I've come up with 200 miles of coastline with your new claim.
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by Paddy O Fernature » Wed Jan 25, 2012 7:58 pm
Ceaden wrote:Aelosia wrote:
Noone can start with more than 8,somethingk. Realistically. I still think we could get you 2,500x1,5 due to coastline. Your problem is the last of water. I think the desert people is right now as low as yours, for the same reason.
Well the way he changed his map gives him allot more coastline and allot more population.

by Paddy O Fernature » Wed Jan 25, 2012 8:19 pm

by Marzarbul » Wed Jan 25, 2012 8:36 pm

by Paddy O Fernature » Wed Jan 25, 2012 8:45 pm


by Durmatagno » Wed Jan 25, 2012 9:01 pm
Marzarbul wrote:This is a work in progress and I am wondering if I am on the right track here with the units and could use a little help in figuring out the two magic units I have and how I can pimp out my heros better. Also I am currently thinking of introducing a new mount that is called the behemoth but that will be after I get all this mess sorted.
Also I am only going to have a total force of 675 men in the army and was wondering if that was an adequate force for a population of 11250.
The Kingdom of Ever-Night's ForcesEver-Night Fjord (Human)
Description: Called up in times of duress and need these peasants are drilled every two months out of the year in military drills. They can be called up by local Jarls at their discretion though they are supplied and paid for by the state. The Jarls however do pay for raising these militias if they are not at the order of the King; they simply will owe the king for using them. The Fjord tends to form up into spear walls when used in battle presenting a solid wall of sharpened spears to the enemy using as either a holding action or countering enemy cavalry.
EQU: Spear (STR+1, -5 SPE), Boiled Leather (STR +.5, -5 SPE), Wooden Shield (STR +1, -10 SPE)
SPE: 80 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3.5
Resources Needed:
1x Oil
3x Wood
1x Iron
Ever-Night Man-At-Arms Axeman (Human)
Description: The man-at-arms of the kingdom are the standard footmen used by the kingdom and are usually used to hold the line more tightly than the fjords. They are also much better equipped than the fjords due to the fact that the Thanes and Jarls of the kingdom must supply and arm their men-at-arms. However the kingdom does enforce a strict standard of armament for these men and at the very least they will have a shield, armor, and battle axe.
EQU: Battle Axe (STR +2, -10SPE), Chain Mail (+1 STR, -10SPE), Wooden Shield (+1 STR, -10SPE)
SPE: 70 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 5
Resources Needed:
2x Iron
1x Iron
2x Wood
Ever-Night Man-At-Arms Macemen (Human)
Description: The man-at-arms of the kingdom are the standard footmen used by the kingdom and are usually used to hold the line more tightly than the fjords. They are also much better equipped than the fjords due to the fact that the Thanes and Jarls of the kingdom must supply and arm their men-at-arms. However the kingdom does enforce a strict standard of armament for these men and at the very least they will have a shield, armor, and a mace. This men tend to be from the North were wood is used more for kindle and shelter rather than weapons so an entirely metal mace is more practical to supply.
EQU: Mace (+2.5 STR, -7.5SPE), Chain Mail (+1 STR, -10SPE), Wooden Shield (+1 STR, -10SPE)
SPE: 72.5 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 5.5
Resources Needed:
2.5x Iron
1x Iron
2x Wood
Ever-Night Thanes (Human) Great Fangs
Description: The Thanes are the equivalent of a knight in Ever-Night and as such tend to favor the heavier weapons and armor compared to most other soldiers. However due to the rocky terrain and cold the heavier the armor tends to be seen as clunky and hard to move around in. The Great Fang soldiers prefer to use their two handed weapons to batter their opponents under a hail of blows while not burdening themselves too heavily with lots of armor. These men tend to be the shock element of Ever-Night that descend upon the flanks of an engaged enemy cleaving their foes flesh from bone. Their faces tend to be dyed with swirling and intricate designs in various plant dyes, mainly denoting their position as either being Kings Men (Blue) or Queens Men (Red).
EQU: Steel Great Sword (+3 STR, -7.5SPE), Steel Chain Mail (+2 STR, -10SPE)
SPE: 82.5 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 6
Resources Used:
1x Steel
1.5x Steel
Ever-Night Thanes (Human) Rock Shields
Description: The Thanes are the equivalent of a knight in Ever-Night and as such tend to favor the heavier weapons and armor compared to most other soldiers. However due to the rocky terrain and cold the heavier the armor tends to be seen as clunky and hard to move around in. Those Thanes that call themselves rock shields tend to take the most important defensive locations in the shield and spear walls. These men are known to hold stead fast and spread their example to all those in the wall and have been known to lead many a charge in conjunction with the Great Fangs.
EQU: Sword (+1 STR, -5SPE) , Steel Chain Mail (+2 STR, -10SPE), Iron Shield (+2 STR, -10SPE)
SPE: 75 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 6
Resources Used:
1x Iron
1x Steel
2x Iron
Ever-Night Archers (Human) Pathfinders
Description: The Pathfinders are the hunters from the Shimmering Mountains vast forests in the North and are called upon to join the forces of the army in times of distress. These men tend to be the best shots and path finders in the kingdom and at least three or four are used in any sort of military outing. Usually they are only armed with their bow and their wits and this combination tends to work out the best as they snipe enemy commanders rather then used in volley shooting.
EQU: Longbow (+2 STR, -10SPE)
SPE: 90 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources Used:
3x Wood
Ever-Night Archers (Human)
Description: These men are the professional archers of the kingdom and are raised solely by the King and Queen. They are sent to the various garrisons where they are needed but their disdain by most Jarls is known and this is the only way to keep a decent amount of bowmen. They differ from the Path Finders in that they are much better armed though their bows tend to be of a much poorer quality leading to their range being diminished.
EQU: Short Bow +1 STR, -5SPE, Boiled Leather +.5 STR, -5SPE
SPE: 90 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources Used:
2x Wood
1x Oils
Ever-Night Fjord Crossbows (Human)
Description: The crossbowmen is a part of the fjord and is given training the same as the spearmen since the mechanics of a crossbow mean that not that much training is required to operate. However a crossbowmen is given more armor than a fjord spearmen. These men are used to counter heavy armor and are placed within the spear and shield walls so that once the enemy closes they are usually shot point blank by these armor piercing darts.
EQU: Chain Mail +1 STR , -10SPE, Cross Bow +3 STR, -15SPE
SPE: 75 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 5
Resources Used:
2x Iron
4x Wood
Men of the Father: WIP
Description: Born of the darkness of the barren caves of the deep North, these men use their dark magics to strike fear into their foes and summon the various demons of Ever-Night. They tend to look on the verge of death and are dressed in the deep blue signifying their belief in the Night Father and the King. A cloud of perpetual darkness swirls around these men and tend to chant their holiest of chants honoring the darkness and asking for its assistance. Only the most accomplished spell caster can achieve the title Son of the Father and only one caster can hold this position.
EQU: Experts Mage Staff +4 MAG, -5SPE
SPE: 95 miles a day
VAL: 1000 credits
PAY: 500 credit
Resources Used:
25x Wood, 3x Gold
Followers of the Summer Queen: WIP
Description: The direct opposite of the Men of the Father, they tend to focus on more healing magic though they can use some of their powers to blind their foes and even the strongest practitioners can wield the holy flame of summer. The ranks of the Followers of the Summer Queen are only women as they are the only ones that can understand the true mind of the Summer Queen. They tend to shimmer at all times and tend to get brighter the darker it becomes till at the darkest parts of the night they are sometimes confused for angels. The highest rank is that of the Holy Daughter and only one woman can hold it.
EQU: Experts Mage Staff +4 MAG, -5SPE
SPE: 100 miles a day
VAL: 1000 credits
PAY: 500 credit
STR: 1
MAG: 4
Resources Used:
25x Wood, 3x Gold
High King Belaric Stormbrow WIP
Description: High King of Ever-Night and revered as the incarnation of the Night Father and as such as been granted some of the powers of the Night. He tends to use his holy speed and strength against those of the realm and although he has some innate powers he is by no means a magician and leaves that to others. However his true strength lies in combining with his wife merging their two strengths as one.
EQU: Steel Rapier +2 STR, -5SPE, Steel Throwing Blade +2 STR, -5SPE, Boiled Leather +.5 STR, -5SPE
SPE: 85 miles a day
VAL: 4000 credits
PAY: 2000 credit
STR: 15.5
High Queen Ferelda of the Shimmering Heights WIP
Description: Ferelda is revered as the current incarnation of the Summer Queen and as such she is able to wield the Holy Flames of Summer against her foes. She usually accompanies her husband wherever he goes and is one of the few women present on the battlefield actually fighting against her foes. She is the blazing sword of the Mother and with each stroke her light grows ever brighter with her devotion.
EQU: None
SPE: 100 miles a day
VAL: 4000 credits
PAY: 2000 credit
STR: 10
MAG:
Jarl Odenheim Farstar
WIP
Jarl Ryzul Darkstorm
WIP
Jarl Erin Shimmerbrow
WIP

by Paddy O Fernature » Wed Jan 25, 2012 9:24 pm

by Tuthina » Wed Jan 25, 2012 10:46 pm
Paddy O Fernature wrote:Just curious, what program/how are you all able to figure out the exact amount of measurements for things such as coastlines? Just tried to draw a rough square around it in MSP and just got my ass kicked.
I think once I get my population set, I can start to calculate my GDP, PPC, and Tax Rate.

14:54:02 <Lykens> Explain your definition of Reno.
11:47 <Swilatia> Good god, copy+paste is no way to build a country!
03:08 <Democratic Koyro> NSG senate is a glaring example of why no one in NSG should ever have a position of authority

by Paddy O Fernature » Wed Jan 25, 2012 10:51 pm
Tuthina wrote:Paddy O Fernature wrote:Just curious, what program/how are you all able to figure out the exact amount of measurements for things such as coastlines? Just tried to draw a rough square around it in MSP and just got my ass kicked.
I think once I get my population set, I can start to calculate my GDP, PPC, and Tax Rate.
Paint.NET can measure the size of selected region by its magic wand. It can also gives you the length of line with its line-drawing tool. I think they should give you a rough estimation of those things.


by Paddy O Fernature » Wed Jan 25, 2012 10:55 pm

by Marzarbul » Thu Jan 26, 2012 7:26 am

by Achesia » Thu Jan 26, 2012 8:36 am
Marzarbul wrote:This is a work in progress and I am wondering if I am on the right track here with the units and could use a little help in figuring out the two magic units I have and how I can pimp out my heros better. Also I am currently thinking of introducing a new mount that is called the behemoth but that will be after I get all this mess sorted.
Also I am only going to have a total force of 675 men in the army and was wondering if that was an adequate force for a population of 11250.
The Kingdom of Ever-Night's ForcesEver-Night Fjord (Human)
Description: Called up in times of duress and need these peasants are drilled every two months out of the year in military drills. They can be called up by local Jarls at their discretion though they are supplied and paid for by the state. The Jarls however do pay for raising these militias if they are not at the order of the King; they simply will owe the king for using them. The Fjord tends to form up into spear walls when used in battle presenting a solid wall of sharpened spears to the enemy using as either a holding action or countering enemy cavalry.
EQU: Spear (STR+1, -5 SPE), Boiled Leather (STR +.5, -5 SPE), Wooden Shield (STR +1, -10 SPE)
SPE: 80 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3.5
Resources Needed:
1x Oil
3x Wood
1x Iron
Ever-Night Man-At-Arms Axeman (Human)
Description: The man-at-arms of the kingdom are the standard footmen used by the kingdom and are usually used to hold the line more tightly than the fjords. They are also much better equipped than the fjords due to the fact that the Thanes and Jarls of the kingdom must supply and arm their men-at-arms. However the kingdom does enforce a strict standard of armament for these men and at the very least they will have a shield, armor, and battle axe.
EQU: Battle Axe (STR +2, -10SPE), Chain Mail (+1 STR, -10SPE), Wooden Shield (+1 STR, -10SPE)
SPE: 70 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 5
Resources Needed:
2x Iron
1x Iron
2x Wood
Ever-Night Man-At-Arms Macemen (Human)
Description: The man-at-arms of the kingdom are the standard footmen used by the kingdom and are usually used to hold the line more tightly than the fjords. They are also much better equipped than the fjords due to the fact that the Thanes and Jarls of the kingdom must supply and arm their men-at-arms. However the kingdom does enforce a strict standard of armament for these men and at the very least they will have a shield, armor, and a mace. This men tend to be from the North were wood is used more for kindle and shelter rather than weapons so an entirely metal mace is more practical to supply.
EQU: Mace (+2.5 STR, -7.5SPE), Chain Mail (+1 STR, -10SPE), Wooden Shield (+1 STR, -10SPE)
SPE: 72.5 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 5.5
Resources Needed:
2.5x Iron
1x Iron
2x Wood
Ever-Night Thanes (Human) Great Fangs
Description: The Thanes are the equivalent of a knight in Ever-Night and as such tend to favor the heavier weapons and armor compared to most other soldiers. However due to the rocky terrain and cold the heavier the armor tends to be seen as clunky and hard to move around in. The Great Fang soldiers prefer to use their two handed weapons to batter their opponents under a hail of blows while not burdening themselves too heavily with lots of armor. These men tend to be the shock element of Ever-Night that descend upon the flanks of an engaged enemy cleaving their foes flesh from bone. Their faces tend to be dyed with swirling and intricate designs in various plant dyes, mainly denoting their position as either being Kings Men (Blue) or Queens Men (Red).
EQU: Steel Great Sword (+3 STR, -7.5SPE), Steel Chain Mail (+2 STR, -10SPE)
SPE: 82.5 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 6
Resources Used:
1x Steel
1.5x Steel
Ever-Night Thanes (Human) Rock Shields
Description: The Thanes are the equivalent of a knight in Ever-Night and as such tend to favor the heavier weapons and armor compared to most other soldiers. However due to the rocky terrain and cold the heavier the armor tends to be seen as clunky and hard to move around in. Those Thanes that call themselves rock shields tend to take the most important defensive locations in the shield and spear walls. These men are known to hold stead fast and spread their example to all those in the wall and have been known to lead many a charge in conjunction with the Great Fangs.
EQU: Sword (+1 STR, -5SPE) , Steel Chain Mail (+2 STR, -10SPE), Iron Shield (+2 STR, -10SPE)
SPE: 75 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 6
Resources Used:
1x Iron
1x Steel
2x Iron
Ever-Night Archers (Human) Pathfinders
Description: The Pathfinders are the hunters from the Shimmering Mountains vast forests in the North and are called upon to join the forces of the army in times of distress. These men tend to be the best shots and path finders in the kingdom and at least three or four are used in any sort of military outing. Usually they are only armed with their bow and their wits and this combination tends to work out the best as they snipe enemy commanders rather then used in volley shooting.
EQU: Longbow (+2 STR, -10SPE)
SPE: 90 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources Used:
3x Wood
Ever-Night Archers (Human)
Description: These men are the professional archers of the kingdom and are raised solely by the King and Queen. They are sent to the various garrisons where they are needed but their disdain by most Jarls is known and this is the only way to keep a decent amount of bowmen. They differ from the Path Finders in that they are much better armed though their bows tend to be of a much poorer quality leading to their range being diminished.
EQU: Short Bow +1 STR, -5SPE, Boiled Leather +.5 STR, -5SPE
SPE: 90 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3
Resources Used:
2x Wood
1x Oils
Ever-Night Fjord Crossbows (Human)
Description: The crossbowmen is a part of the fjord and is given training the same as the spearmen since the mechanics of a crossbow mean that not that much training is required to operate. However a crossbowmen is given more armor than a fjord spearmen. These men are used to counter heavy armor and are placed within the spear and shield walls so that once the enemy closes they are usually shot point blank by these armor piercing darts.
EQU: Chain Mail +1 STR , -10SPE, Cross Bow +3 STR, -15SPE
SPE: 75 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 5
Resources Used:
2x Iron
4x Wood
Men of the Father: WIP
Description: Born of the darkness of the barren caves of the deep North, these men use their dark magics to strike fear into their foes and summon the various demons of Ever-Night. They tend to look on the verge of death and are dressed in the deep blue signifying their belief in the Night Father and the King. A cloud of perpetual darkness swirls around these men and tend to chant their holiest of chants honoring the darkness and asking for its assistance. Only the most accomplished spell caster can achieve the title Son of the Father and only one caster can hold this position.
EQU: Experts Mage Staff +4 MAG, -5SPE
SPE: 95 miles a day
VAL: 1000 credits
PAY: 500 credit
Resources Used:
25x Wood, 3x Gold
Followers of the Summer Queen: WIP
Description: The direct opposite of the Men of the Father, they tend to focus on more healing magic though they can use some of their powers to blind their foes and even the strongest practitioners can wield the holy flame of summer. The ranks of the Followers of the Summer Queen are only women as they are the only ones that can understand the true mind of the Summer Queen. They tend to shimmer at all times and tend to get brighter the darker it becomes till at the darkest parts of the night they are sometimes confused for angels. The highest rank is that of the Holy Daughter and only one woman can hold it.
EQU: Experts Mage Staff +4 MAG, -5SPE
SPE: 100 miles a day
VAL: 1000 credits
PAY: 500 credit
STR: 1
MAG: 4
Resources Used:
25x Wood, 3x Gold
High King Belaric Stormbrow WIP
Description: High King of Ever-Night and revered as the incarnation of the Night Father and as such as been granted some of the powers of the Night. He tends to use his holy speed and strength against those of the realm and although he has some innate powers he is by no means a magician and leaves that to others. However his true strength lies in combining with his wife merging their two strengths as one.
EQU: Steel Rapier +2 STR, -5SPE, Steel Throwing Blade +2 STR, -5SPE, Boiled Leather +.5 STR, -5SPE
SPE: 85 miles a day
VAL: 4000 credits
PAY: 2000 credit
STR: 15.5
High Queen Ferelda of the Shimmering Heights WIP
Description: Ferelda is revered as the current incarnation of the Summer Queen and as such she is able to wield the Holy Flames of Summer against her foes. She usually accompanies her husband wherever he goes and is one of the few women present on the battlefield actually fighting against her foes. She is the blazing sword of the Mother and with each stroke her light grows ever brighter with her devotion.
EQU: None
SPE: 100 miles a day
VAL: 4000 credits
PAY: 2000 credit
STR: 10
MAG:
Jarl Odenheim Farstar
WIP
Jarl Ryzul Darkstorm
WIP
Jarl Erin Shimmerbrow
WIP

by Marzarbul » Thu Jan 26, 2012 8:44 am

by Paddy O Fernature » Thu Jan 26, 2012 10:10 am

by Durmatagno » Thu Jan 26, 2012 10:13 am

by Paddy O Fernature » Thu Jan 26, 2012 10:17 am
Durmatagno wrote:I should actually have more coastline than he says, but go with the flow.

by Durmatagno » Thu Jan 26, 2012 10:18 am

by Paddy O Fernature » Thu Jan 26, 2012 10:23 am
Durmatagno wrote:Paddy O Fernature wrote:
That is fine and dandy, but doesn't help me in the least as I am trying to understand how the game engine works. Which in the long run equals me asking less and less questions.
He does the meausernments, using the scale he had I got like 2000 miles, counting the lakes, I got like 200

by Durmatagno » Thu Jan 26, 2012 10:30 am

by Paddy O Fernature » Thu Jan 26, 2012 10:32 am
Durmatagno wrote:Paddy O Fernature wrote:
You really are not helping, at all.
Lets see, the square miles represents the amount land of that type that you have, and thus the amount easily obtainable resources coming from that land. The water has a similer effect, making it easier for the population to grow thanks to the resources from the sea.

by Tuthina » Thu Jan 26, 2012 10:34 am
Paddy O Fernature wrote:Durmatagno wrote:
Lets see, the square miles represents the amount land of that type that you have, and thus the amount easily obtainable resources coming from that land. The water has a similer effect, making it easier for the population to grow thanks to the resources from the sea.
This I know, and lets ask my question again...
How do you make/convert a measurement? Paint.Net gives me pixles or Inches. What is the conversion?

14:54:02 <Lykens> Explain your definition of Reno.
11:47 <Swilatia> Good god, copy+paste is no way to build a country!
03:08 <Democratic Koyro> NSG senate is a glaring example of why no one in NSG should ever have a position of authority

by Paddy O Fernature » Thu Jan 26, 2012 10:36 am

by Durmatagno » Thu Jan 26, 2012 10:43 am
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