we going to have separate OOB, map, OOC comment and IC game threads?
Raesene wrote:Trading partners are always welcome, however, I have only about 150 years before the Portugese come to visit, and even less before the Vikings arrive.
Well, if Crossroads and I can get a road up and running, I'll be interested in salt -- I'll need something to preserve my hunted game in (we all will). You want textiles and paper? I might go into that industry as well, seeing as I'll be bringing the raw material with me.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Raesene »

Ghetto edit, as I accidentally deleted an important sentence:
Raesene wrote:Trading partners are always welcome, however, I have only about 150 years before the Portugese come to visit, and even less before the Vikings arrive. I need other resources/goods to build a viable nation.
Salt will be plenty, I'll have to use it to to preserve my fish too.

Textiles are good (although I'll go shopping for my own clothes before I leave our world - and try to buy some stab vests as my personal armour). Not that I don't trust the quality my smiths, but I don't want to walk around in full plate.

By the way, my manor will be the White Tower. It's a massive construction, with walls between 15 and 11 ft thick. I'll take it after Henry III made it royal residence in the late 13th century to add some splendour to the interiour.

"In view of the circumstances, Britannia waives the rules."

"All you have to do is to look at Northern Ireland, [...] to see how seriously the religious folks take "thou shall not kill. The more devout they are, the more they see murder as being negotiable." George Carlin

"We need to make gay people live in fear again! What ever happened to the traditional family values of persecution and lies?" - Darth Wong
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Crossroads Inc. »

Raesene wrote:By the way, my manor will be the White Tower. It's a massive construction, with walls between 15 and 11 ft thick. I'll take it after Henry III made it royal residence in the late 13th century to add some splendour to the interiour.
Ah, thanks for reminding me about that, I will be taking Stirling Castle Just after the year 1712 when the Palace was renovated and the outer walls reinforced (Past 1700 the castle became more of a barracks and much of the finer interiors and furniture was removed)

On the game itself, Im working on a Front page post for the planned thread in STGOD, currently im planning on a Main Game thread, an OOB thread and a Diplomatic/OOC game thread, so three.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Serafina »

To support the minor players, can we establish that there are no inbreeding-related problem with the minions?
Otherwise, you can not take any small forces, as you need at least 60 and better 600 members of any species to make them viable on the long run.

Is anyone still with me for my Siberian Expedition and Conquest Corps?
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Crossroads Inc. »

Serafina wrote:s anyone still with me for my Siberian Expedition and Conquest Corps?
"Oberst Tharnnow" another 7500pt Nation, if i remember is setting up shop on the shore of Lake Bikal.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Serafina »

Crossroads Inc. wrote:
Serafina wrote:s anyone still with me for my Siberian Expedition and Conquest Corps?
"Oberst Tharnnow" another 7500pt Nation, if i remember is setting up shop on the shore of Lake Bikal.
Um...thats me.
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Re: SD.net: Lords of Darkness (RAR!) Mk-II

Post by Vehrec »

What the hell you guys. Why has nobody taken New York? Well, fine, I claim Manhattan. I'll take a Legion, plus two Maniples of orcs, and send one maniple north to start digging an Erie Canal. One Forest of Satyrs will give me a friendly public face, to help deal with any unpleasantness. Six hundred Naga to both secure the harbor, and provide a stable breeding stock. That leaves me with 1450 points. Which is enough to secure 72 Minotaurs for hard labor, too few to form a viable population so I'll need to exchange with someone at some point. It looks like there's quite a few neighbors, and I'll be joining the river system trade alliance as soon as my Canal is done. Then I'll start building up a fishing fleet and go see if the legends about the Grand Banks are true. Raesene, you want any boats built? You've got a better position to exploit that resource, but I've got the bigger support base.

My cubic meter of stuff will of course contain all the survivalist handbooks for reestablishing civilization I can find, a history of the construction, methods and surveying of the Erie canal, and foodstuffs in the form of tomatoes, potatoes, sweet and dent maize, wheat, barley, onions, beans, and whatever else I can get my hands on. 500 cows switch out for each of 1000 pigs, goats, sheep, chickens, and another 1000 pigs because I fucking love pork.
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