Remnants of Exilvania wrote:What strenght does a Militia actually have?
One.
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by G-Tech Corporation » Tue Oct 27, 2015 5:07 am

by Harkback Union » Tue Oct 27, 2015 5:11 am
G-Tech Corporation wrote:Okay, here's my proposition for Hordes.
When your final territory is conquered by a foe, you have three options; be subjugated and hope to one day be liberated and revolt, be vassalized if your conqueror allows it, and go horde. Going horde is a unique state of affairs where your civilization becomes entirely nomadic, and can allow your culture to escape what would otherwise be the end of your country.
One half of your last territory's population becomes Nomads if you choose to become a Horde. These Nomads can move two domains an epoch, allowing you to rapidly outdistance any foes. Nomads may not construct buildings, but they may Think at the normal rate, and produce Raw Labor. Raw Labor costs for military units are doubled, but they can be built without Workshops one at a time. Since Nomads may not farm, they produce food organically from hunting and gathering based on the fertility of a region x2 added to one base, each Nomad being able to gather two food maximum. So, a Horde of three Nomads in a 3 Fertility region can gather 6 Food. However, the effective fertility declines by one every epoch a Horde gathers there, meaning they must continue moving to survive. Each Nomad may carry up to two Food in supplies.
The last two salient points about Nomads are that they gain military strength the longer they've been nomadic; on epoch 1 of being Nomadic they have 1 Strength for every 10 Nomads, but this ratio decreases over time until in their tenth migratory epoch they have 1 Strength per Nomad, giving them a decent chance of carving out a new homeland. They also have a unique tech they alone may research called "Sedentary Living" that costs 5 Thought and converts them back into a settled civilization.
Horde factions may have multiple Nomad bands roaming the map, splitting their initial band several times, but the cost of "Sedentary Living" goes up by 2 Thought for every additional Band. Nomads count as being at a constant Subsistence level of Development.

by The Flame Dawn » Tue Oct 27, 2015 5:12 am
G-Tech Corporation wrote:
It looks like nobody will be researching Classical tech, so we should run all the way to 14.
By the way, I've thought about it, and I'd prefer if you didn't expand to your south-west. My civ bonus is very dependent on having Highlands, so it's kinda claim a lot or be stuck

by G-Tech Corporation » Tue Oct 27, 2015 5:14 am
Harkback Union wrote:G-Tech Corporation wrote:Okay, here's my proposition for Hordes.
When your final territory is conquered by a foe, you have three options; be subjugated and hope to one day be liberated and revolt, be vassalized if your conqueror allows it, and go horde. Going horde is a unique state of affairs where your civilization becomes entirely nomadic, and can allow your culture to escape what would otherwise be the end of your country.
One half of your last territory's population becomes Nomads if you choose to become a Horde. These Nomads can move two domains an epoch, allowing you to rapidly outdistance any foes. Nomads may not construct buildings, but they may Think at the normal rate, and produce Raw Labor. Raw Labor costs for military units are doubled, but they can be built without Workshops one at a time. Since Nomads may not farm, they produce food organically from hunting and gathering based on the fertility of a region x2 added to one base, each Nomad being able to gather two food maximum. So, a Horde of three Nomads in a 3 Fertility region can gather 6 Food. However, the effective fertility declines by one every epoch a Horde gathers there, meaning they must continue moving to survive. Each Nomad may carry up to two Food in supplies.
The last two salient points about Nomads are that they gain military strength the longer they've been nomadic; on epoch 1 of being Nomadic they have 1 Strength for every 10 Nomads, but this ratio decreases over time until in their tenth migratory epoch they have 1 Strength per Nomad, giving them a decent chance of carving out a new homeland. They also have a unique tech they alone may research called "Sedentary Living" that costs 5 Thought and converts them back into a settled civilization.
Horde factions may have multiple Nomad bands roaming the map, splitting their initial band several times, but the cost of "Sedentary Living" goes up by 2 Thought for every additional Band. Nomads count as being at a constant Subsistence level of Development.
How about this:
Nomads can move 2 domains per epoch. Nomads extract 1 food from each fertile land and gets food from native bonuses. Nomads can build mobile version of Weapons workshops, granaries, hovels and manufactories. For every 3 fed nomad, nomad civs can do one of the following:
Staff manufactories
Extract Raw Materials
Contribute Raw Labor
Think 0,5 thought
in Any domain of their choice with at least 1 nomad of their own.

by Harkback Union » Tue Oct 27, 2015 5:21 am
G-Tech Corporation wrote:Harkback Union wrote:
How about this:
Nomads can move 2 domains per epoch. Nomads extract 1 food from each fertile land and gets food from native bonuses. Nomads can build mobile version of Weapons workshops, granaries, hovels and manufactories. For every 3 fed nomad, nomad civs can do one of the following:
Staff manufactories
Extract Raw Materials
Contribute Raw Labor
Think 0,5 thought
in Any domain of their choice with at least 1 nomad of their own.
Hmm, I think that would leave Hordes very small. Also, they probably wouldn't migrate then, would they?

by Harkback Union » Tue Oct 27, 2015 5:22 am

by The Flame Dawn » Tue Oct 27, 2015 5:23 am

by G-Tech Corporation » Tue Oct 27, 2015 5:23 am
Harkback Union wrote:G-Tech Corporation wrote:
Hmm, I think that would leave Hordes very small. Also, they probably wouldn't migrate then, would they?
Well, they would face no corruption so they could take over large tracts of land.
Also, another thing every 3 fed nomad could do is to give birth to a new one who needs no food for the given epoch.
Harkback Union wrote:I love how cuprum's posts have nothing to do with the Roleplay... ever.


by The Flame Dawn » Tue Oct 27, 2015 5:24 am

by Harkback Union » Tue Oct 27, 2015 5:26 am
G-Tech Corporation wrote:Harkback Union wrote:
Well, they would face no corruption so they could take over large tracts of land.
Also, another thing every 3 fed nomad could do is to give birth to a new one who needs no food for the given epoch.
Hmm, well, let's see what Lunas says. My ideas are geared more towards concentrated lumps of nomads in a horde, versus yours mean a lot of space will be filled with nomads.Harkback Union wrote:I love how cuprum's posts have nothing to do with the Roleplay... ever.
*shrug*
That's just how he writes. Apparently he will be manufacturing cocaine and whiskey now.

by G-Tech Corporation » Tue Oct 27, 2015 5:27 am
Harkback Union wrote:G-Tech Corporation wrote:
Hmm, well, let's see what Lunas says. My ideas are geared more towards concentrated lumps of nomads in a horde, versus yours mean a lot of space will be filled with nomads.
*shrug*
That's just how he writes. Apparently he will be manufacturing cocaine and whiskey now.
No, no, he doesn't ever bother to look into whats going on in the RP, like last game he sent an APC to fort serenity but didn't actually tell us who's side he's fighting on or how the APC got to the fort in the first place.

by Harkback Union » Tue Oct 27, 2015 5:27 am

by The Flame Dawn » Tue Oct 27, 2015 5:29 am

by Harkback Union » Tue Oct 27, 2015 5:30 am

by Harkback Union » Tue Oct 27, 2015 5:32 am

by Remnants of Exilvania » Tue Oct 27, 2015 5:34 am
Harkback Union wrote:The Flame Dawn wrote:
Yep. They have a ranged attack like archers, but cannot bombard. They would have +1 strength when defending and a base strength of 1. They would require 1 stone and 2 RL.
okay, let it be grey stone/marble/granite/blue stone + 3 RL. 2 strength defending, 1 strength attacking, 1 strength attack before battle that kills units equal in strength (2 attacks can be combined to kill a high-strength unit).

by The Flame Dawn » Tue Oct 27, 2015 5:35 am
Harkback Union wrote:The Flame Dawn wrote:
Yep. They have a ranged attack like archers, but cannot bombard. They would have +1 strength when defending and a base strength of 1. They would require 1 stone and 2 RL.
okay, let it be grey stone/marble/granite/blue stone + 3 RL. 2 strength defending, 1 strength attacking, 1 strength attack before battle that kills units equal in strength (2 attacks can be combined to kill a high-strength unit).

by Harkback Union » Tue Oct 27, 2015 5:38 am

by The Flame Dawn » Tue Oct 27, 2015 5:38 am

by Harkback Union » Tue Oct 27, 2015 7:00 am

by G-Tech Corporation » Tue Oct 27, 2015 7:07 am

by Harkback Union » Tue Oct 27, 2015 7:31 am
G-Tech Corporation wrote:Oh, Seno, are you working on writing? Remember, techs from furture Eons are researched at half rate.
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