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Messages - willy

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Helpline / Re: Regarding Subscriptions.
« on: June 13, 2017, 06:01:55 PM »
Not sure what you mean by buying a GM spot though.

Oh, just that by flooding an area with nobles you could conceivably control a larger part of the map. GM as a kind of artificial powerful kingdom, I guess (you'd essentially have dozens of NPCs). Part of me doesn't care how density increases, but would just like it to increase. Ideally with interesting characters in a fleshed out world, but even if someone wants a thousand drones roaming and be known as 'that guy'....let 'em. As long as they don't harass other players.

Fight the good fight, integrate into their sandcastle dominion, or go find greener fields. All apart of a little story.

Helpline / Re: Regarding Subscriptions.
« on: June 13, 2017, 03:13:36 PM »
It does open up the "pay to win" option, but if someone wants to buy a isn't real densely packed. They aren't so much paying to win, but buying a GM spot. It's still kind of the same thing, but doesn't Might and Fealty have the same "playing with friends" clause about being a dick (as Battlemaster does)? Let them have at it if it'll add to the game, ban them and keep their monies if they start to take away from it (after proper warning).

I feel like 8 characters are a bit much with regular activity on a normal subscription. Not sure what you'd do with dozens of char to need multiple paid accounts. Alotta drones I suppose.

Conduct & Design Discussion / Re: Third slot overhaul
« on: June 10, 2017, 01:43:52 PM »
+1 for the whole idea, except about cavalry. I think currently they kill fleeing enemies at a higher rate (or they should), which is the perfect effect. Probably already a defense/offense boost for war horses.

Conduct & Design Discussion / Re: Javelins
« on: June 10, 2017, 01:29:55 PM »
Bringing them down below shortbow effectiveness and linking to a cheaper blacksmith-build would be a good tradeoff, I think. Would help make still effective militia that were cheap and easy. Resupply would be less issue since you could forage most anywhere for pointy sticks to throw.

Stories to tell / Re: The Greenwardens
« on: June 10, 2017, 01:19:05 PM »

I feel bad for throwing it out roughshod as it is, but I'm lazy and more concerned that the information is correct/helpful before a rewrite.

I would avoid Har's and Yar's, beyond just being more difficult to read, I imagine a noble or First One in this case would keep their accent out of their letters.
Probably best. Maybe a flavor intro, then 'a scribe takes over'.

Also, the militia numbers are fine, atleast the 100 militia part is, generally you want 100-200 militia in a town. And a token militia is just that. I wouldn't really say much about numbers beyond there though, just say something like: "More than that would greatly reduce the worker count in the settlement, which would reduce production and future recruitmen".
10% of population was put forward by Demivar as a good benchmark for 'token militia' and should generally reflect defense against a brigand in a town worth defending. I wanted to include a 'high' militia mark, which 1k was more or less off the top of my head. Maybe I should focus on a 'optimal maximum' rather than a 'what can stall an invasion'. Three tiers: One or two behind walls to force a battle, a token 10%, and the maximum troops you can garrison comfortably off total surplus food.

I need to add in about 'floating militia', or what army you have mobilized that could defend a town, too. Probably a big factor.

Here I would just say: "Serfs, who work the land or construct buildings and roads. And lastly, the Thralls, who can only work the land, but consume less food."
I knew there was a way to simplify, thanks. 4 kinds of humans, soldier/craftsman/serf/thrall. Not sure why I wanted to separate builders and serfs.

This is only semi-correct. A soldier or militiaman don't eat less or more than normal peasants, they just produce less; none for the soldiers and 50% for the militia. The thralls eat less and produce the same as normal peasants, but they still eat at the same time as normal peasants. 
Glad I screened this. I was under the impression that food consumption varied more among soldiers. Didn't even occur to me that militia had an effect on production, hence the consumption change. Didn't even notice goods/wood.

How strong is the effect of cavalry on food consumption... and do surplus horses(produced gear) consume food?

Stories to tell / Re: The Greenwardens
« on: June 10, 2017, 10:49:06 AM »
Yeah, seems like retention is a problem all over. I've been working on some publications that might help. One for lore, but primarily two that are a kind of academic journal on the game. I'm trying to start it with a 'newbie primer' that might help people get to thinking on what they would like to do. I might add more to it, but I'm hoping to spread and get authors to make an article with their musings about management/war.

So here is a kind of bullet-point rough draft on the primers:

The Stewards Handbook (The Management/Steward Publication)

The managing of an estate is, in essence, the managing of humans and what they can do. You'll find that there are roughly 4 or 5 types of human in an estate. A soldier, who eats and fights. A craftsman, who works a building. The builders, unassigned freemen who erect buildings and roads. Lastly, the laborers who toil the land and generate the bulk of resources (as freeman workers with no vocation or enslaved thralls).

Protection (Soldiers)

There are a few stages to garrisoned militia. A token militia; perhaps a few soldiers to hold the gates and provide a bit of economic security as a townwatch, it at least blocks unacceptable entry and forces a person to break through the gates. A small militia; a company of ~100 to hopefully fend of a brigand (behind solid foritifications), denying entry to your estate from typical brigand hosts. 300 may fend off a few invading nobles, more than a thousand will look to eat away your peasantry but may stall an invasion.

Production (Craftsmen)

Buildings enable peasants to work a trade, yet each building takes away from available peasants.  Craftsmen will abandon their job to be a builder, so take care that you always have enough peasants (due to starvation or building workcrew). A thrall cannot be a craftsman, chained in a way to their farms/forests/mines. Wood, metal, goods, and wealth may help produce gear...but production is largely set by the population/food of an estate (and amount of craftsman you can devote to an industry).

Population (Peasants and Thralls)

Population of peasants and thralls fluctuate with food available, so food is by far the most vital resource. A mobilized soldier eats more than a garrison, a garrisoned soldier eats more than a peasant, a peasant more than a thrall, and a thrall eats least/last of all. So many militia can be a heavy burden from your farmers and craftsmen. Spreading food out evenly may yield quicker recruits, but consolidating into capital/house-seat is typically most useful for building and equipment production. Larger batches of soldiers being available for training when resources are focused into one core estate. Quicker gear production when peasants are consolidated in a high functioning city.

The Marshal's Handbook (The War/Marshal Publication)

The mobilization and usage of soldiers, in essence, is the calculated use of force. The amount of soldiers you can raise, the quality and richness of gear, and when/how the force is used...these are at the heart of what that force will consist of. That force will be represented by troops, classified typically by armor on reports, but they are simply an expression of power/wealth. Attack strength, determined mostly through weapons and exp, is less easy to gauge/scout. A recruit with an axe looking similar to a veteran with a broadsword from 1000 yards away, somewhat masking the force being used.

Amount and Types

You might consider troops at three tiers. Quick levies; naked axemen who are easily shredded in combat but are useful tools for looting and militia. A core of mass produced troops; generally leather/shield with varying weapon, the materials plentiful and training time moderate. The elites; a core of harder to produce troops, whether it's heavy armor or javalins, these will take far more investment and time but are true warriors...especially if veterans.

Use and Application

Quick levies of humans with little more than an axe might be considered purpose tools. They can provide number superiority in a battle on fairly short notice, equally capable at looting, and better speed than most units. Behind good fortifications they can be surprisingly effective, but better gear is always preferable.The amassed core of troops will likely be spear/leather/shield and longbow/leather/shield. Well rounded and cheap (if not quickly) produced troops that can hold a wall quite well and quite capable in the field. A small variation here can be quite impactful; 100 mace/leathers fighting 100 axe/leathers will seem similar in reports...but the battle will show you something was different. Elites are where you'll see a characters personality show. Amassed, heavy infantry are frightful behemoths. The fear factor will cause enemies to flee, the protection in ranged will likely get them to the melee. Cavalry having a similar and more powerful effect, but requiring a heavier investment of resources. Armored archers and mixed infanty (javalins) are impactful in both phases of combat, while varying in gear/effectiveness.

When and How

So you have an aggressor or are an aggressor, now heres where force application is determined. If you are vastly outnumbered our outmatched, there are a few tactics that might help, but you'll likely want to avoid engagements. If you are evenly matched; forcing your opponent on grounds that favor you will be the marshal's gambit, forcing them to storm you behind fortifications or luring them out of their fortifications (when you can get allied aid). You'll generally have a freer hand if you vastly outmatch your opponent, but may have to deal with the Greenwardens if you abuse the weak.

There are cases of pre-determined wars of honor. It can be helpful to both aggressor and defender to limit the all-out, grizzly fact of war. You'll likely not find it with brigands or those with poor reputation, but a limited and honorable war can make true friends faster than a decadent ally.

Figured I'd get some feedback and make sure I'm not just spouting nonsense before I publish it. I'll expand a bit in the rewrite, flesh it out with some Har's and Yar's, but once the primer's are up I'll set a modest batch of knight offers and we'll try and try again. I thought about adding stuff about relations and getting in a hierarchy and all that...but that seems a liege's responsibility. Anyone like, disagree, or would alter?

*Edit Notes: So misspelling and grammer aside, feedback so far is the militia garrison talk needs to be tweaked away from hard numbers. Maybe replace with 1/10th of population probably. Still not 100% on the scale of 'militia enough to defend against 3 or 4 characters with moderate means" and "enough militia to withstand a 20-character-realm invasion".

So I'll probably make a little flavor intro full of Mad Murphys oddballness. Simplify militia garrisoned into three tiers: One or two behind walls to force a battle, a token 10%, and the maximum troops you can garrison comfortably off total surplus food. Add in about 'floating militia', or what army you have mobilized that could defend a town, too. Describe the effect of militia on production, and simplify human classifications into four castes (soldier/craftsman/serf/thrall). Flesh out the wording here or there, fix the spelling/grammer, so far good stuff.

Stories to tell / Re: The Greenwardens
« on: June 02, 2017, 07:45:27 AM »
Total Slumberblighted Collected: 9
Total Knights Trained: three A sleeper and two suicides

Might be about ready to send an expedition to try and setup a neutral wardenpost in the north-central (Lowlands/Strenvale/Ascalon), if I can keep a few steady knights. The public works/service stuff seems to be going well, if not the newbie training.

Rage Zone / Re: Joining battles at 99% especially siege ones.
« on: May 31, 2017, 02:22:02 PM »
That makes sense. Attackers initiate and are committed to an action, defenders have a chance to disengage since they haven't committed soldiers to an order. Abstract 'preparation time' and it probably would take almost a day to prep, position, fight, and then disengage a battle of hundreds. If nothing else, just imagine that it's custom to get a good night's rest right before proper fighting.

Rage Zone / Re: Joining battles at 99% especially siege ones.
« on: May 29, 2017, 02:34:01 PM »
Lol, I think this is where my character didn't last a week. Mistaken for a girl, named for a madman...sleep well poor Orestes.

I popped out a bit in front of the town and thought I could block two traveler's at once. Looks like it only caught one (40v200). I assume they both crossed my blockpath, but it looks like blocking only involves 1armyv1army. Captured guy seemed to do the same thing with same results almost right on top of me.

It is possible to block travel around a town. I'm not entirely sure how the mechanics on it work (if someone knows or finds out, please tell me) but it should be possible.

I 'tested by mistake' blocking travel in-to-outside of a town at one point. Had a bandit blocking travel around a town and I'm pretty sure it auto-engaged when I tried to leave gate.

I understand that but we aren't talking explicitly about realism here. Having pH levels in a game wouldn't be fun, it would just add more reasons why a certain settlement can produce more food than another and would add another aspect of improvement that a player could do for a given settlement. Thats why I suggested it. Right now its just a number without much basis behind it visibly besides biome.

Right now it seems like the game has a lot of abstracted numbers that cover these little bits. The 'source' number in an estate (for food) would include things like ph of soil, amount of arable land... even the amount of game and livestock in a region. -1000 metal production in a region probably means folk would be trying to build with as much wood peg/dowel as they could (making constructions take longer). It might help to give some flavor text for some of these numbers, but those abstract numbers seem pretty easy/efficient at getting the point across.

I do like the idea of being able to tweak your production numbers, though. Something as simple as finishing the 'focus' options for economic buildings would change things drastically; being able to pour peasants into a built fishery/lumberyard/mine to focus certain resources in an estate.

Conduct & Design Discussion / Re: Notes for list member management
« on: May 20, 2017, 07:00:29 PM »
This might be more flavor than fix, but why not affix their 'bloodtype'? Would differentiating between the a UK (Unbreakable Keeper of Knowledge) character and the SX character work? Soandso Suchandsuch(UK) and Soandso Suchandsuch(SX). Random idea.

General Discussion / Re: What makes buildings break down?
« on: May 20, 2017, 01:25:11 PM »
Finally the building could have automatically been abandoned because the population of the settlement dropped too low.

I lost a heavy armorer when a friendly came for a visit-and-afk'd. Too many mouths to feed and a week of starvation later...there goes stockpiled plate (that I couldn't train yet). I think buildings are abandoned when you don't have enough peasants (not thralls) to fill it as well, but I'm not sure which was the case for my experience.

Stories to tell / Re: The Greenwardens
« on: May 20, 2017, 11:55:54 AM »
So I have an In-game publication I hope sums things up well. The important bits:

The Greenwarden Lore
Edition 1May 5, 2017 11:48

What it is:
A band of goodly aligned First One's who devote themselves to public service; sometimes odd characters and pariahs.
Though a religion, the only semblance is in their 'holy missive' and zealotry. Almost literally a generalization of "protect" and "good", they make a holy oath to protect/good. Though, the why, how, and exact details of "the old gods missive to the land" is debatable.

The Mission:
In an attempt to protect/good, the Wardens have sworn themselves to the protection of slumberblighted, teaching of new First Ones, and defense against rampant brigandry everywhere. Their services are offered to all, as well as the independent Fort-towns of Warden Home as a neutral ground and safe-haven for those in need.

The First Greenwarden (The Mad Keeper)
An ancient cult of sages roamed the land, briefly during a time of blight. Though they spoke only to numbers, it is said that they imparted their knowledge on one boy before disappearing entirely. A simple son of a Firstone raider; noble of blood, if not noble of birth.

Through "mystic" computation, using the ratio of the circumference of any circle to the diameter of that same circle, the sages taught proof of strange and mysterious gods. The boy, a savant of sorts with mathematics, took to the holy mission the sages revealed to him. Protect.

Though it is difficult to discern the exact nature of that holy mission, it seems just and benevolent in nature. The boy grew to a man in holy computation, isolated and clear of distraction. That man grew to an elderly man, bereft of social etiquette. It was in late adulthood that Murphy, the one called Mad, returned to the realm of men and established himself in the Fort he named Lostsoul.

There he began preaching his gospel, attempting to serve his gods, and took it upon himself to provide protection for new knights and the slumberblighted. There, the first Warden was named. The Keeper

General Discussion / Re: Long time gone...
« on: May 19, 2017, 09:41:43 PM »

I'm glad to see someone return. Noticed a few come back past month or so.

Now if only one of the danged sleepers in my Fort would wake up so my character can act like he did a good deed.

Stories to tell / Re: The Hero & The Villain
« on: May 18, 2017, 09:17:44 PM »
Oh snap, I did the same thing kinda. Chaotic Good aligned character on one end of the map and Lawful Evil on another. Goodie-two shoes got a kickass Fort somehow, and baddie mc-loudmouth is eating his bootstraps but rolling in gold. Dichotomy is best cho-to-me.

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