Crazedwraith wrote:Considering that we start with 100,000 point, that seems like a lot. We wouldn't all double our military in the first year, unless we all went apeshit on each other. I'd assume the powers that have militarily active it's history would be near its peak strength anyway. Though obviously I can't speak for anyone.
I actually think we should observe a peacetime cap of, oh, 330000 points.
So if you're just in the process of raising some "new model army" units or summoning new creatures or whatever
right as the game starts, then you can create a limited number of them- but your military is assumed to be near the peak strength your economy can reasonably sustain in peacetime.
How does that sound?
If you enter a major war,
then you start replacing your forces at a rate of, oh, 60000 points per year. Or if you voluntarily disband units to bring you under that cap.
The Romulan Republic wrote:So basically, we play out events that take place in winter. We probably tool around in the winter of the year X (shading forward into the beginning of year X+1, for those of us using Gregorian calendar) for, oh, a month. Maybe a bit more. At some point, TRR suggests "you know what? We've done enough in winter, time to move to spring." At that point, unless someone presents a convincing case within two weeks for why we shouldn't, it is now "spring." Nobody goes back and alters fundamental things that happened in the winter, and no fair changing plot elements that would retcon people's actions in the spring.
Okay.
But we'll need to be pretty strict about the not going back and changing stuff rule.
Unless of course it is agreed on by all parties involved that "this is how it should have happened."
Time travel is fine as long as it's between consenting adults.
This would tend to give us time progression of around 1:1 or 2:1 if people are being highly active. If people aren't posting lots of rich story material, then the incentive to delay advancing the season diminishes, in which case it might speed up to more like 3:1 or higher time compression.
Nice and flexible.
That said it's
definitely the moderator's job to keep time flowing smoothly.
Those of us who try to adopt realistic timescales will have to deal with some awkward realities. We're operating in pre-industrial times. Just hopping on a horse and
riding a thousand miles can take twenty or thirty days, and assembling the resources to support a major military operation could easily require you to start planning six months or a year in advance.
So I can easily imagine a lot of plotlines stalling out not because time is passing too fast, but because it
isn't fast enough- because I need three months for my character to get where he's going, and three months of real time is translating as ten weeks of real time or whatever.
This would then go with the rule:
"No willfully holding up everyone else's gameplay while you write Big Elaborate Posts. If you're trying too hard to make your participation in the story artistically pretty, the story will move on without you." This rule needs in particular to be enforced against me, because in SDNW4 I wound up continuing a novel-length space battle for the better part of a year long after everyone else had moved on, although at least I did this in GODDAMN UNREAL TIME and it wasn't hurting anyone else's gameplay.
I don't want to be too strict or discourage people from writing detailed posts, but yeah, at some point you've got to just cut your losses and move on if you want to keep up.
I know I did. I kept writing posts dated June 8 or so while everyone else was in March of the next year. One thing I did NOT do was demand other people wait on me. And SDNW4, which had flourished for a year, didn't really start to die until the big tangle of delayed, postponed, slow-to-finish collaborative posts resulting from the MEH War.
SDNW6 (modern setting) flamed out for pretty similar reasons.
So, lesson learned.
Dunno. It depends.
How about 50,000 or 100,000 per year?
Edit: I also forgot to include the start date/season for the game, so that's another addition to make.
Hm. I'd say about sixty thousand, with some lead time required to replace losses- say, you can't replace major losses in less than a year. In that way, military losses from a major campaign can
matter, by weakening your forces for the next year, even if you "only" lost thirty thousand men out of an army of three hundred thousand.
Meanwhile, losses of hundreds of thousands of points will cost you for years, as you will not be able to replace, repair, or re-summon the forces you need.
Zwinmar wrote:As far as military goes I'm thinking the more of a dragoon style of stop, dismount, fire, mount and move. Out on the plains it makes this wolf pack style tactics exceptional and as they can fire accurately from beyond most peoples range they can do it is relative safety.
Yes- although a muzzle-loading rifle has to be reloaded with an iron ramrod and a mallet to pound the bullet back down the barrel. It takes a while, so the tactics are different. I am, for the record, NOT content to see anyone playing around with Minie balls. Also, why do your cavalry carry two different types of swords in the four to five foot length range?
.................
As for your missionaries: you are free to send them and you may get a few to convert but it wont be much. If you establish an sort of building (even if its just a tent) you will have to pay the same tax as every other merchant however.
Not a problem.
Raw Shark wrote:Our herbalists aren't saving lives, usually, except for this one poultice that prevents sepsis sometimes, but if some of your people have a lot of money, there is probably some kind of above or below board market for Aztec Birth Control and Erection potions in your homeland, regarded with various degrees of pearl-clutching depending on local mores.
[Ohioan star-priestess winces, picking shards of shattered pearl fragments out of her hand]
We've also got this thing we call chocoatl that some people seem to really like...
HERESY!
...Wait, did you just get me to declare War on Chocolate?
Fuuuuu-