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The Nation of Hay
Minister
 
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Founded: Nov 20, 2012
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Postby The Nation of Hay » Wed Jan 22, 2014 8:07 pm

G-Tech Corporation wrote:
The Nation of Hay wrote:Can a farm only be worked by one Agrarian?


Indeed. And, in case you wondered, only an Agrarian may work a Farm.


Do Farms produce wheat?
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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jan 22, 2014 8:28 pm

The Nation of Hay wrote:
G-Tech Corporation wrote:
Indeed. And, in case you wondered, only an Agrarian may work a Farm.


Do Farms produce wheat?


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.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Nation of Hay
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Founded: Nov 20, 2012
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Postby The Nation of Hay » Wed Jan 22, 2014 8:29 pm

G-Tech Corporation wrote:
The Nation of Hay wrote:
Do Farms produce wheat?


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!
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G-Tech Corporation
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Postby 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!


Two other people have farms :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Nation of Hay
Minister
 
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Founded: Nov 20, 2012
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Postby The Nation of Hay » Wed Jan 22, 2014 8:33 pm

G-Tech Corporation wrote:
The Nation of Hay wrote:
Well, even without the Wheat, I think the substantial food bonus is acceptable. I am building a farm*!

*The first one, too!


Two other people have farms :P


Wait, what!

Well then... I should maybe pay more attention then maybe?

Oh well, at least I'll still be in the top three for most Farms!
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Alleniana
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Posts: 42864
Founded: Dec 23, 2012
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Postby Alleniana » Wed Jan 22, 2014 11:09 pm

Konariona wrote:
G-Tech Corporation wrote:
Well he is a Major God. This is just more of a reason to end him.

Workin on it. ;)

:lol2:

shit I'm screwed aren't I

Well, I hope I can be no. 4 for a farm. +75 is massif.

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Konariona
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Founded: Oct 05, 2009
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Postby Konariona » Thu Jan 23, 2014 8:19 am

Me thinks defenses are a bit overpowered.
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G-Tech Corporation
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Postby G-Tech Corporation » Thu Jan 23, 2014 8:21 am

Konariona wrote:Me thinks defenses are a bit overpowered.


Hmm? How do you figure that?
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Konariona
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Founded: Oct 05, 2009
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Postby Konariona » Thu Jan 23, 2014 10:01 am

G-Tech Corporation wrote:
Konariona wrote:Me thinks defenses are a bit overpowered.


Hmm? How do you figure that?

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.
Greetings, traveler.

Ruled by a hereditary monarch, Emperor-General Helix Dominastad.


You want our arms? Molon labe, Xerxes.

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Pragia
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Founded: May 08, 2012
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Postby Pragia » Thu Jan 23, 2014 10:26 am

Or maybe just have a construction like a bridge of some sort.

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The Inritus Extraho
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Founded: Dec 05, 2010
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Postby The Inritus Extraho » Thu Jan 23, 2014 1:17 pm

Pragia wrote:Or maybe just have a construction like a bridge of some sort.

The point is: Ditches are ridiculously easy to make, for a ridiculously strong defense.
Bridges would be ridiculously expensive (because it's near someone else's home) and they could just wreck it before you attack (unless you live within 4 squares).
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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby 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.


Actually, its a 50-50 chance: 1-5 means they fail to pass, 6-10 means they successfully pass. That's true, after a fashion- for 200 Influence you can completely protect precisely one square from fifty percent of a military assault, by the numbers. However, in order to maintain that protection, any expansion has to be done with those ditches built before-hand. Even using an optimal diagonal expansion pattern, that works out to about 100 influence added onto the top of each new building you construct; if you demolish ditches, in order to reclaim space, that cost can be modestly offset, but it still means even the most basic of dwellings, a Simple Hut, has its price increased dramatically in order to be defensible.

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 might be okay with that, depending on how much it changes the costs. If it's 5 Wood/70 Influence per Fort segment, that won't be happening, but a fairly equitable change down the board would make sense, along with the upgrades.

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.


I like this idea, of allowing defenses to be destroyed. It would have to be a fairly low roll though, that would distract attackers from the actual battle- eg an attacker couldn't tear down Fortifications as well as fighting in the battle. A Fort-Breaker would have to be clarified; the difficulty I see with it costing the same as the Fortifications would be in the situation nature of the Fortifications; if one was breached, an attacker could simply go around the rest, meaning a Fort-Breaker would have to be worth far more than just a single segment of Fortifications, as its use essentially overcomes the construction of the Fortifications, regardless of the fact that it only attacks one segment. The set-up time would be a good idea. Would Fort-Breakers have structure points in a similar manner to Fortifications, allowing them to be destroyed by a foe? Or would they have a chance to be destroyed by enemies when attacking, representing them getting hung up on fortifications/whatnot?

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.


I'm not sure how I feel about this; another essentially free turn to attack seems quite powerful, and would have to be factored into the cost of the Fort-Breaker assuredly.

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.


It is far more complicated, that's true. I'm personally not of the opinion that a simple deep ditch- contextually one of the first defenses of mankind- is overpowered at a 50-50 chance of passage, but I agree that there should be some way to cross it. Perhaps a "Mobile Bridge" creation that can be carried by some amount of attackers to allow them to breach a Ditch, neutralizing some measure of that defense's bonus would be easier to implement.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Shaggai
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Founded: Mar 27, 2013
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Postby Shaggai » Thu Jan 23, 2014 3:04 pm

For Warriors to heal, do they have to do nothing for a turn or do they heal automatically after one turn with no combat?
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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby 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?

You have to say one person heals them.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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G-Tech Corporation
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Founded: Feb 03, 2010
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Postby 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?


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.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Shaggai
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Founded: Mar 27, 2013
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Postby 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.

How do I have someone heal them? Just say "x person heals y person" and that's their action for the week?
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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby 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?

Yep, that easy.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The Great Warrior Rivers
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Founded: Jun 10, 2013
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Postby The Great Warrior Rivers » Thu Jan 23, 2014 4:58 pm

Ralnis wrote:
Shaggai wrote:How do I have someone heal them? Just say "x person heals y person" and that's their action for the week?

Yep, that easy.

Not to be Debbie Downer, but if there are two people off work for a week, isn't that the same as one person off for two weeks?

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G-Tech Corporation
Khan of Spam
 
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

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

The Great Warrior Rivers wrote:
Ralnis wrote:Yep, that easy.

Not to be Debbie Downer, but if there are two people off work for a week, isn't that the same as one person off for two weeks?


Yes, actually. The question is whether you want person of X type for this week, and no person of Y type for two weeks, or both of them next week.
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G-Tech Corporation
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Founded: Feb 03, 2010
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Postby G-Tech Corporation » Thu Jan 23, 2014 6:45 pm

The refining of stone into a Block has allowed a new Construction:

Mine Entrance [To construct: 1000 Influence, 2 assigned builders, 1 Block] [Allows access to the underground regions]
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Nation of Hay
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Founded: Nov 20, 2012
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Postby The Nation of Hay » Thu Jan 23, 2014 6:47 pm

I would appreciate a map with my farm on it ;)
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G-Tech Corporation
Khan of Spam
 
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby 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 ;)


Check again. I forgot to hit "save" :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Elderowa
Senator
 
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Founded: Nov 22, 2013
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Postby Elderowa » Thu Jan 23, 2014 6:49 pm

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 :)

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G-Tech Corporation
Khan of Spam
 
Posts: 62587
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby 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 :)


You can also TG me what you want to do, if that's easier.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Nation of Hay
Minister
 
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Founded: Nov 20, 2012
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Postby The Nation of Hay » Thu Jan 23, 2014 6:53 pm

G-Tech Corporation wrote:
The Nation of Hay wrote:I would appreciate a map with my farm on it ;)


Check again. I forgot to hit "save" :P


My terrible internet thinks that dropbox is danger.

Imgur pls :D
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