Do Farms produce wheat?
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by G-Tech Corporation » Wed Jan 22, 2014 8:28 pm

by The Nation of Hay » Wed Jan 22, 2014 8:29 pm

by G-Tech Corporation » Wed Jan 22, 2014 8:31 pm
The Nation of Hay wrote:G-Tech Corporation wrote:
From a realism standpoint, they should, since that is what you're planting. From a gameplay standpoint I'm leery to do that, since then that opens the door to the production of Resources without Resource Sites.
Well, even without the Wheat, I think the substantial food bonus is acceptable. I am building a farm*!
*The first one, too!


by The Nation of Hay » Wed Jan 22, 2014 8:33 pm

by Alleniana » Wed Jan 22, 2014 11:09 pm

by G-Tech Corporation » Thu Jan 23, 2014 8:21 am

by Konariona » Thu Jan 23, 2014 10:01 am

by The Inritus Extraho » Thu Jan 23, 2014 1:17 pm
Pragia wrote:Or maybe just have a construction like a bridge of some sort.

by G-Tech Corporation » Thu Jan 23, 2014 1:33 pm
Konariona wrote:It costs 50 influence to build a ditch, one person and one turn. Which, in turn, gives my warriors about a 40% chance to cross the ditch.
It takes me a turn to acquire a person, and a turn to make them a Warrior. That's two turns, but no influence- however, if I have a military buildup (like I did), it's very easy to negate that through ditches. I can then only get a bit less than half my forces across, which gives the defender an edge, always, mathematically. For 200 influence (which everyone has at the beginning) you can essentially make yourself significantly less vulnerable to attack forever.
I propose a different system of ditches; now called fortifications. A fortification would be built in the same way as a ditch- South, East, North or West- and would require some amount of Wood as well as Influence. Then, Forts would be up-gradable on a sliding scale- at first, they'd have a 4+ if unmanned, or a 6+ if manned (it forces people to man their defenses if they wish to defend well, which is another issue with ditches). If one decides to collect, say, double the wood of the initial Fort, they could upgrade it so that it becomes a 5+/7+. And then Stone upgrades, and so on.
I also propose Fort-breakers.
There is really no effective way for attackers to destroy ditches- you, "must make a pillage and steal roll successfully if enemy Followers live within four tiles." Which in the case of ditches is almost always true.
Fortifications (which will replace ditches) would be prone to attack and have some sort of hit points or breakage points. An attacker could attack without fort-breakers, and the fortifications would be included in the pillaging phase as something to be burned. Or, an attacker could construct a Fort-breaker. The simplest would be wood; it'd take about the same influence to build as the Fortifications it is attacking. A Fort-Breaker would have to be set up for one turn, allowing an attack, and then it can attack the enemy fortification as long as there is a crew manning it. An un-upgraded Fortification would be destroyed by an un-upgraded Fort-Breaker in a single turn; but the attacking forces have to defend it for two turns- one to set it up, and one to destroy the Fort.
After this destruction, the attackers would need to de-construct the Fort Breaker, which takes a turn but allows the re-use of the weapon (assuming the defending forces did not destroy it by killing all of it's crew and defenders) or destroy it in place, which does not take a turn and is a free action.
The defending forces, if they defeat the attackers but have their fortress destroyed, must task one man to clear the rubble of the Fortress for one turn before they can build another, which prevents abuse and allows the attacker one last chance before he has to re-destroy yet another fortress.
Overall, it is more complicated than Ditches- but it works better. A coordinated, effective defense that gives a 6+ should require more time, manpower, and resources than it currently does.
by Ralnis » Thu Jan 23, 2014 3:09 pm
Shaggai wrote:For Warriors to heal, do they have to do nothing for a turn or do they heal automatically after one turn with no combat?

by G-Tech Corporation » Thu Jan 23, 2014 3:10 pm
Shaggai wrote:For Warriors to heal, do they have to do nothing for a turn or do they heal automatically after one turn with no combat?

by Shaggai » Thu Jan 23, 2014 3:52 pm
G-Tech Corporation wrote:Shaggai wrote:For Warriors to heal, do they have to do nothing for a turn or do they heal automatically after one turn with no combat?
That depends. Most wounds are for two weeks, and heal automatically because wounded individuals can't do anything.
You can, as Ralnis says, have someone heal them, in which case their healing process is cut down to one week.
by Ralnis » Thu Jan 23, 2014 3:52 pm
Shaggai wrote:G-Tech Corporation wrote:
That depends. Most wounds are for two weeks, and heal automatically because wounded individuals can't do anything.
You can, as Ralnis says, have someone heal them, in which case their healing process is cut down to one week.
How do I have someone heal them? Just say "x person heals y person" and that's their action for the week?

by The Great Warrior Rivers » Thu Jan 23, 2014 4:58 pm

by G-Tech Corporation » Thu Jan 23, 2014 5:06 pm

by G-Tech Corporation » Thu Jan 23, 2014 6:45 pm

by The Nation of Hay » Thu Jan 23, 2014 6:47 pm


by G-Tech Corporation » Thu Jan 23, 2014 6:48 pm
The Nation of Hay wrote:I would appreciate a map with my farm on it


by Elderowa » Thu Jan 23, 2014 6:49 pm


by G-Tech Corporation » Thu Jan 23, 2014 6:50 pm
Elderowa wrote:Just to let everybody know, I'm going to be moving for the next couple of the days, so I might not be online. I'll try to get a post up either tonight or tomorrow morning.
Shagai, if you would be so kind as to hold off on attacking me until then, I'd really appreciate it

by The Nation of Hay » Thu Jan 23, 2014 6:53 pm
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