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, welcome to Conquest of the Southlands

21:12, 4th May 2024 (GMT+0)

OOC Room.

Posted by General OperationsFor group 0
General Operations
GM, 765 posts
Wed 21 Apr 2021
at 00:51
  • msg #1

OOC Room

There is a test map in the thread marked Test.
Valanian Pyrrana
player, 383 posts
Beautiful & Terrible
Deity of Fire & Beauty
Wed 21 Apr 2021
at 03:14
  • msg #2

OOC Room

I can see the map.

I see 5 units total: 3 normal "armies" and three heroes. One is a fairly powerful rogue at that.

The city names need to be posted a slight bit higher than they are in the hexex. The units cover them up, especially the two cities at the top of the cluster of units. The scouts and ranger are being obnoxious. :)
Eosian Theocracy
player, 325 posts
Wed 21 Apr 2021
at 08:24
  • msg #3

OOC Room

Generally the map looks fabulous, but there are those occlusion issued mentioned together with it being tricky to tell which special resources may (or may not) sit on the settlement hexes (or whether those are simply settlement graphics
Valanian Pyrrana
player, 384 posts
Beautiful & Terrible
Deity of Fire & Beauty
Wed 21 Apr 2021
at 15:03
  • msg #4

OOC Room

Hmmm ..maybe the hexes need to each be individually bigger? Like say twice as big, but with army and resource icons remaining as they are now. That's an idea anyway.
Annwyn
player, 308 posts
Maiden of Champions
Temple: Lokrinum
Mon 26 Apr 2021
at 01:10
  • msg #5

OOC Room

Ooooh trade goods. Gotta catch em all!
Leyla, The Forest of Witches
player, 385 posts
Mon 26 Apr 2021
at 03:48
  • msg #6

OOC Room

I'm already liking the synergy between "exotic furs" and "seals." :P
Moss Rock Confederation
player, 1 post
Wed 28 Apr 2021
at 02:32
  • msg #7

OOC Room

Seems like I will be helping to guide our third civilization.

I'm eager to see what each of you has come up with, and to seeing how many players factions we might end up with before beginning play.

The map looks great!
Insula Isole
player, 1 post
Wed 28 Apr 2021
at 06:59
  • msg #8

OOC Room

I see six units, three armies and three heroes but contrast is poor and I can't read the resources on the map.

Oh and greetings all.
This message was last edited by the player at 09:19, Wed 28 Apr 2021.
Federated Sons
player, 1 post
Thu 29 Apr 2021
at 22:49
  • msg #9

OOC Room

Greetings everyone.

Looks like we have an eclectic group of characters and cultures so far. It  should be interesting.
Frost Elves
player, 1 post
Fri 30 Apr 2021
at 03:35
  • msg #10

OOC Room

Pleased to be here. Have we any clue where we are all starting? Wondering who my neighbors are.
Moss Rock Confederation
player, 2 posts
Fri 30 Apr 2021
at 04:58
  • msg #11

OOC Room

No clue yet, although I am interested to see our sheets.

Out of curiosity, are the Frost Elves also Nomadic?
Frost Elves
player, 2 posts
Fri 30 Apr 2021
at 07:25
  • msg #12

OOC Room

Frost elves are horse type nomads, yeah. I am borrowing from native america, sammi, and a few other cultures very very VERY loosely.
Bex
player, 1 post
Fri 30 Apr 2021
at 07:57
  • msg #13

OOC Room

Hi all,

I'll be playing the city-state of Bex, builders and traders who prefer the safety and comfort of cities over the wilderness.

Hopefully can forge a great trade network with Moss Rock, as better to make money together, than lose money opposing one another.
Insula Isole
player, 2 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 08:00
  • msg #14

OOC Room

I've asked for a particular location because there are few desert Islands on the map.  I don't know whether I'll get that place yet. We'll see.

I imagine we'll be close to Moss Rock.
Leyla, The Forest of Witches
player, 386 posts
Fri 30 Apr 2021
at 12:38
  • msg #15

OOC Room

The gm has been around, developing things. But lately I can't get them to take a moment to talk to me about the game. They seem caught up in their own head and bubble right now. So I don't know where I'll be starting yet as there are forests all over.

However, as for inspiration I've unashamedly drawn inspiration from black clover and it's forest of witches. Although have tweaked it to become my own creation.
This message was last edited by the player at 12:41, Fri 30 Apr 2021.
Insula Isole
player, 3 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 12:57
  • msg #16

OOC Room

Our beloved GM posted substantially in the Argentos game today so they'm doing what they need to do.  They'll be with us when they'm ready.
Radiant Order
player, 1 post
Fri 30 Apr 2021
at 12:59
  • msg #17

OOC Room

Hey all! Just arrived.

Looking forward to getting started.

I was also originally going to play a bunch of elfy fey forest people, but I didn't want to crowd the field, so instead I settled on possibly-a-little-bit-communist paladins :D
Insula Isole
player, 4 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 13:07
  • msg #18

OOC Room

Ah... no doubt you are good.  We hold beauty to be the most sacred of all things, rather than goodness or evil, order or chaos.  (Although a certain degree of both order and chaos is needed because in the end, beauty is stochastic).
Eosian Theocracy
player, 326 posts
Fri 30 Apr 2021
at 13:07
  • msg #19

OOC Room

Devout urbanite elven types who worship the sun and the moon(s) here.
Bex
player, 2 posts
Fri 30 Apr 2021
at 13:14
  • msg #20

Re: OOC Room

Eosian Theocracy:
Devout urbanite elven types who worship the sun and the moon(s) here.

Glad to see others who see the wisdom of urbanisation!
Insula Isole
player, 5 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 13:14
  • msg #21

OOC Room

In view of the propensity to trade among all of us, I have decided to alter my Traders attribute and replace it with Diverse.
Bex
player, 3 posts
Fri 30 Apr 2021
at 13:23
  • msg #22

OOC Room

I'm surprised you haven't got KNOWLEDGEABLE as a domain, wanting to find scholars, and building a big library.
Moss Rock Confederation
player, 3 posts
Fri 30 Apr 2021
at 14:21
  • msg #23

OOC Room

Welcome Radiant.

I was also assuming you had Knowledge Insula, given your write up. Also no Trade  Specialty here for the Moss Rock.

How many of us took Nature?
Insula Isole
player, 6 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 15:24
  • msg #24

OOC Room

No... my library is going to be beautiful and quite possibly worthless... except that Beauty attracts Bards, and Bards bring knowledge.
Insula Isole
player, 7 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 15:27
  • msg #25

OOC Room

When we are lost beneath the sand and the sea, myths shall arise, carried by wind and song, suggesting we possessed all sorts of magical and scientific knowledge.
Moss Rock Confederation
player, 4 posts
Fri 30 Apr 2021
at 15:39
  • msg #26

OOC Room

Hah! I like it.

Like if the Library at Alexandria had actually just been a big art gallery.
General Operations
GM, 773 posts
Fri 30 Apr 2021
at 15:42
  • msg #27

OOC Room

We are getting there, I plan to have this running next week!
Bex
player, 4 posts
Fri 30 Apr 2021
at 16:09
  • msg #28

OOC Room

Means all weekend to think about what my first turn might be.

Likely similar to others, with diplomatic actions with all the players, investing in infrastructure, maybe some military.

All depending on heroes, abilities, any nearby NPC factions & monsters, and so on.

As for the library of art, I'm imagining the Louve or Hermitage.
Insula Isole
player, 8 posts
Visionary
Make this hellhole pretty
Fri 30 Apr 2021
at 18:07
  • msg #29

OOC Room

I was thinking both, with the British Museum and the Guggenheim to add to it.  It won't actually BE that big, but I was thinking of it.
Luna Doreith
player, 1 post
Fri 30 Apr 2021
at 18:28
  • msg #30

OOC Room

Greetings everyone!

The elven/undead nation of Luna Doreith will be chilling in the forests.
Radiant Order
player, 2 posts
Fri 30 Apr 2021
at 18:36
  • msg #31

OOC Room

In reply to Luna Doreith (msg # 30):

Oh dear!

I'm sure our peoples will get along really well XD
Radiant Order
player, 3 posts
Sat 1 May 2021
at 01:50
  • msg #32

OOC Room

Looking good so far, GM!
Luna Doreith
player, 2 posts
Sat 1 May 2021
at 03:33
  • msg #33

OOC Room

In reply to Radiant Order (msg # 31):

Haha, it does seem like our nations would disagree on a very wide array of topics.


The SE Sector map is looking good. Can't wait to start!
Frost Elves
player, 3 posts
Sat 1 May 2021
at 04:13
  • msg #34

OOC Room

Oh, you do not strike me as Summer Elves. Mayhap, Fall Elves? Right now, the Isreitha would have no opinions about elves and undead.

Actually, diplomatically, my race is probably going to be quite isolationist. Though based on the resources I see we are getting, that may not be a viable position for long.
Eosian Theocracy
player, 327 posts
Sat 1 May 2021
at 04:33
  • msg #35

OOC Room

South east map is looking mighty fine, GM
Annwyn
player, 310 posts
Sat 1 May 2021
at 07:47
  • msg #36

OOC Room

The icons on the unit cards are excellent as well. It looks like a real computer game. Which it is. I mean a professionally-made thing. Better than actual Civ6, I'll bet!
Insula Isole
player, 9 posts
Visionary
Make this hellhole pretty
Sat 1 May 2021
at 08:00
  • msg #37

OOC Room

Looking good in the South East. Bex looks powerful.
Frost Elves
player, 4 posts
Sat 1 May 2021
at 09:28
  • msg #38

OOC Room

Yeah,  Bex is identifiable but who are the rest? NPCs?
Eosian Theocracy
player, 328 posts
Sat 1 May 2021
at 09:38
  • msg #39

OOC Room

No, they're all players
Bex
player, 5 posts
Sat 1 May 2021
at 10:12
  • msg #40

OOC Room

Only thought is the settler, when I plan to be one big city.

Build a road to Vern to enable trade, which can then connect to Umkor & Weave. Get some trading posts done and watch the money roll in!
Frost Elves
player, 5 posts
Sat 1 May 2021
at 10:23
  • msg #41

Re: OOC Room

Bex:
Only thought is the settler, when I plan to be one big city.

Build a road to Vern to enable trade, which can then connect to Umkor & Weave. Get some trading posts done and watch the money roll in!


I see Bex as center for us in SE. But no outlying settlements or trade colonies.

I am the nomads in the southern forest.
Eosian Theocracy
player, 329 posts
Sat 1 May 2021
at 10:26
  • msg #42

OOC Room

Bex:
Build a road to Vern to enable trade, which can then connect to Umkor & Weave. Get some trading posts done and watch the money roll in!


Happy to talk terms :)
Bex
player, 6 posts
Sat 1 May 2021
at 10:29
  • msg #43

OOC Room

Nomads on the islands too, 69.47.
Frost Elves
player, 6 posts
Sat 1 May 2021
at 10:47
  • msg #44

Re: OOC Room

Bex:
Nomads on the islands too, 69.47.


Yes, I see them. Also me.

And we have fairies in the north. Filorn?
Bex
player, 7 posts
Sat 1 May 2021
at 13:03
  • msg #45

Re: OOC Room

Frost Elves:
I see Bex as center for us in SE. But no outlying settlements or trade colonies.


I would be fine with that ;)

I've got ideas for Bex with it's development, and interaction with other nations.

Creating a trade network between cities with roads, but also trading posts.
Hiring out military units I'm not using, to save on creation costs and draining population, especially if I end up being able to make something others don't. That Healer could be awfully usefully to hire, for example...
Acting as a bank and loaning money out, but needing to make sure people don't default on their payments. Think the Iron Bank, from Game of Thrones/ASoIaF.
Establishing diplomatic missions everywhere I can, as they also count as trading posts too!
Insula Isole
player, 10 posts
Visionary
Make this hellhole pretty
Sat 1 May 2021
at 13:08
  • msg #46

Re: OOC Room

We will have to visit the people of Bex as soon as we can. I feel sure they have beautiful ideas.
General Operations
GM, 776 posts
Sat 1 May 2021
at 14:32
  • msg #47

Starting positions

Some of you will notice you are not starting out where you thought you would be.

This is for several reasons.

First, the civilizations will be on the east side at first, leaving the west open to exploration.  This is necessary because everyone will be able to see everything on the map, I cannot do private maps for everyone with what each player "sees" and so if players started everywhere there would be no Unknown

Second, there is a matter of balancing and finding the right "fit".  Thus, the Federated Sons will start up north at the edge of the jungle, where its good country for their elephants.

How many Halflings can ride an elephant at once?

I also don't want to crowd one area too much, so there will be about five players per map sector.  Of course you can move between them and grow beyond them.  And naturally, because that's how Faeries roll, the Faerie kingdom of Annwyn starts out on the border of two, equally a part of SE and E sectors.
Eosian Theocracy
player, 330 posts
Sat 1 May 2021
at 14:54
  • msg #48

OOC Room

Sounds fab, boss
Bex
player, 8 posts
Sat 1 May 2021
at 15:55
  • msg #49

OOC Room

How many players are you aiming for?

Will it be roughly 5 players per sector, or nations, and some of them NOC nations to interact with?
Federated Sons
player, 2 posts
Sat 1 May 2021
at 16:37
  • msg #50

OOC Room

A war elephant is probably limited to a driver on the neck and three archers / pikeman on the back.  While an elephant can carry 9,000 kg or 19,000 lbs the area is small for the platform.  They can lift huge amounts with their trunks and make a nice mobile crane that can travel on soft earth and steep inclines.

Where you start me is fine.
Annwyn
player, 311 posts
Sat 1 May 2021
at 16:48
  • msg #51

Re: OOC Room

Frost Elves:
And we have fairies in the north. Filorn?


Hi. =P
Frost Elves
player, 7 posts
Sat 1 May 2021
at 18:10
  • msg #52

Re: OOC Room

Annwyn:
Frost Elves:
And we have fairies in the north. Filorn?


Hi. =P


Oh, had to guess based on what I could read of others. Not everyone's character description is as robust as others.
Leyla, The Forest of Witches
player, 387 posts
Sat 1 May 2021
at 19:04
  • msg #53

Re: OOC Room

I definitely wish some of you guys would fill out your descriptions better or even at all.
Filorn
player, 66 posts
Sat 1 May 2021
at 20:31
  • msg #54

Re: OOC Room

Filorn is a holdover from an older version of the game. I poke the GM about joining, but then missed their response so I've been a bit slow on the uptake :)

My first idea is either to make a nation of traveling merchants, or an arhturian-esque feudal society that's all about chivalry and knighthood. Would I be stepping on anybody's toes too much then?
Radiant Order
player, 4 posts
Sat 1 May 2021
at 20:34
  • msg #55

Re: OOC Room

I don't think so. The Radiant Order is sort of knight-ish, and there are a couple of other trade-based societies... but what sort of game would it be if we didn't have a bunch of trade empires competing with each other for resources?
Filorn
player, 67 posts
Sat 1 May 2021
at 20:54
  • msg #56

Re: OOC Room

If 'The Phantom Menace' taught us anything, it's that all stories are better with trade disputes? ;)

Will mull over things for a *little* while. Will either go with some sort of Nomads or über-stratified feudal society!
Bex
player, 9 posts
Sat 1 May 2021
at 21:14
  • msg #57

Re: OOC Room

Depending where the various traders are located, we might not even be near one another, and surrounding nations, to have any disputes.

Or we become a vast trading network, where anyone who would try to fight us finds their trading options vanish and a previously good source of income gone away..?

I'd say there are several nomads already, and go for the knights.
Filorn
player, 68 posts
Sat 1 May 2021
at 21:55
  • msg #58

Re: OOC Room

You've convinced me, Bex! Working on my RTJ and exact configuration of domain/specialties now. It's a real head-scratcher.
Annwyn
player, 312 posts
Sat 1 May 2021
at 22:03
  • msg #59

Re: OOC Room

Leyla, The Forest of Witches:
I definitely wish some of you guys would fill out your descriptions better or even at all.


The game rules aren't finished yet, so I don't know how appropriate it would be to do so. I don't want to describe some stuff that doesn't make sense because of the game's nature or our illustrious GM's decisions.

For example, I was previously thinking that faeries should be disguised with illusions and glamours and their nation appear to be human, but the GM either can't or doesn't want to handle (and I don't blame him for not wanting to; that'd be a ton of work!) different maps for different people with "secret" strategic info only available to some people.

Further example: I don't know what trade goods my nation has access to. I thought, with my choices, that it would make sense if they sold magical doodads and whatsits, potions, amulets, curses, etc, but if I don't actually have corresponding trade goods, that doesn't make sense.

Or maybe I wanted to have faerie monsters, such as giants, monstrous boars and cats, or the like, but that might be either too strong or not in the GM's vision for the game.

Filorn:
My first idea is either to make a nation of traveling merchants, or an arhturian-esque feudal society that's all about chivalry and knighthood. Would I be stepping on anybody's toes too much then?


I appreciate you asking. I don't think you would be stepping on my toes. I was going for a more "faerie classic" setup, that is, Dark Ages style, with both wonder and terror aplenty. Heavy Gaelic influences, so there's some Arthurian stuff in there, but it's the pre-chivalry version.
Bex
player, 10 posts
Sat 1 May 2021
at 22:28
  • msg #60

Re: OOC Room

For me it's a case of, I can state what my domains and specialities are, and a vague notion of what I am about (mega city!).

That way, if someone wonders who might have the Traders speciality for example, they could look at me and see.
Filorn
player, 69 posts
Sat 1 May 2021
at 22:36
  • msg #61

Re: OOC Room

Anywynn:
Filorn:
My first idea is either to make a nation of traveling merchants, or an arhturian-esque feudal society that's all about chivalry and knighthood. Would I be stepping on anybody's toes too much then?


I appreciate you asking. I don't think you would be stepping on my toes. I was going for a more "faerie classic" setup, that is, Dark Ages style, with both wonder and terror aplenty. Heavy Gaelic influences, so there's some Arthurian stuff in there, but it's the pre-chivalry version.


Oooh, neat! My mind is going at mach-speed at the moment. I'm doing the knight thing, but I ended up dipping my brush in the 'Holy Roman Empire' bucket rather than 'Arthurian' one. Same ideas though, just different 'look'. Going for a sort of 'strength through cooperation' thing.
Would LOVE some weird neighbors, faeries included! I think my society will be human and fairly 'low fantasy', so would be dope to have some weirdness close-by. But I think I'm getting ahead of myself now :)
This message was last edited by the player at 22:37, Sat 01 May 2021.
Leyla, The Forest of Witches
player, 388 posts
Sat 1 May 2021
at 22:40
  • msg #62

Re: OOC Room

Annwyn:
Leyla, The Forest of Witches:
I definitely wish some of you guys would fill out your descriptions better or even at all.


The game rules aren't finished yet, so I don't know how appropriate it would be to do so. I don't want to describe some stuff that doesn't make sense because of the game's nature or our illustrious GM's decisions.

For example, I was previously thinking that faeries should be disguised with illusions and glamours and their nation appear to be human, but the GM either can't or doesn't want to handle (and I don't blame him for not wanting to; that'd be a ton of work!) different maps for different people with "secret" strategic info only available to some people.

Further example: I don't know what trade goods my nation has access to. I thought, with my choices, that it would make sense if they sold magical doodads and whatsits, potions, amulets, curses, etc, but if I don't actually have corresponding trade goods, that doesn't make sense.

Or maybe I wanted to have faerie monsters, such as giants, monstrous boars and cats, or the like, but that might be either too strong or not in the GM's vision for the game.

Filorn:
My first idea is either to make a nation of traveling merchants, or an arhturian-esque feudal society that's all about chivalry and knighthood. Would I be stepping on anybody's toes too much then?


I appreciate you asking. I don't think you would be stepping on my toes. I was going for a more "faerie classic" setup, that is, Dark Ages style, with both wonder and terror aplenty. Heavy Gaelic influences, so there's some Arthurian stuff in there, but it's the pre-chivalry version.


So my understanding is that we don't have FULL control over certain mechanics-related things at char gen, just some influence over them. Mainly in our selection of specialties and domains. but from there the GM then arbitrates what we start with and so on.

And yeah secret maps is probably a bit much for this game, but I totally get your point! Especially since Faerie is one of my Domains too (although my nation has way different thematics than yours I'd venture) but I'm mostly holding out and just waiting to see what special combinations and unique abilities and units I've managed to unlock accidentally or otherwise.

Since you all are being pretty open about domains I'll share mine: Arcane, Twilight, Faerie, Dynasty, Specialist (Herbalism & Magic Potions)
Radiant Order
player, 5 posts
Sat 1 May 2021
at 23:01
  • msg #63

Re: OOC Room

Domains: Light, Order, Forge
Specialties: Devout, Productive

We don't have a very diverse slate of abilities, but what we do, we do very well.
This message was last edited by the player at 23:02, Sat 01 May 2021.
Insula Isole
player, 11 posts
Visionary
Make this hellhole pretty
Sat 1 May 2021
at 23:18
  • msg #64

Re: OOC Room

Domains: Ocean, Beauty, Travel
Specialties: diverse and riverine.

I'll be interested to see what that means in practical terms.
Moss Rock Confederation
player, 5 posts
Sat 1 May 2021
at 23:20
  • msg #65

Re: OOC Room

I have no issues playing with an "open hand" as it were.

The Moss Rock Confederation has the Domains of Nature, River and Unity.

And the Specialties of Federation and Nomads.

If we end up with enough of the "standard" races to have the Tortle population be more numerous, they might swap River for Life as having both River and Riverine may be redundant.

There is also a write up I did that would be fairly common knowledge. I will likely add it to their description.

The write up has not been confirmed it approved by our GM, so it's tentative at best pending his review.





Appearance: Human members of the confederation run the gamut, as they are generally descendants from more established populations.

While the founding tribes may have tended towards more pale complexions, reddish brown hair and green or hazel eyes the current population is remarkably varied.

The Tortle population is generally dark green, brown or buff colored with a predominance of families resembling large Snapping, or Loggerhead turtles.

Day to day dress varies depending on the season and location, but both groups seem to prefer drab earth tones and multiple layers of sturdy garments to ward off weather, insects, and the cold where appropriate.

Architecture: Buildings in the Confederation are nearly always temporary, unadorned and practical structures not intended to last more than a year or so. Mud and thatch are the most common materials, and they generally serve as temporary workshops for food storage or preparation, and crafts that require large amounts of space like rope making or carpentry.

Boats are a very different affair, and are often constructed to "heirloom" standards by families that can afford it. It is not uncommon to find three generations inhabiting the same vessel, living and sleeping in close quarters. While hull designs, carvings, ornamentation and features vary from Family to Family, and even more so from Tribe to Tribe, there are a few things that seem consistent across the Confederation.

The "typical" family craft in the Confederation is a shallow draft, lozenge shaped vessel with a light but sturdy shell that forms a roof. The space between the shell and the railings are sometimes equipped with storm shutters to keep out severe weather and vermin. The typical family craft is two decked, with the families stores, tools and keepsakes stored in the lower hold. The upper deck is for day to day living, cooking, and working.

All but the smallest vessels have multiple airtight partitions built into the lowest hold to curtail the risk of a catastrophic breach in the hull.

Navigation is done via a combination of push poles, oars, mechanical paddles or wheels and sometimes a series of stubby, collapsible sails in coastal regions.

Wealthier families naturally have larger vessels, more specialized craft, or simply more of them.

Religion: Ancestor worship features prominently in the Confederation, as does Animism.

Each River is generally thought to have its own unique spirit, and knowing the temperament of each is part and parcel of any Captains education.

A facet of this Animism is a strong element of sustainability and conservation running throughout the Confederation. It is considered practically sacrilegious to leave a Camp a mess after vacating it for the season, to take wildlife that is pregnant or too young to reproduce, or to take more than is healthy for the local eco-system.

Warfare: Being a Nomadic people the Moss Rock Families can rarely afford the cost or space for dedicated weapons or armor. Despite this they are used to being self reliant, and make do with what they have on hand. Harpoons, gaffs, pike poles and crossbow quarrels, all often barbed, are employed in both fishing and defense.

Armor heavier than leathers is rarely seen.

Dedicated pirates, raiders or defense forces often employ grapnels, pavise shields and a sort of small ship mounted ballista sometimes fired from recessed mounts.

The barbed ammunition of these larger weapons is designed to be tethered and winched in with a capstan, so that enemy vessels may be brought alongside and boarded.

These more professional warriors are also infamous for their use of poisons. Incendiaries are normally avoided as boats are worth a small fortune if captured.

Culture: While not renowned musicians, most Families have many personal "River Songs" on hand which often include complex intertwining lyrics.

Catchy work shanties and weather songs are also mixed in for entertainment. Where instruments are used they are normally simple drums.

As paper records are easily damaged or lost in their native climate, they rely on a rich oral tradition to relay important historical events, family deeds or histories, and directions to some of the more far flung or esoteric passages.

Some Tribes are also known for intricate carvings, most especially on boats, but also scrimshawed onto bones or ivory, and into common house hold goods like combs, utensils, hair pins and the like.

A spirit of cooperation and loyalty is deeply woven into the very social fabric of the Confederation, and while actual laws are few and far between, traditions for meeting, parting, taking in guests and trade are all widely adhered to.

A Family that violates these cultural norms may eventually face ostracism or exile without the need for any sort of  official proclamation or trial.
Luna Doreith
player, 3 posts
Sun 2 May 2021
at 00:07
  • msg #66

Re: OOC Room

Frost Elves:
Oh, you do not strike me as Summer Elves. Mayhap, Fall Elves? Right now, the Isreitha would have no opinions about elves and undead.


You can call them Fall Elves, Shadow Elves, Jerk Elves. I don't think it would make a difference to them lol.

As for specialties/domains I had Death, Nature, Shadows, Aristocracy and Feral
Moss Rock Confederation
player, 6 posts
Sun 2 May 2021
at 00:15
  • msg #67

Re: OOC Room

A lot of interesting juxtapositions there Luna.

Good on you for mixing it up.
Annwyn
player, 313 posts
Sun 2 May 2021
at 00:16
  • msg #68

Re: OOC Room

I do appreciate everyone sharing their info like this, and I plan to do the same. I just want to see what I've actually got first before I go crazy.
General Operations
GM, 777 posts
Sun 2 May 2021
at 02:24
  • msg #69

Re: OOC Room

In reply to Luna Doreith (msg # 66):

But not shadow elves, because you will get confused with the Eosian Theocracy, Elves who are into Light and Shadow... but in need of a character description.
Eosian Theocracy
player, 331 posts
Sun 2 May 2021
at 03:43
  • msg #70

Re: OOC Room

Just waiting to see how things turn up to write mine

Light, Shadows, Twilight
Devout, underworld
Leyla, The Forest of Witches
player, 389 posts
Sun 2 May 2021
at 03:47
  • msg #71

Re: OOC Room

Eosian Theocracy:
Just waiting to see how things turn up to write mine

Light, Shadows, Twilight
Devout, underworld

LOL your poor people are going to feel so torn and conflicted doing anything. :P

I'm getting a sort of inquisitorial vibe from this.
This message was last edited by the player at 03:47, Sun 02 May 2021.
Eosian Theocracy
player, 332 posts
Sun 2 May 2021
at 04:04
  • msg #72

Starting positions

Sneaky and mercurial and fluid with ownership was a bit more where I was headed, but that why I'm waiting to see the GMs intepretation before I write-up
Leyla, The Forest of Witches
player, 390 posts
Sun 2 May 2021
at 04:13
  • msg #73

Starting positions

I also am wondering exactly how the GM will "interpret" my selections too.

Flavor-wise they're a nation of leyline mages and other magic-touched folk. Something in between wizard and Druid without being either. If you watched the anime Black Clover, my concept is heavily inspired by the forest of witches from there although mine is my own creature of course.

I think the GM is going to try and see if he can get the "Gist" of our nation concepts and then run it through his background rules, and some up with something. But we'll have to see. :)
Frost Elves
player, 8 posts
Sun 2 May 2021
at 04:52
  • msg #74

Starting positions

Sheesh, sleep for a few hour and the world gets itself in a big damn hurry.

Life, Nature, Travel, Nomads, Winter

AS for what the Frost Elves are like, see my description. If I have to modify it, I will.

Thanks all for sharing. I think a game like this works better with the OOC being open while the world itself IC is different from that. AS a player, I hate gotchas. Happy to walk into an ambush if my PC doesn't know of it or see it, but hate it a the player.
Bex
player, 11 posts
Sun 2 May 2021
at 16:48
  • msg #75

Starting positions

I love the conversations and details that have started coming out.

I've started compiling a list of what Domains and Specialities have been shared, to see what hasn't been taken, what is shared, and what is unique to a nation.

Nature is the most popular, with three nations having it.
I do wonder if Bex will be seen at odds with their love of urbanisation? Even with building parks, it's hard to be in harmony when making room for buildings and walls.
General Operations
GM, 778 posts
Sun 2 May 2021
at 17:37
  • msg #76

Starting positions

We officially have our quota of Elves.

This includes quite a variety of Elves, from the Frost Elves in the far south to the nocturnal inhabitants of Luna Doreith in the northern rain forest.

According to my leaderboard, Luna Doreith is the least happy nation.  Of course, for them, this is in character.  If you're going to be dark and nocturnal and all that, cheery and happy breaks the mood.

On the other end of the scale, Annwyn is the happiest of all the kingdoms, no one else comes close.

The Frost Elves have the biggest treasury, largely on account of having no expenses.  Bex has the wealthiest citizens, followed by Isole, the Radiant Order, and the Forest of Witches.
Leyla, The Forest of Witches
player, 391 posts
Sun 2 May 2021
at 17:41
  • msg #77

Starting positions

I had no idea elves would be so popular! So it's probably a good thing you're locking them as a playable race going forward. Glad I was able to get in in the ground floor!

That's so interesting the frost elves, who are kind of a disjointed culture from what I gather, are so wealthy. And I'd think something was wrong if luna had the happiest people LOL! Their concept is actually kinda terrifying when you think about it.
Insula Isole
player, 12 posts
Visionary
Make this hellhole pretty
Sun 2 May 2021
at 17:51
  • msg #78

Starting positions

We citizens of Insula Isole are rich?  I'm surprised to be honest and yet grateful.
Frost Elves
player, 9 posts
Sun 2 May 2021
at 17:57
  • msg #79

Starting positions

Wealth implies a treasury somewhere filled with coins and jewels. They are nomads, so this isn't the case. Probably, more that they have plenty food, materials, and stores to sustain themselves. We do have a pretty large forest all to ourselves. So, a treasury filled with acorns and dried meats? That said, with all the gold laying about... not sure what we actually do with it.

Disjointed? How so? I'm curious is all.
Moss Rock Confederation
player, 7 posts
Sun 2 May 2021
at 18:10
  • msg #80

Starting positions

Looks like Moss Rock is running about average across the board?

Did not seem to stand out in any respect mentioned thus far.
Leyla, The Forest of Witches
player, 392 posts
Sun 2 May 2021
at 18:13
  • msg #81

Starting positions

In reply to Frost Elves (msg # 79):

Well your nation's culture is basically spread out and nomadic at least that's how I'm reading it. Like where is this mysterious frost elf vault is what I wanna know? :P
Leyla, The Forest of Witches
player, 393 posts
Sun 2 May 2021
at 18:14
  • msg #82

Re: Starting positions

Moss Rock Confederation:
Looks like Moss Rock is running about average across the board?

Did not seem to stand out in any respect mentioned thus far.

That also means less flaws though too. :)
Moss Rock Confederation
player, 8 posts
Sun 2 May 2021
at 18:15
  • msg #83

Re: Starting positions

Oh, not complaining at all, I just find the whole process interesting. :)
Luna Doreith
player, 4 posts
Sun 2 May 2021
at 18:21
  • msg #84

Re: OOC Room

In reply to Moss Rock Confederation (msg # 67):
I don't think you're alone with that thought lol. Hopefully it all blends together well. I know I was flexible for my justification with Aristocracy, going with "vampiric hunters" instead of "posh nobles" that is normally thought of when thinking about the social elite.

In reply to General Operations (msg # 76):
Perhaps the common name for my citizens should be the "Grim Elves". Like you said I expected my culture/happiness to be low. Maybe I can build a petting zoo to gather, err I mean entertain those who aren't satisfied?
Eroan
player, 1 post
Sun 2 May 2021
at 18:31
  • msg #85

Re: OOC Room

Greetings all!

Looks like I was one of the final Elf nations to make the cut. Looking forward to seeing how the game goes! And as others have already detailed their own domains and such, I felt it only fair to throw mine out for reference as well.

Domains: Arcana, Light, Luck
Specialties: Populous, Productive.


Should make for an interesting elven nation I think!
Annwyn
player, 314 posts
Sun 2 May 2021
at 18:55
  • msg #86

Re: Starting positions

Frost Elves:
Wealth implies a treasury somewhere filled with coins and jewels. They are nomads, so this isn't the case. Probably, more that they have plenty food, materials, and stores to sustain themselves. We do have a pretty large forest all to ourselves. So, a treasury filled with acorns and dried meats? That said, with all the gold laying about... not sure what we actually do with it.

Disjointed? How so? I'm curious is all.


I imagine that the gold used for this game is a unit of account, not an actual amount of money. Sort of like the Roman talent and Japanese koku were used to represent value of goods, rather than an actual amount of gold or silver.

So, just as an example, if you pay 10 gold to hire a unit of infantry, you're not actually handing out sacks of gold coins. You're giving silver armbands to prove your generosity as high chieftain, allocating hunting rights to favored thanes, and gifting reindeer and cloth to the warriors' families so those warriors don't have to farm or hunt for most of the year and can be full-time fighters.

It's worth remembering that food, cloth, and furs were the major stores of value for all of history in every society until about 1780. So a nomadic people with a sparse lifestyle and access to plenty of furs is going to be rich in that sense.
Lyshart Empire
player, 71 posts
Sun 2 May 2021
at 19:01
  • msg #87

Re: Starting positions

Annwyn:
It's worth remembering that food, cloth, and furs were the major stores of value for all of history in every society until about 1780. So a nomadic people with a sparse lifestyle and access to plenty of furs is going to be rich in that sense.


^This!
The wealth of the nation is most likely in furs and like, rare stuff that only they have access to being the sole nation with Winter domain. But their citizens were less well off, right? So it's Wealth as in surplus equipment and goods, rather than bankaccount.

At least that's what I think.
Bex
player, 12 posts
Sun 2 May 2021
at 19:25
  • msg #88

Re: Starting positions

I am pleased to have the wealthiest citizens, though being the only nation to have Prosperity and Traders makes sense.
Insula Isole
player, 13 posts
Visionary
Make this hellhole pretty
Sun 2 May 2021
at 20:25
  • msg #89

Re: Starting positions

But our citizens are next and we have neither of those things (assuming my decision to replace traders with diverse actually took).
Bex
player, 13 posts
Sun 2 May 2021
at 20:28
  • msg #90

Re: Starting positions

Maybe you make more from ports/fishing due to Oceans?
Leyla, The Forest of Witches
player, 394 posts
Sun 2 May 2021
at 20:56
  • msg #91

Re: Starting positions

Insula with your focus on both oceans and rivers you're naturally going to probably be the very best or at least in the top two or three of the players in the game when it comes to having ships or even a fleet. I could see depending on how you leverage those assets of yours you being able to do very well with trade routes related to water. Be it helping yourself set up trade routes or even doing stuff with allied players with water trade and helping us to trade and so on. Especially since you also seem to value things like knowledge and culture too.
Radiant Order
player, 6 posts
Sun 2 May 2021
at 21:08
  • msg #92

Re: OOC Room

In reply to Eroan (msg # 85):

Welcome!

We'll get along quite well, I think :)
The Infinite Collegium
player, 1 post
Sun 2 May 2021
at 21:20
  • msg #93

Re: OOC Room

Hi everyone! Never mind us, our scholar priests are just unlocking the mysteries of the universe in our immense cloister libraries. Nothing to see here, we just prefer flying carpets to horses.
Insula Isole
player, 14 posts
Visionary
Make this hellhole pretty
Sun 2 May 2021
at 21:57
  • msg #94

Re: Starting positions

In reply to Bex (msg # 90):

Ah yes.  Fish indeed, that would be riches indeed... and perhaps pearls.
Insula Isole
player, 15 posts
Visionary
Make this hellhole pretty
Sun 2 May 2021
at 21:58
  • msg #95

Re: Starting positions

Leyla, The Forest of Witches:
Insula with your focus on both oceans and rivers you're naturally going to probably be the very best or at least in the top two or three of the players in the game when it comes to having ships or even a fleet. I could see depending on how you leverage those assets of yours you being able to do very well with trade routes related to water. Be it helping yourself set up trade routes or even doing stuff with allied players with water trade and helping us to trade and so on. Especially since you also seem to value things like knowledge and culture too.


Ooh, that sounds good, yes, we'll try doing that... and perhaps one of our architects will design the library of the Infinite Collegium.
Insula Isole
player, 16 posts
Visionary
Make this hellhole pretty
Sun 2 May 2021
at 21:59
  • msg #96

Re: Starting positions

Speaking of which, Welcome Infinite Collegium
The Infinite Collegium
player, 2 posts
Sun 2 May 2021
at 22:26
  • msg #97

Re: Starting positions

I suspect we'll get along well if you want to trade knowledge, thats kind of our stock and trade (the other being the Real PowerTM).
Eroan
player, 2 posts
Eroan Elves
Arcana, Light, Luck
Sun 2 May 2021
at 22:28
  • msg #98

Re: OOC Room

In reply to Radiant Order (msg # 92):

Given our respective Domains, I'd say that's a safe guess! At least once we meet up in game. Not sure where exactly Eroan will be located quite yet, so we'll see how long that takes.


Re: Infinite Collegium:

Given Eroan will be focused quite a bit on magic works, I'd say its a safe guess they'll have a modest amount of knowledge to share at some point. :)
Bex
player, 14 posts
Sun 2 May 2021
at 23:49
  • msg #99

Re: Starting positions

Insula Isole:
Leyla, The Forest of Witches:
Insula with your focus on both oceans and rivers you're naturally going to probably be the very best or at least in the top two or three of the players in the game when it comes to having ships or even a fleet. I could see depending on how you leverage those assets of yours you being able to do very well with trade routes related to water. Be it helping yourself set up trade routes or even doing stuff with allied players with water trade and helping us to trade and so on. Especially since you also seem to value things like knowledge and culture too.


Ooh, that sounds good, yes, we'll try doing that... and perhaps one of our architects will design the library of the Infinite Collegium.


And someone would need to build it, for a price ;)

And welcome new nations, a growing assortment we have!

The Infinite Collegium, I'm guessing Knowledge is one of your Domains?
This message was last edited by the player at 00:11, Mon 03 May 2021.
Frost Elves
player, 10 posts
Mon 3 May 2021
at 03:52
  • msg #100

Re: Starting positions

@Eroan - Glad the summer elves finally decided to show up.

@Collegium - Don't expect we'll have much to say.

@Talk of wealth - More or less what I was thinking.

Looking forward to things kicking off.
Eosian Theocracy
player, 333 posts
Mon 3 May 2021
at 04:01
  • msg #101

Starting positions

Does that make me the Autumn Elves?
Frost Elves
player, 11 posts
Mon 3 May 2021
at 04:17
  • msg #102

Starting positions

Didn’t even know you were elves.
The Infinite Collegium
player, 3 posts
Mon 3 May 2021
at 04:23
  • msg #103

Starting positions

Damned Elves, they are EVERYWHERE! I thought they are supposed to be the LESS numerous ones :)

I'm imagining that in this realm, humans are living a more nomadic style and aren't super organized into kingdoms yet.
Moss Rock Confederation
player, 9 posts
Mon 3 May 2021
at 04:24
  • msg #104

Starting positions

Well, at least these ones are.

And even then, they are relying on support from the Tortle tribes.
Radiant Order
player, 7 posts
Mon 3 May 2021
at 06:34
  • msg #105

Starting positions

What elves lack in numbers, they make up for in ideologies, apparently ;)
Insula Isole
player, 17 posts
Visionary
Make this hellhole pretty
Mon 3 May 2021
at 07:27
  • msg #106

Starting positions

We are human. We have cities. One is even on the mainland.
Bex
player, 15 posts
City, Prosperity
Engineers, Traders, Urban
Mon 3 May 2021
at 08:28
  • msg #107

Starting positions

Well, the elves did arrive first, so makes sense there are more of them at the start.
Insula Isole
player, 18 posts
Visionary
Make this hellhole pretty
Mon 3 May 2021
at 10:19
  • msg #108

Starting positions

Hmm, I wonder whether there's an NPC city called King's Landing
Federated Sons
player, 3 posts
Mon 3 May 2021
at 22:03
  • msg #109

Starting positions

I have some questions:

1) How do we tell what our militia and garrison troop strengths are without "tiles?"  Are the two units equal in strength?

2) If I have Engineering 1 and want to build a road through scrub I pay 0.8×2=1.6 for two hexes to link them.  If my engineer is a human with movement 8 can he in one turn link 5 hexes of scrub for 5×0.8=4 resource points?  Or does each hex cost 0.8 twice for  4×1.6=6.4 resource points?  Or am I limited to one road hex connection per engineer per turn (unless only 1 hex away from my city in which I need no engineer)?

3) What posting rate do you want to start with at first given we appear road have many time zones?
Moss Rock Confederation
player, 10 posts
Mon 3 May 2021
at 22:26
  • msg #110

Starting positions

We are going to be fairly dense if everyone is starting in the East.

Something like 15 PC factions now?
Radiant Order
player, 8 posts
Mon 3 May 2021
at 22:28
  • msg #111

Starting positions

Just processing these turns is going to be a lot of work!
Eroan
player, 3 posts
Eroan Elves
Arcana, Light, Luck
Mon 3 May 2021
at 22:30
  • msg #112

Starting positions

Not sure if everyone will be in the SE or just 'East'. Lots of room between the three eastern sectors.

But yeah, 15 players is going to take quite a bit for processing.
Annwyn
player, 315 posts
Mon 3 May 2021
at 23:00
  • msg #113

Starting positions

I know our beneficent GM can do it. I've seen him do something similar before.
Bex
player, 16 posts
City, Prosperity
Engineers, Traders, Urban
Mon 3 May 2021
at 23:36
  • msg #114

Starting positions

I imagine I'm like others, and hungry to see my sheet, start planning my turn, and get started.

I think then it will help me visualise my nation more, as well as help build up questions to my fellow players, and also the GM.

Also, they said approximately 5 per sector, with us along the eastern coast, so NE, E, and SE.
The Free Holds
player, 1 post
Mon 3 May 2021
at 23:58
  • msg #115

Starting positions

Hi all,
I think I am the last civ in... If you can call the free holds a civ.

Domains
Mountain
Freedom

Specialties
Diverse
Federacy
Fronteirsmen

As you can see, they are more of a loose collaboration of mountain folks than anything else. There is a loose central government at least!
Radiant Order
player, 9 posts
Mon 3 May 2021
at 23:59
  • msg #116

Starting positions

Welcome!
Eroan
player, 4 posts
Eroan Elves
Arcana, Light, Luck
Tue 4 May 2021
at 00:00
  • msg #117

Starting positions

Welcome aboard! From one newcomer to another. :)
Frost Elves
player, 12 posts
Tue 4 May 2021
at 12:00
  • msg #118

Starting positions

I think we are all chomping at the bit for something. I really want to start planning things and making moves. Yeah, and some final bits of the culture will come into place as I get a better idea of my neighbors. I expect one more based on population so far, perhaps two? Also wanto see if my comments of test things were acknowledged.
Bex
player, 17 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 12:05
  • msg #119

Starting positions

If anyone is curious what domains/specialities others have taken, here is a list I made, based on what people have shared here or with their descriptions.

https://docs.google.com/spread...j8Y/edit?usp=sharing
Radiant Order
player, 10 posts
Tue 4 May 2021
at 12:12
  • msg #120

Starting positions

Thanks for putting that together!

Good mix of overlap and individuality. Am I really the only person who picked Order and Forge? Interesting!

Noting the lack of dedicated warrior cultures.
Bex
player, 18 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 12:20
  • msg #121

Starting positions

Might be people didn't want to dive into a conflict based nation, wanting more PVE than PVP.

Though there could be NPC nations to be fought, who knows?

But yeah, surprised by how (un)popular some of the options are.
Eroan
player, 5 posts
Eroan Elves
Arcana, Light, Luck
Tue 4 May 2021
at 12:28
  • msg #122

Starting positions

I could see someone building a good 'Sparta' based nation from some of those unpopular ones pretty easily.

Hearth & War for Domains, Specialties of Artists/Specialists (Warriors) and Warrior Ethics with (maybe) one of the others tossed in for a little more nuance. But as said, that would make them a very conflict based nation.
Radiant Order
player, 11 posts
Tue 4 May 2021
at 12:35
  • msg #123

Starting positions

Yeah, that's always the hard thing with warrior-civs: the people around you see that label, and immediately peg you as a threat. Meanwhile, if you're at peace, you're somewhat hampered by not getting the bonuses others are getting.
Frost Elves
player, 13 posts
Tue 4 May 2021
at 12:56
  • msg #124

Starting positions

There is also a lot of relatively “primitive” civs. I expect the high fantasy setting will offset some of that imbalance. Not that the game mechanics seem to directly factor it. All the traits seem to have roughly equal benefits.
Dagrnun Stratocracy
player, 1 post
Tue 4 May 2021
at 12:56
  • msg #125

Starting positions

Posted a very short initial description. Waiting to see how my choices come together before finalizing my own history.

Domains: Protection, Order, War
Specialties: Warrior Ethic, Productive
Luna Doreith
player, 5 posts
Tue 4 May 2021
at 13:00
  • msg #126

Starting positions

Thank you for making the list Bex.

As someone who ended up taking several traits that help with war I'm definitely hoping there are some PVE aspects. Like Radiant said from a mechanical standpoint I will probably start the game at a disadvantage unless I decide to go full on conqueror. The history did say that enemies were drove away from the east, so I'm hoping others will recognize the benefit of having an ally whose good at combat.
Radiant Order
player, 12 posts
Tue 4 May 2021
at 13:02
  • msg #127

Starting positions

In reply to Dagrnun Stratocracy (msg # 125):

Hey! Order/Productive bros! *Fist Bump*

Luna: Being good at war-stuff is one of those things that is a huge disadvantage... until it suddenly isn't and you're conquering the world.
This message was last edited by the player at 13:07, Tue 04 May 2021.
Insula Isole
player, 19 posts
Visionary
Make this hellhole pretty
Tue 4 May 2021
at 13:06
  • msg #128

Starting positions

If war come, I plan to run away.
Lyshart Empire
player, 73 posts
Tue 4 May 2021
at 13:13
  • msg #129

Starting positions

Neat list! I drifed away a bit from my original arthurian concept, became more HRE but still same theme I think. Will update description when I get the chance later today!

Domains: Order, Unity, Protection
Spec: Horses, Aristocracy
Insula Isole
player, 20 posts
Visionary
Make this hellhole pretty
Tue 4 May 2021
at 13:17
  • msg #130

Starting positions

I'd say Unity is definitely more Camelot than HRE.
Lyshart Empire
player, 74 posts
Tue 4 May 2021
at 13:22
  • msg #131

Starting positions

Definitely is. Although Unity in this case it more about citizenship and 'doing your part'. We'll see once I finalize and post the desc where on the spectrum it ends up.
Frost Elves
player, 14 posts
Tue 4 May 2021
at 13:39
  • msg #132

Starting positions

Looks like the table is missing the Federated Sons. They have Mahout at the mininmum.
Bex
player, 19 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 13:50
  • msg #133

Starting positions

They haven't shared what their 5 are, so I didn't want to put just Mahout and leave it as that.
Leyla, The Forest of Witches
player, 396 posts
Tue 4 May 2021
at 15:27
  • msg #134

Starting positions

I'm also hoping for some pve stuff too. The last iteration of this game had great pve stuff. Mind you some conflict is to be expected but I don't see pvp as the only "win condition" by any means. I want to see things like alliances, diplomacy, trade, and us dealing with third party threats too.
Leyla, The Forest of Witches
player, 397 posts
Tue 4 May 2021
at 15:32
  • msg #135

Starting positions

And yes, I know I'm definitely chomping at the bit lol.
Radiant Order
player, 13 posts
Tue 4 May 2021
at 15:34
  • msg #136

Starting positions

I'd like to pretend that I'm an avatar of patience, too... but I also keep refreshing RPOL and getting excited every time the game turned red for the last four or five days XD
Eroan
player, 6 posts
Eroan Elves
Arcana, Light, Luck
Tue 4 May 2021
at 15:37
  • msg #137

Starting positions

I'm in the same boat as you. Hehe.
Frost Elves
player, 15 posts
Tue 4 May 2021
at 16:07
  • msg #138

Starting positions

Me, too!

And this post is my own contribution to that anxiety!
Bex
player, 20 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 16:29
  • msg #139

Starting positions

At least I know it isn't just me ;)
Moss Rock Confederation
player, 11 posts
Tue 4 May 2021
at 17:12
  • msg #140

Starting positions

We another nomadic river culture?

Are we running out of ideas at this point?
Frost Elves
player, 16 posts
Tue 4 May 2021
at 17:20
  • msg #141

Starting positions

Hmm, I am seeing some possibilities for using reindeer/travel and winter. Could be military or economic.

Either way, I need to invent sleighs... yes, sleighs.
Eroan
player, 7 posts
Eroan Elves
Arcana, Light, Luck
Tue 4 May 2021
at 17:21
  • msg #142

Starting positions

And then barter with some strong arcane oriented nations for enchantments for said sleighs. Flying reindeer sleighs. Can load them with archers for military purposes or for general economic transport. ;)
Bex
player, 21 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 17:28
  • msg #143

Re: Starting positions

Moss Rock Confederation:
We another nomadic river culture?

Are we running out of ideas at this point?

Or just coincidence/popular idea?

Granted, they haven't spoken here yet, and might be people had an idea and didn't know what else was going on?

I am curious what people without special-units are getting *mumbles jealously*
Leyla, The Forest of Witches
player, 398 posts
Tue 4 May 2021
at 17:30
  • msg #144

Re: Starting positions

I suspect there is a whole lot we haven't seen yet. I know there are certain types of units and things I haven't seen yet for myself and I have a particular selection of domains and traits.

And no need to be jealous. Trust me every domain and every trait has power and I think quite frankly the GM is still deciding how they're all going to blend together.
Moss Rock Confederation
player, 12 posts
Tue 4 May 2021
at 17:36
  • msg #145

Re: Starting positions

Bex:
I am curious what people without special-units are getting *mumbles jealously*


Maybe special structures?

I will admit, as special units go Tortle Marines are pretty cool.

Semper Testudo
The Infinite Collegium
player, 4 posts
Tue 4 May 2021
at 17:40
  • msg #146

Re: Starting positions

Clearly, magic should be the best.

Unless I make something else, in which case it should be whatever that is :>
Leyla, The Forest of Witches
player, 399 posts
Tue 4 May 2021
at 18:00
  • msg #147

Re: Starting positions

The Infinite Collegium:
Clearly, magic should be the best.

Unless I make something else, in which case it should be whatever that is :>

:)

Also, your nation seems interested in magical items and products made with a keen mind. I'm foreseeing a good business trade set up between us as my nation has the best potions  and herbalism in the setting.
Insula Isole
player, 21 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 4 May 2021
at 18:05
  • msg #148

Re: Starting positions

Radiant Order:
I'd like to pretend that I'm an avatar of patience, too... but I also keep refreshing RPOL and getting excited every time the game turned red for the last four or five days XD

Yeah snap!
Bex
player, 22 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 18:26
  • msg #149

Re: Starting positions

Moss Rock Confederation:
Bex:
I am curious what people without special-units are getting *mumbles jealously*


Maybe special structures?

I hope so.

Taking Civ 6 as inspiration, I know it's a mix of units, city upgrades, or tile improvements, that are unique per civ.

One idea I have, that I'll be pitching (assuming it gets lost here), is having outposts adjacent to my city, but having it where the city expands into the outposts, rather than turning into new cities to themselves.
Seems like a viable perk for cities/urban combination ;)
General Operations
GM, 780 posts
Tue 4 May 2021
at 18:31
  • msg #150

Notes from the Leaderboard:

Notes from the Leaderboard:

Best protected nation:

Luna Doreith    Invading them is very, very dangerous.


Runners up, tied for 2nd:  Dagrnun and Lyshart


But that applies to the nation as a whole. The  best defended single place is the capital of Mons Imperium, followed by the capital of Dagrnun and the Infinite Collegium.
The Free Holds
player, 2 posts
Disorganized
Not Dysfunctional
Tue 4 May 2021
at 18:38
  • msg #151

Notes from the Leaderboard:

How about the least protected ;-)
Radiant Order
player, 14 posts
Tue 4 May 2021
at 18:40
  • msg #152

Notes from the Leaderboard:

In reply to The Free Holds (msg # 151):

I was going to try to post something witty and funny, but you win. I lol'd :D
Eroan
player, 8 posts
Eroan Elves
Arcana, Light, Luck
Tue 4 May 2021
at 18:44
  • msg #153

Notes from the Leaderboard:

All the teasers make me wonder just how I'll end up standing in the grand scheme of things.  Sort of a Willy Wonka moment with the anticipation. Hehe.
Radiant Order
player, 15 posts
Light, Order, Forge
Devout, Productive
Tue 4 May 2021
at 18:52
  • msg #154

Notes from the Leaderboard:

In reply to Eroan (msg # 153):


General Operations
GM, 781 posts
Tue 4 May 2021
at 18:53
  • msg #155

Notes from the Leaderboard:

Most populous nation:

Eroan.

Second is a tie between Annwyn and Eosia, but that's theoretical, it's really hard to get an accurate count of either of them.
The Infinite Collegium
player, 5 posts
Tue 4 May 2021
at 19:01
  • msg #156

Re: Notes from the Leaderboard:

The Free Holds:
How about the least protected ;-)


I heard this in Jack Sparrow's voice.

Just a little worried.
Eroan
player, 9 posts
Eroan Elves
Arcana, Light, Luck
Tue 4 May 2021
at 19:08
  • msg #157

Re: Notes from the Leaderboard:

Only if the Free Holds have a strong naval capacity.. in which case, queue CAPTAIN Jack Sparrow!
Bex
player, 23 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 19:10
  • msg #158

Re: Notes from the Leaderboard:

I don't think there would be many boats with their love of the mountains, but who knows!
Warakan
player, 1 post
Tue 4 May 2021
at 19:17
  • msg #159

Re: Notes from the Leaderboard:

Greetings all from your friendly neighborhood pirates merchant-sailors. AKA the Warakan Collective. (Think Ancient Greeks/Polynesians but more based off of the native Caribbean islanders) :D

I'm looking forward to seeing how this game plays out!
Insula Isole
player, 22 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 4 May 2021
at 19:34
  • msg #160

Re: Notes from the Leaderboard:

Aaaand THAT's who we're going to run away FROM!
Bex
player, 24 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 19:51
  • msg #161

Re: Notes from the Leaderboard:

I'm on the coast, and would trade - You don't fight people you trade with, it would end up costing you money ;)
Insula Isole
player, 23 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 4 May 2021
at 19:53
  • msg #162

Re: Notes from the Leaderboard:

Assuming you believe in money.  I think we're going to be pacifists not because of cost but because war is devilish unpretty.
Bex
player, 25 posts
City, Prosperity
Engineers, Traders, Urban
Tue 4 May 2021
at 19:55
  • msg #163

Re: Notes from the Leaderboard:

I'm tempted to etch GREED IS GOOD on the gate into Bex ;)
Insula Isole
player, 24 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 4 May 2021
at 19:57
  • msg #164

Re: Notes from the Leaderboard:

I'm sure some of us would agree with you.
Warakan
player, 2 posts
Tue 4 May 2021
at 19:58
  • msg #165

Re: Notes from the Leaderboard:

All jokes aside, I think my people will be (mostly) peaceful.

If anyone has played Civ 6 against King Kamehameha, expect similar STOP POLLUTING >:| vibes haha
Annwyn
player, 316 posts
Tue 4 May 2021
at 20:02
  • msg #166

Re: Starting positions

Insula Isole:
I'd say Unity is definitely more Camelot than HRE.


The HRE would have Freedom, since the princes did a lot of "whatever I want" rather than "what I'm supposed to do." =P
Bex
player, 26 posts
City, Prosperity
Engineers, Traders, Urban
Wed 5 May 2021
at 12:34
  • msg #167

Re: Starting positions

Can Diplomatic Missions be placed in PC cities?
If so, is it capitals only?

I ask as Diplomatic Missions also count as Trading Posts, cost as much as Trading Posts unless you have an Engineering skill of 2+, and don't need an engineer to build them, it would be a quicker/easier way to establish trade between PC cities.

A thought I had, as I keep refreshing RPOL to see if anything has happened...
Radiant Order
player, 16 posts
Light, Order, Forge
Devout, Productive
Wed 5 May 2021
at 16:08
  • msg #168

Re: Starting positions

I kind of want to draw some of my people, but I feel like their clothes/appearance will depend a bit on the climate they'll be living in.

I have a feeling that our glorious DM will put me on the northern map, but I don't want to assume that :D
Bex
player, 27 posts
City, Prosperity
Engineers, Traders, Urban
Wed 5 May 2021
at 22:27
  • msg #169

Re: Starting positions

Today has certainly been quiet compared to yesterday.
Annwyn
player, 317 posts
Wed 5 May 2021
at 22:47
  • msg #170

Re: Starting positions

<excited quivering>
Leyla, The Forest of Witches
player, 400 posts
Wed 5 May 2021
at 22:54
  • msg #171

Re: Starting positions

*Chomps on bit*
Federated Sons
player, 4 posts
Wed 5 May 2021
at 23:30
  • msg #172

Re: Starting positions

I would rather our nations not have stated our domains and specialities, but since everyone else has done so I will too.  We might as well keep everything even.

Nation: Federated Sons
Race: Halfling
Domains: Beauty, Hearth, Knowledge.
Attributes: Frontiersmen, Mahouts. (Productive)
General Operations
GM, 782 posts
Thu 6 May 2021
at 02:06
  • msg #173

Re: Starting positions

Nation Sheets have appeared!

All that's left is maps.
Moss Rock Confederation
player, 13 posts
Thu 6 May 2021
at 02:26
  • msg #174

Re: Starting positions

Wow, that is quite a feat with all these players!
Mons Imperium
player, 1 post
For the good of
all goodly folk
Thu 6 May 2021
at 02:40
  • msg #175

Re: Starting positions

Greetings everyone! I am playing the vanilla classic Dorfs Dwarves. Just so long as you don't pull any levers in our fortresses that read "warning will release lava and kill us all", we'll be peachy keen.

I have read some of the previous pages so here's in the spirit of disclosure:

Domains
Forge (We're dwarves)
Order (Orderly dwarves)
War (Angry, orderly dwarves.)

Specialties
Engineers (Basically we're contractors for hire. Want a road built? Call us. Reasonable rates, referrals appreciated and compensated)
Specialist (Dwarven metalwork, especially our arms and armour, are renowned for their quality.)


Race: Dwarves
Frost Elves
player, 17 posts
Thu 6 May 2021
at 03:03
  • msg #176

Re: Starting positions

Nation sheets appeared? A in you have them but not us yet?
The Infinite Collegium
player, 6 posts
Thu 6 May 2021
at 03:05
  • msg #177

Re: Starting positions

Mons Imperium:
Engineers (Basically we're contractors for hire. Want a road built? Call us. Reasonable rates, referrals appreciated and compensated)


Oh I think we'll get along well. Hopefully we can just keep the war part away from us :>
Leyla, The Forest of Witches
player, 401 posts
Thu 6 May 2021
at 03:08
  • msg #178

Re: Starting positions

Frost Elves:
Nation sheets appeared? A in you have them but not us yet?

I think he put them in our character sheet area.
Mons Imperium
player, 2 posts
For the good of
all goodly folk
Thu 6 May 2021
at 03:09
  • msg #179

Re: Starting positions

The Infinite Collegium:
Mons Imperium:
Engineers (Basically we're contractors for hire. Want a road built? Call us. Reasonable rates, referrals appreciated and compensated)


Oh I think we'll get along well. Hopefully we can just keep the war part away from us :>


To be honest, we're not really interested in starting something. As I noted to the GM I see us as more of the Turians from Mass Effect. Our role is essentially that of the military arm of a peaceful federation.
The Infinite Collegium
player, 7 posts
Thu 6 May 2021
at 03:14
  • msg #180

Re: Starting positions

Mons Imperium:
To be honest, we're not really interested in starting something. As I noted to the GM I see us as more of the Turians from Mass Effect. Our role is essentially that of the military arm of a peaceful federation.


Didn't Earth contact with Turians start with a (brief) war between them?
Mons Imperium
player, 3 posts
For the good of
all goodly folk
Thu 6 May 2021
at 03:21
  • msg #181

Re: Starting positions

The Infinite Collegium:
Mons Imperium:
To be honest, we're not really interested in starting something. As I noted to the GM I see us as more of the Turians from Mass Effect. Our role is essentially that of the military arm of a peaceful federation.


Didn't Earth contact with Turians start with a (brief) war between them?


Sadly it was quite a fustercluck. Due to the Rachni Wars, opening dormant mass relays was a big no-no. As in "we will open fire if you try" no-no. The humans had no idea and were experimenting with one when the Turians showed up. With no means of common communication, it lead to war. The Asari stepped in and mediated a peace.

Not that the Mons Imperium is interested in diplomatic oopsies starting a war mind you.
The Infinite Collegium
player, 8 posts
Thu 6 May 2021
at 03:25
  • msg #182

Re: Starting positions

"We need you to help develop a chronotower for our chronomancy experiments."

"What? Chronomancy is forbidden! We must destroy it!"

*war declared*

;)
Luna Doreith
player, 6 posts
Thu 6 May 2021
at 03:49
  • msg #183

Re: Starting positions

In reply to General Operations (msg # 173):

Hooray! Kudos GM for getting all those sheets made. Now to ponder what I should build, even though any planning will probably be thrown out the window once I see where I am on the map.

Also welcome new nations! The eastern shores are going to be a crowded place.
The Free Holds
player, 3 posts
Disorganized
Not Dysfunctional
Thu 6 May 2021
at 04:24
  • msg #184

Re: Starting positions

I'm looking forward to seeing how the maps shake out. Hopefully its not too crowded at the start... Given freedom is one of my core attributes, I am not sure how much control I have over where my people settle -- hopefully it is not on land others have already claimed >.>
Bex
player, 28 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 07:38
  • msg #185

Re: Starting positions

I have updated the domain sheet with the latest announcements from nations.

We have no Artists, nor Seafarers.

Meanwhile Order is the most popular option at 4 nations.

As for what to do on the first turn, I have a strong idea what I am planning to do in terms of spending money.
The Infinite Collegium
player, 9 posts
Thu 6 May 2021
at 07:51
  • msg #186

Re: Starting positions

I had an idea for a seafaring empire,but it was all wet.
Radiant Order
player, 17 posts
Light, Order, Forge
Devout, Productive
Thu 6 May 2021
at 07:55
  • msg #187

Re: Starting positions

I imagine if the map was more of an archipelago, more people would have chosen boat-flavored options.
Bex
player, 29 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 08:14
  • msg #188

Re: Starting positions

Well, anyone in the NE could use it as a route to sail around the N and make their way around, calling dibs and planting outposts periodically.

I've planned out my turn, and I have 0.07 money left. I wonder if I could buy James Bond for that...?
Frost Elves
player, 18 posts
Thu 6 May 2021
at 08:59
  • msg #189

Re: Starting positions

Weird effect of my nation? I have no military units currently but start with six “settlements.” Probably a reason I am so wealthy. Each of my six settlements provides an income rather than costing anything.

I plan to move across the tundra in the south while establishing contact with direct neighbors. I am also eyeing that large island north of me but am not getting funny notions. I plan to really play up “travel” and “winter.”
Radiant Order
player, 18 posts
Light, Order, Forge
Devout, Productive
Thu 6 May 2021
at 09:09
  • msg #190

Re: Starting positions

Yeah, I'd say the biggest surprise for me so far is that I can apparently build marines!

Oorah!
Insula Isole
player, 25 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 6 May 2021
at 09:20
  • msg #191

Re: Starting positions

I was planning to sail around the North East as well, or perhaps up the rivers and then build a humungous (but beautiful canal) in (or under) the mountains to sail across the continent instead of round.
Frost Elves
player, 19 posts
Thu 6 May 2021
at 10:03
  • msg #192

Re: Starting positions

Insula Isole:
I was planning to sail around the North East as well, or perhaps up the rivers and then build a humungous (but beautiful canal) in (or under) the mountains to sail across the continent instead of round.


Watch out for outlandishly sized ships...
Bex
player, 30 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 10:30
  • msg #193

Re: Starting positions

Insula Isole:
I was planning to sail around the North East as well, or perhaps up the rivers and then build a humungous (but beautiful canal) in (or under) the mountains to sail across the continent instead of round.

Sounds like you will need some engineers for that to happen, so Bex or Mons Imperium then.

I'd say bidding war, but also depends where we all are, and what would be needed to make it happen!
Insula Isole
player, 26 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 6 May 2021
at 10:34
  • msg #194

Re: Starting positions

I can build engineers... we has BRICKS you know... proper bricks made from clay and fired.
;)
):o
Bex
player, 31 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 17:10
  • msg #195

Re: Starting positions

But wouldn't you want the best engineers money can buy ;)
Frost Elves
player, 20 posts
Thu 6 May 2021
at 17:37
  • msg #196

Re: Starting positions

Bex:
But wouldn't you want the best engineers money can buy ;)


??? I can't seem to find any interest in your engineers at all! Wait, unless you can teach me how to build sleighs. Nah, I'll figure it out.

You all keep your engineers and your bricks. We'll stick to our reindeer and elven magics.
Insula Isole
player, 27 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 6 May 2021
at 18:11
  • msg #197

Re: Starting positions

Bex:
But wouldn't you want the best engineers money can buy ;)

That depends on how pretty they can make their work.
Bex
player, 32 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 18:26
  • msg #198

Re: Starting positions

Insula Isole:
That depends on how pretty they can make their work.

You be the architects and design it, we will build it.

And give us time to build up Bex and show how glorious it is, and what we can offer.
The Infinite Collegium
player, 10 posts
Thu 6 May 2021
at 18:34
  • msg #199

Re: Starting positions

I'm curious to know how research will work too.
Insula Isole
player, 28 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 6 May 2021
at 18:51
  • msg #200

Re: Starting positions

Bex:
Insula Isole:
That depends on how pretty they can make their work.

You be the architects and design it, we will build it.

And give us time to build up Bex and show how glorious it is, and what we can offer.

Sounds reasonable to me.
Insula Isole
player, 29 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 6 May 2021
at 18:59
  • msg #201

Re: Starting positions

Much depends on where we begin I think.  I have an idea given my starting resources but one never knows.
Mons Imperium
player, 4 posts
Forge, War, Order
Engineering, Specialist
Thu 6 May 2021
at 19:02
  • msg #202

Re: Starting positions

Well we might not have the sophistication of Bex but Mons Imperium construction has its own charm... if you are into minimalist architecture. Sturdy, simple and functional marks our work as well as much of the psyche of the Dwarven population of the Imperium.

When we meet I can see the Dorfs really interested in the building techniques of Bex and the aesthetics of the Insula Isole. If the Free Holds wander into our lands, there will probably be this giant family reunion party. Imperium diplomats would likely write out entire charts to keep all the different kinds of elves straight.
The Free Holds
player, 4 posts
Disorganized
Not Dysfunctional
Thu 6 May 2021
at 19:12
  • msg #203

Re: Starting positions

Technically the free holds are a group of humans, but given our mountainous nature and accepting of diversity, I'd expect there to be some dwarves kicking around. Some dwarves might be attracted to the highly permissive and hands-off governance.

Edit.
Free holds will probably be a frequent customer of the dwarves too.
This message was last edited by the player at 19:12, Thu 06 May 2021.
Leyla, The Forest of Witches
player, 402 posts
Thu 6 May 2021
at 19:29
  • msg #204

Re: Starting positions

So I understand how movement points work for normal units but I cant figure out how mobile heroes are. Like if I am sending them somewhere alone rather than with a troop?
Bex
player, 33 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 19:30
  • msg #205

Re: Starting positions

One (of my many) thoughts has been, how do we represent our borders?

Just the hexes adjacent to our cities?
But when what about the gaps between them?
I know outposts help, but wouldn't they have the same issue as cities?
Make a wall of outposts?
Bex
player, 34 posts
City, Prosperity
Engineers, Traders, Urban
Thu 6 May 2021
at 19:31
  • msg #206

Re: Starting positions

Leyla, The Forest of Witches:
So I understand how movement points work for normal units but I cant figure out how mobile heroes are. Like if I am sending them somewhere alone rather than with a troop?


8:  HEROES:
When Heroes travel, assume the same number of movement points as one of your typical, appropriate military units.  For example, if you have Elven scouts, and you have a rogue or ranger or similar Hero, you can move the Hero as if it was an Elven scout.  If you have cavalry, you can assume the Hero has a horse available.  If you have both you have a choice!  Once you choose a movement mode for the Hero you can change it on any turn when the Hero is in your home territory, OR it may ditch the faster mode for slower mode- once.  (That is, when you are home you can stable the horse, when you are far you can turn it loose, but then you can't get it back!)

So, do you have anything comparable to base the movement on?
Eosian Theocracy
player, 334 posts
Thu 6 May 2021
at 19:32
  • msg #207

Re: Starting positions

What borders? We have Continuity, which can overlap, but borders are fluid and nebulous
Dagrnun Stratocracy
player, 2 posts
Thu 6 May 2021
at 19:36
  • msg #208

Re: Starting positions

If you wish to have borders, draw them in your mind and, if someone crosses them...kill them! :-)
Annwyn
player, 318 posts
Thu 6 May 2021
at 19:48
  • msg #209

Re: Starting positions

In the real world, state borders are defined by the willingness of armed men to kill anyone who crosses the line without permission. State borders are also a rather modern invention; before the 1700s, borders were defined almost entirely by natural features that were difficult to cross, like large rivers, mountain ranges, or particularly nasty bogs.
Leyla, The Forest of Witches
player, 403 posts
Thu 6 May 2021
at 19:52
  • msg #210

Re: Starting positions

Bex:
Leyla, The Forest of Witches:
So I understand how movement points work for normal units but I cant figure out how mobile heroes are. Like if I am sending them somewhere alone rather than with a troop?


8:  HEROES:
When Heroes travel, assume the same number of movement points as one of your typical, appropriate military units.  For example, if you have Elven scouts, and you have a rogue or ranger or similar Hero, you can move the Hero as if it was an Elven scout.  If you have cavalry, you can assume the Hero has a horse available.  If you have both you have a choice!  Once you choose a movement mode for the Hero you can change it on any turn when the Hero is in your home territory, OR it may ditch the faster mode for slower mode- once.  (That is, when you are home you can stable the horse, when you are far you can turn it loose, but then you can't get it back!)

So, do you have anything comparable to base the movement on?

I guess I had misread that and assumed it was like if they were traveling with the units but now as I read it again I do see what you mean you can use an estimate of one of your available common movement types from like a normal unit and just assume your hero has some way of mimicking that movement. Or something lol.
Insula Isole
player, 30 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 6 May 2021
at 20:07
  • msg #211

Re: Starting positions

Annwyn:
In the real world, state borders are defined by the willingness of armed men to kill anyone who crosses the line without permission. State borders are also a rather modern invention; before the 1700s, borders were defined almost entirely by natural features that were difficult to cross, like large rivers, mountain ranges, or particularly nasty bogs.

Or walls for those states that could be bothered to build them... eg Hadrian, Trajan, Antoninus and Offa in Europe, and Whoever built the big one in China.
Frost Elves
player, 21 posts
Fri 7 May 2021
at 02:56
  • msg #212

Re: Starting positions

Insula Isole:
Annwyn:
In the real world, state borders are defined by the willingness of armed men to kill anyone who crosses the line without permission. State borders are also a rather modern invention; before the 1700s, borders were defined almost entirely by natural features that were difficult to cross, like large rivers, mountain ranges, or particularly nasty bogs.

Or walls for those states that could be bothered to build them... eg Hadrian, Trajan, Antoninus and Offa in Europe, and Whoever built the big one in China.



Great wall of China is a misnomer. It's actually several different walls built over hundreds of year by various people. I am not even sure if the entire wall is contiguous. IF you ever saw it, you would see it has several different construction styles as well.
Annwyn
player, 319 posts
Fri 7 May 2021
at 03:14
  • msg #213

Re: Starting positions

To be fair to Insula, the Great Wall of China was, in fact, intended as primarily a method of marking the border. (Also a postal system.)
Frost Elves
player, 22 posts
Fri 7 May 2021
at 03:41
  • msg #214

Re: Starting positions

Walls are usually used as borders. That is sort of the purpose of their design. XP hehe
Annwyn
player, 320 posts
Fri 7 May 2021
at 03:53
  • msg #215

Re: Starting positions

As opposed to a fortification, I meant.
Frost Elves
player, 23 posts
Fri 7 May 2021
at 05:31
  • msg #216

Re: Starting positions

Actual functional question: What effect, if any, does our taxation level have on other aspects of our cultures? Or, is this something we need to learn through experimentation? I don't mind having to learn how certain aspects of the game system function IC if that is the intent, just wondering.

Small aside, I have no idea how to actually expand my civ... well, in the way I want to expand it.

So, how is our population stat working functionally? Will it slowly grow over time at a set rate based on race/attributes/other factors? As it goes up, how does that affect our civ logistically?

EDIT: On a fun note, anyone else writing up backgrounds for their heroes?
This message was last edited by the player at 05:34, Fri 07 May 2021.
Moss Rock Confederation
player, 14 posts
Fri 7 May 2021
at 07:09
  • msg #217

Re: Starting positions

Frost Elves:
EDIT: On a fun note, anyone else writing up backgrounds for their heroes?


Well now I am! Great idea.
Bex
player, 35 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 08:21
  • msg #218

Re: Starting positions

I hadn't considered writing about my heroes either, very interesting idea.

As for the discussion on borders and the like, under Diplomacy it talked about having an agreement to pass through territory, which is what prompted me to ask.

A chain of outposts to represent a wall, or even a unique building option, would be interesting. Though I'm guessing there wouldn't be a need for hard barriers between us (yet, at least).
Insula Isole
player, 31 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 7 May 2021
at 09:50
  • msg #219

Re: Starting positions

Maybe a moat would be interesting.  The great moat of Isole perhaps.
Bex
player, 36 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 10:59
  • msg #220

Re: Starting positions

I imagine a normal sized moat around the city would be abstracting out part of improving city fortifications.

Or are you imagining something that goes across multiple hexes?
Radiant Order
player, 19 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 11:05
  • msg #221

Re: Starting positions

Yes! More moats! I have marines!

(Not that I'm going to attack anyone, it's just likely that if I have them, so will others)
Insula Isole
player, 32 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 7 May 2021
at 13:46
  • msg #222

Re: Starting positions

Bex:
I imagine a normal sized moat around the city would be abstracting out part of improving city fortifications.

Or are you imagining something that goes across multiple hexes?

I was thinking of something much bigger, to take advantage of ships and marines
Eosian Theocracy
player, 335 posts
Fri 7 May 2021
at 13:47
  • msg #223

Re: Starting positions

Thanks for the clarifications on borders, boss
Insula Isole
player, 33 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 7 May 2021
at 13:48
  • msg #224

Re: Starting positions

Eosian Theocracy:
Thanks for the clarifications on borders, boss

Amen
Insula Isole
player, 34 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 7 May 2021
at 13:51
  • msg #225

Re: Starting positions

Welcome Ma'hellas.  You sound a lot like us.  I think we shall get along well.  I am sure we will be looking for an alliance once we see where each other rests on the map.
Federated Sons
player, 5 posts
Fri 7 May 2021
at 15:15
  • msg #226

Re: Starting positions

I have confirmed with the GM that militia have been removed from the buy list.  The units are automatically calculated as part of fortification and are no longer specifically bought or maintained for separately.
Radiant Order
player, 20 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 15:33
  • msg #227

Re: Starting positions

Well, there goes my theories on where I was going to start XD
Eosian Theocracy
player, 336 posts
Fri 7 May 2021
at 15:44
  • msg #228

Re: Starting positions

Did we have a colour legend for the maps somewhere? I swear I saw one but can't find it now
Bex
player, 37 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 15:48
  • msg #229

Re: Starting positions

In the tutorial.

I was wrong, and updated in a later message.
This message was last edited by the player at 15:54, Fri 07 May 2021.
Leyla, The Forest of Witches
player, 404 posts
Fri 7 May 2021
at 15:51
  • msg #230

Re: Starting positions

I think we need a more defined hex legend though put into tables
Luna Doreith
player, 7 posts
Fri 7 May 2021
at 15:51
  • msg #231

Re: Starting positions

Hey I'm on the map! For those who don't know I am the brown/dark green civilization on the northeast map.

Looks like there are definitely some npc factions to deal with!
Eosian Theocracy
player, 337 posts
Fri 7 May 2021
at 15:51
  • msg #232

Re: Starting positions

It's not in the tutorial :(
Bex
player, 38 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 15:53
  • msg #233

Re: Starting positions

My bad, bottom of Tables thread, not tutorial.
Leyla, The Forest of Witches
player, 405 posts
Fri 7 May 2021
at 15:56
  • msg #234

Re: Starting positions

What does the number by a city name mean?
Radiant Order
player, 21 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 15:57
  • msg #235

Re: Starting positions

Population, I believe.
Eosian Theocracy
player, 338 posts
Fri 7 May 2021
at 16:04
  • msg #236

Re: Starting positions

Bex:
My bad, bottom of Tables thread, not tutorial.


Thanks for checking, Bex; that has the special resources, not the colour to terrain mapping I was (perhaps too vaguely) seeking!
The Infinite Collegium
player, 11 posts
Fri 7 May 2021
at 16:07
  • msg #237

Re: Starting positions

Lol! Wow that is not the map I expected.

I have a feeling I'm going to have to "go dutch" to expand my capital.
Bex
player, 39 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 16:08
  • msg #238

Re: Starting positions

Eosian Theocracy:
Bex:
My bad, bottom of Tables thread, not tutorial.


Thanks for checking, Bex; that has the special resources, not the colour to terrain mapping I was (perhaps too vaguely) seeking!

But it marks wooden hills, etc on the colours.

It's just that some colours are very similar and hard to distinguish.
Eosian Theocracy
player, 339 posts
Fri 7 May 2021
at 16:10
  • msg #239

Re: Starting positions

... and is incomplete. It might be I'm misremembering there being an actual legend, or from a prior game with the same boss!

Thanks ;)
Radiant Order
player, 22 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 16:11
  • msg #240

Re: Starting positions

In reply to The Infinite Collegium (msg # 237):

It's certainly a unique spot!

I think it's a good one though. You've got some room on the north side of the peninsula, and lots of room for good-ol' ocean-bound colonialism to the west :D
Leyla, The Forest of Witches
player, 406 posts
Fri 7 May 2021
at 16:12
  • msg #241

Re: Starting positions

Ah population!

And yes I think the old game had a legend that's gone. Because some of the shadings and everything can be subtle.
Mons Imperium
player, 5 posts
Forge, War, Order
Engineering, Specialist
Fri 7 May 2021
at 16:20
  • msg #242

Re: Starting positions

Just a quick question, and one that's public because I believe others might be interested as well. If our nations appear in close proximity, can we assume that we are in diplomatic contact or must we send a Diplomat to their respective capitals to establish ties? Can we discuss deals in PMs or do we have to roleplay out negotiations?
Luna Doreith
player, 8 posts
Fri 7 May 2021
at 16:47
  • msg #243

Re: Starting positions

In reply to Mons Imperium (msg # 242):

quote:
Diplomacy between players is on a player to player basis.  These rules are generally applicable to player-to-NPC diplomacy.

To initiate diplomacy with an NPC you must visit it with a Hero with a Diplomat ability.


quote:
Like Diplomacy, Trade between players is free form.  Make whatever deals you want.


You don't need to send a diplomat unless it's an NPC nation. For player to player I assume you can just handle it through PMs.
The Infinite Collegium
player, 12 posts
Fri 7 May 2021
at 16:54
  • msg #244

Re: Starting positions

Mons Imperium:
Just a quick question, and one that's public because I believe others might be interested as well. If our nations appear in close proximity, can we assume that we are in diplomatic contact or must we send a Diplomat to their respective capitals to establish ties? Can we discuss deals in PMs or do we have to roleplay out negotiations?


I literally have a scout and a floating market from another player next to my cap so I'm imagining I'm at least in contact with them :>
Federated Sons
player, 6 posts
Fri 7 May 2021
at 17:26
  • msg #245

Re: Starting positions

I now know why halflings are so productive.  I have three cities around a resource of coffee.
*chuckle*
The Infinite Collegium
player, 13 posts
Fri 7 May 2021
at 17:36
  • msg #246

Re: Starting positions

Ah, yes. I can see their coffee schedule now.

First Cup
First Breakfast (Second cup)
Coffee Break (Third Cup)
Second Breakfast/11sies (Fourth Cup)
Lunch (Fifth Cup)
Afternoon Break (6th Cup)
Happy Hour Cup (7th Cup)
Dinner (8th Cup)
After Dinner Cup (9th cup, usually they go demitasse or half caffeinated on this one).
Leyla, The Forest of Witches
player, 407 posts
Fri 7 May 2021
at 17:45
  • msg #247

Re: Starting positions

We have herbal teas for those who are too wigged out on coffee too. :)
This message was last edited by the player at 17:54, Fri 07 May 2021.
Moss Rock Confederation
player, 15 posts
Fri 7 May 2021
at 17:51
  • msg #248

Re: Starting positions

Tea is well and good, but Mossrock has the Hops.

Brew you an IPA that'll knock a Tortle on its ass.

The Dwarven emissary is particularly welcome to swing by for a sampling. Just saying.
Bex
player, 40 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 17:52
  • msg #249

Re: Starting positions

I've got fish, ships and brass ware.

Doesn't seem as interesting as coffee...
Radiant Order
player, 23 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 17:58
  • msg #250

Re: Starting positions

I've got armor!

... and lead. Between me and Bex, we've got municipal plumbing covered.
Insula Isole
player, 35 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 7 May 2021
at 18:10
  • msg #251

Re: Starting positions

We're not on the map yet but we have wine.
Bex
player, 41 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 18:32
  • msg #252

Re: Starting positions

All the maps are up!

Next thing is, who's cities are who's?
This message was last edited by the player at 18:33, Fri 07 May 2021.
Annwyn
player, 321 posts
Fri 7 May 2021
at 18:38
  • msg #253

Re: Starting positions

Federated Sons:
I have confirmed with the GM that militia have been removed from the buy list.  The units are automatically calculated as part of fortification and are no longer specifically bought or maintained for separately.


Thank you for sharing. This is excellent info!
Annwyn
player, 322 posts
Fri 7 May 2021
at 18:39
  • msg #254

Re: Starting positions

My next question is:

What value do trade goods have in themselves?

E.g., if a nation has Fish, what does that mean, in a practical sense? Does it increase their population Growth due to the additional food source?
Insula Isole
player, 36 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 7 May 2021
at 18:39
  • msg #255

Re: Starting positions

Bex:
All the maps are up!

Next thing is, who's cities are who's?

Mine are Oostral and Isole.
Bex
player, 42 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 19:03
  • msg #256

Re: Starting positions

Is there a range of how far you could trade with someone?
Infinite?
Up to your/their Continuity?
If there is a distance limit, would distance reset so long as you reach a town/trading post, allowing tremendously long trade routes?

As depending on the answer, I'll be wanting to trade with as many players as I can, the question is, is it everyone who would be up for it, or just that I can get to?
Eosian Theocracy
player, 340 posts
Fri 7 May 2021
at 19:05
  • msg #257

Re: Starting positions

It’s in the rules and based on Continuity, extended via chains of settlements or Trading Posts
General Operations
GM, 791 posts
Fri 7 May 2021
at 19:05
  • msg #258

Re: Starting positions

All the starting maps are up!
Eosian Theocracy
player, 341 posts
Fri 7 May 2021
at 19:08
  • msg #259

Re: Starting positions

Very excited! When, and how, do you want annual and seasonal orders?
Bex
player, 43 posts
City, Prosperity
Engineers, Traders, Urban
Fri 7 May 2021
at 19:18
  • msg #260

Re: Starting positions

Eosian Theocracy:
It’s in the rules and based on Continuity, extended via chains of settlements or Trading Posts

I was looking at both trading and continuity, and couldn't see it.
Eosian Theocracy
player, 342 posts
Fri 7 May 2021
at 19:23
  • msg #261

Re: Starting positions

On my phone, but… taking this as my basis

quote:
Trading Posts are used to form permanent economic ties with distant locations.  They appear on the map. They do not necessarily claim land as "yours", several trading posts can share a hex.  A string of trading posts may be used to create a long overland trade route.


There’s something later in the Continuity too, I think
Federated Sons
player, 7 posts
Fri 7 May 2021
at 19:34
  • msg #262

Re: Starting positions

A ship should get us to many players but you'd have to maintain it and the trip could be fraught with foreign attacks from pirates Spartans.
Radiant Order
player, 24 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 19:39
  • msg #263

Re: Starting positions

The Radiant Order is based in the humble city of Lightforge... which was supposed to be a mining town back in the day, but I suppose the ore dried-up since then? Anyway... we're pretty close to Bex, and... my god... GOBLINS EVERYWHERE.
Leyla, The Forest of Witches
player, 408 posts
Fri 7 May 2021
at 19:43
  • msg #264

Re: Starting positions

Radiant Order:
Stuff... and... my god... GOBLINS EVERYWHERE.


My trees need new fertilizer...
Mons Imperium
player, 6 posts
Forge, War, Order
Engineering, Specialist
Fri 7 May 2021
at 19:56
  • msg #265

Re: Starting positions

Moss Rock Confederation:
Tea is well and good, but Mossrock has the Hops.

Brew you an IPA that'll knock a Tortle on its ass.

The Dwarven emissary is particularly welcome to swing by for a sampling. Just saying.


Challenge accepted! The first intra-continental trade road is going to become a reality just so that the Dwarves can get to those sweet, sweet hops!

My cities are Capitolinus and Palatinus.
Federated Sons
player, 8 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Fri 7 May 2021
at 19:59
  • msg #266

Re: Starting positions

Updated character description with city names and locations.

Cities
- 60,11: Moot
- 61,10: Hillsfort
- 59,10: Quarrytown
- 60,08: Coral Bay
Radiant Order
player, 25 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 20:02
  • msg #267

Re: Starting positions

In reply to Mons Imperium (msg # 265):

I might be a little bit jealous of your position. Lots of room to expand. No super-close neighbors. Mountains.

I'm surrounded by goblins, stronger players, and bloody "horse elves"... I hope they're friendly.

I was joking a little bit about the Radiant Order being a little bit communist/Russian, but when the great elven khan comes galloping over the horizon, that'll be more true than ever XD
This message was last edited by the player at 20:04, Fri 07 May 2021.
Mons Imperium
player, 7 posts
Forge, War, Order
Engineering, Specialist
Fri 7 May 2021
at 21:09
  • msg #268

Re: Starting positions

In reply to Radiant Order (msg # 267):

Well I do have some neighbours and I sure hope they're friendly.

Personally I would not mind raising a cavalry troop and riding off to help but you are on the other side of the map. By the time I make it there, it would be all over bar the shouting.
orz
Leyla, The Forest of Witches
player, 409 posts
Fri 7 May 2021
at 21:21
  • msg #269

Re: Starting positions

Radiant Order:
In reply to Mons Imperium (msg # 265):

I might be a little bit jealous of your position. Lots of room to expand. No super-close neighbors. Mountains.

I'm surrounded by goblins, stronger players, and bloody "horse elves"... I hope they're friendly.

I was joking a little bit about the Radiant Order being a little bit communist/Russian, but when the great elven khan comes galloping over the horizon, that'll be more true than ever XD

Don't underestimate yourself.

Your fighter especially will tear those goblins a new one if they get too close
Radiant Order
player, 26 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 21:28
  • msg #270

Re: Starting positions

Oh, I'm still feeling pretty good. I like a good challenge.

... and I have a strong feeling that those goblins aren't long for this world :D
Leyla, The Forest of Witches
player, 410 posts
Fri 7 May 2021
at 23:18
  • msg #271

Re: Starting positions

Ya I just noticed that Knight is over there too. But your fighter is really powerful, and has the Leader trait. Toss him in with that infantry and you'd rip them a new one for sure. :P
Radiant Order
player, 27 posts
Light, Order, Forge
Devout, Productive
Fri 7 May 2021
at 23:25
  • msg #272

Re: Starting positions

I don't have any infantry, unfortunately. My only units are the two heroes, a settler, and the one cavalry.

You lucked out with those five heroes :)

Do you know what the "W" on your faerie mage stands for?
Ma'hellas
player, 1 post
Fri 7 May 2021
at 23:26
  • msg #273

Re: Starting positions

Greetings,

I guess I'm the last player to appear, the state of Ma'hellas, a state of freedom and trade (mostly maritime).

I'm in NE, and my cities are:

  • Port Matan (6413)
  • Port hele (6510)
  • Port Olphar (6013)


I hope to establish relations with all my neighbours, though I'm still trying to figure the game mechanics...
Ma'hellas
player, 2 posts
Fri 7 May 2021
at 23:52
  • msg #274

Re: Starting positions

Federated Sons:
I now know why halflings are so productive.  I have three cities around a resource of coffee.
*chuckle*

If you need sugar for your coffee, we, your neighbours, have it to trade
Leyla, The Forest of Witches
player, 411 posts
Fri 7 May 2021
at 23:58
  • msg #275

Re: Starting positions

Radiant Order:
I don't have any infantry, unfortunately. My only units are the two heroes, a settler, and the one cavalry.

You lucked out with those five heroes :)

Do you know what the "W" on your faerie mage stands for?


It's because I have Dynasty as a trait. My nation is probably going to survive mainly because its high-quality, magically-touched heroes more than anything lol.

I actually have a list of questions I'm gonna send to the GM and the W is one of them (I have no clue actually)
Radiant Order
player, 28 posts
Light, Order, Forge
Devout, Productive
Sat 8 May 2021
at 00:05
  • msg #276

Re: Starting positions

In reply to Leyla, The Forest of Witches (msg # 275):

Ah! That explains the number of heroes. I was sort of expecting more (or more powerful) heroes myself, based on my choice of the light and order domains (and then the devout specialization, on top of that), but it's possible that those choices will eventually manifest in other ways.
Eroan
player, 10 posts
Eroan Elves
Arcana, Light, Luck
Sat 8 May 2021
at 00:20
  • msg #277

Re: Starting positions

Haha, I was thinking the same with my Light and Luck domains. Though I'm liking my current position. Good growth potential!
Moss Rock Confederation
player, 16 posts
Sat 8 May 2021
at 00:31
  • msg #278

Re: Starting positions

Mossrock and Rushwood here.

Curious as to who the two cities nearby, Sarnthrond and Sarntiri belong to?
Dagrnun Stratocracy
player, 3 posts
Sat 8 May 2021
at 00:36
  • msg #279

Re: Starting positions

Moss Rock Confederation:
Mossrock and Rushwood here.

Curious as to who the two cities nearby, Sarnthrond and Sarntiri belong to?


... just us poor, peaceful villagers
Radiant Order
player, 29 posts
Light, Order, Forge
Devout, Productive
Sat 8 May 2021
at 00:39
  • msg #280

Re: Starting positions

In reply to Dagrnun Stratocracy (msg # 279):

So. Many. Archers.
Leyla, The Forest of Witches
player, 412 posts
Sat 8 May 2021
at 00:42
  • msg #281

Re: Starting positions

Radiant Order:
In reply to Leyla, The Forest of Witches (msg # 275):

Ah! That explains the number of heroes. I was sort of expecting more (or more powerful) heroes myself, based on my choice of the light and order domains (and then the devout specialization, on top of that), but it's possible that those choices will eventually manifest in other ways.

Well you may only have 2 heroes at the moment, but they are both powerful and have extra abilities.

That knight is going to me a good diplomat while being versatile as a warrior. And the Fighter like I said is a beast and has the leader trait so will lead armies as a leader of men!

That probably translated into smaller but more elite forces essentially. Like put the fighter and that cavalry together and sic them on those humanoids...
Annwyn
player, 323 posts
Sat 8 May 2021
at 00:47
  • msg #282

Re: Starting positions

Assuming the goblins are willing to give battle. If they're smart, they'll run and hide.
Radiant Order
player, 30 posts
Light, Order, Forge
Devout, Productive
Sat 8 May 2021
at 00:54
  • msg #283

Re: Starting positions

In reply to Leyla, The Forest of Witches (msg # 281):

You're being very kind :)

Regardless of the situation. No matter the circumstance, the Radiant Order shall endure! The climb may be arduous and long, and the horse elves may be numerous and scary... but rest assured, we shall ride to victory! The creed of the order is that of sacred toil. It is not called 'toil' because it is easy! Nay, friends! In the marathon of life, one must strive!

And strive, we shall.
This message was last edited by the player at 00:55, Sat 08 May 2021.
Annwyn
player, 324 posts
Sat 8 May 2021
at 01:00
  • msg #284

Re: Starting positions

We choose to do these things not because they are easy but because they are hard!
Moss Rock Confederation
player, 17 posts
Sat 8 May 2021
at 01:03
  • msg #285

Re: Starting positions

In reply to Dagrnun Stratocracy (msg # 279):

Well at least somebody might be willing to trade us weapons here out on the ragged eastern frontier!
Leyla, The Forest of Witches
player, 413 posts
Sat 8 May 2021
at 01:04
  • msg #286

Re: Starting positions

In reply to Radiant Order (msg # 283):

I try to be nice. Until I feel feisty and turn people into toads and such. :)

But yeah...I just wanted to try pointing out some of the positives you have going on. smaller starting out, but a lot of power and economy concentrated in that small area.
Dagrnun Stratocracy
player, 4 posts
Sat 8 May 2021
at 01:06
  • msg #287

Re: Starting positions

In reply to Moss Rock Confederation (msg # 285):

I kill things for gold... :-)
Frost Elves
player, 24 posts
Sat 8 May 2021
at 02:41
  • msg #288

Re: Starting positions

Well, I am in the same place as I was on the test map. Opposite problem of the radiant order, lots of population and territory, no military. I know my first turn! Haha. Infrastructure and defense.

Close to fellow elves and halflings is nice though. But don't see a lot of things we need in trade. However, we have lots of furs and copper and blubber to trade to you.

My "Cities" are Greengate and Ice Bay.

Man, my brain is buzzing and I just want to sink my teeth into it!
Insula Isole
player, 37 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 8 May 2021
at 05:19
  • msg #289

Re: Starting positions

Then begin negotiating with your neighbours and writing your first turn presumably to general orders. All you can do for now.

I'd like to know who the elves NE of Annwyn are and the mountain folk North of me. Also the folks close to Bex.

I think that's all the neighbours I haven't spoken to yet.
Frost Elves
player, 25 posts
Sat 8 May 2021
at 05:43
  • msg #290

Re: Starting positions

Insula Isole:
Then begin negotiating with your neighbours and writing your first turn presumably to general orders. All you can do for now.

I'd like to know who the elves NE of Annwyn are and the mountain folk North of me. Also the folks close to Bex.

I think that's all the neighbours I haven't spoken to yet.


Eroan and Free Holds respectively.

Anyone know who owns Crownhold?
This message was last edited by the player at 05:54, Sat 08 May 2021.
Lyshart Empire
player, 75 posts
Sat 8 May 2021
at 11:57
  • msg #291

Re: Starting positions

I own Crownhold. I've been a bit busy this week, but will be able to sit down tomorrow and really deal with things. Stoked to start this!
Insula Isole
player, 38 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 8 May 2021
at 22:56
  • msg #292

Re: Starting positions

How long do we get to negotiate and to make our moves?
Annwyn
player, 325 posts
Sat 8 May 2021
at 23:35
  • msg #293

Re: Starting positions

I don't know if we're starting yet or if things are finalized. I don't think they are, and I don't think we are. I'm waiting for a confirmation from our GM that it's "go time" before I actually make any decisions or send any messages "in character."
General Operations
GM, 792 posts
Sat 8 May 2021
at 23:46
  • msg #294

Re: Starting positions

In reply to Annwyn (msg # 293):

Though some of you still have questions it is go time.
Remember the economic stuff only happens once per year. This is spring year one, so you can submit only military and hero moves and do everything else in a later season.
Annwyn
player, 326 posts
Sat 8 May 2021
at 23:50
  • msg #295

Re: Starting positions

When does the economic stuff happen though?
Radiant Order
player, 31 posts
Light, Order, Forge
Devout, Productive
Sun 9 May 2021
at 00:06
  • msg #296

Re: Starting positions

Yeah, I guess I misunderstood that point. Here I am making plans, assuming I can build stuff that I can't actually build XD
Federated Sons
player, 9 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sun 9 May 2021
at 00:47
  • msg #297

Re: Starting positions

The difference in turns is not really spelled out in the rules.  It appears that we can move and attack 4 times before getting an economic turn.  Does a round of income happen before we spend?  Can I expect more income before building units (at a new tax rate, if applicable)? What is an actual order of execution?
Leyla, The Forest of Witches
player, 414 posts
Sun 9 May 2021
at 02:58
  • msg #298

Re: Starting positions

The turn stuff is confusing, and makes no sense.

If I want to start building something, does this mean I have to wait a whole YEAR in game to do so, and to initiate anything else another YEAR? That seems...weird and I wanted to ask if I was understanding things properly?

And how do we submit "moves?" In a PM top you or something GM?
This message was last edited by the player at 02:59, Sun 09 May 2021.
Frost Elves
player, 26 posts
Sun 9 May 2021
at 04:12
  • msg #299

Re: Starting positions

Now, now, they only said we cannot build in Spring. Perhaps this is a turn one thing or a Spring thing.

I am getting this image. Each turn is a year. But turns are broken down into seasonal things.

Now, I am a bit perturbed as I have no military units to move and threatening mobs on my borders, but attacking first pass wasn't my plan. Still, upsetting to have undefended borders.

Yes, and where do we post these turns? PMS?
Federated Sons
player, 10 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sun 9 May 2021
at 04:18
  • msg #300

Re: Starting positions

Without technology the  game year is actually fast for constrction time.  I just hwvn't read any posts about multiple seasons for troop actions.t changes what my  actions are.

I figured turn orders where to be submitted by PM.
Frost Elves
player, 27 posts
Sun 9 May 2021
at 04:25
  • msg #301

Re: Starting positions

Well that is a bummer. I was hoping for a place to post narrative descriptions of my turns! I didn't just want to push numbers on a spreadsheet here. I can play civ6 if I wanted to do that.
Moss Rock Confederation
player, 18 posts
Sun 9 May 2021
at 04:28
  • msg #302

Re: Starting positions

Yeah, I was hoping for some more narrative and storytelling as well Frosty.

Hopefully we can fit it in somewhere.
Annwyn
player, 327 posts
Sun 9 May 2021
at 04:28
  • msg #303

Re: Starting positions

I think the confusion comes from the ambiguity; can we only collect money and order constructions at one specific time of year?
Federated Sons
player, 11 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sun 9 May 2021
at 04:42
  • msg #304

Re: Starting positions

Once the turn is processed I wanted to post my actions publicly.  I did not want to post and have players react based on OOC knowledge.  Perhaps we can have a separate IC thread to post to.
Mons Imperium
player, 8 posts
Forge, War, Order
Engineering, Specialist
Sun 9 May 2021
at 04:48
  • msg #305

Re: Starting positions

I think part of the confusion is that Seasonal and Annual Turns are both "Turns". When the rules or correspondence says "next turn", the question that arises is "which one?". Why not we borrow D&D terms and call a Season a "Round" and a year a "Turn" so that things can be clearer somewhat.

Perhaps the GM can make threads for each Nation? We can add our orders in a private line to the GM on top so that the GM can easily see what we want to do. The rest of the post can be for RP. Perhaps each thread can be open to all PCs so that we can roleplay diplomacy as well as combined operations where two or more nations come together to fight a common threat.

I believe that this will streamline things a bit as opposed to the GM having to shift through all the PMs to find our latest orders for our nations. Diplomacy, trade and even just natter could clog the PM system after all. In threads I think it will be neater and more consistent so that our GM can cut down on the workload. When the GM replies to us, it can also mostly be in Private Line with some text for flavour.
Frost Elves
player, 28 posts
Sun 9 May 2021
at 04:51
  • msg #306

Re: Starting positions

Mons Imperium:
I think part of the confusion is that Seasonal and Annual Turns are both "Turns". When the rules or correspondence says "next turn", the question that arises is "which one?". Why not we borrow D&D terms and call a Season a "Round" and a year a "Turn" so that things can be clearer somewhat.

Perhaps the GM can make threads for each Nation? We can add our orders in a private line to the GM on top so that the GM can easily see what we want to do. The rest of the post can be for RP. Perhaps each thread can be open to all PCs so that we can roleplay diplomacy as well as combined operations where two or more nations come together to fight a common threat.

I believe that this will streamline things a bit as opposed to the GM having to shift through all the PMs to find our latest orders for our nations. Diplomacy, trade and even just natter could clog the PM system after all. In threads I think it will be neater and more consistent so that our GM can cut down on the workload. When the GM replies to us, it can also mostly be in Private Line with some text for flavour.


+1
Leyla, The Forest of Witches
player, 415 posts
Sun 9 May 2021
at 05:42
  • msg #307

Re: Starting positions

I agree! We need a system that won't cause the GM to have a stroke just trying to sort through all the turn instructions from each player. LOL!

GM? HOW exactly do you want us taking turns, and HOW should we submit our instructions?
This message was last edited by the player at 05:52, Sun 09 May 2021.
Insula Isole
player, 39 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sun 9 May 2021
at 07:32
  • msg #308

Re: Starting positions

Ah. I had not understood the way the rules work..
So.. Spring turn, we can move, fight, explore and make diplomatic actions. This changes everything.
Lyshart Empire
player, 76 posts
Sun 9 May 2021
at 09:36
  • msg #309

Re: Starting positions

I am also slightly confused! Will give the GM a day or two to respond to the questions posed here before I give my turn orders.
Ma'hellas
player, 3 posts
Sun 9 May 2021
at 11:11
  • msg #310

Re: Starting positions

I agree with other the rules are quite confusing about game mechanics. As examples:

  1. Can we build units before starting? E.g. I don’t have any engineers, so I’m very limited in what I can build right now
  2. All references to ship movements/actions are by sectors, but if a sector has been defined I have not found it…
  3. How do units move? Do I just say “unit x moves to hex Y” ir I must specify which hexes do they move?
  4. How do heroes move? I have not found how many movement points they have, just that they use 2 of them for diplomatic actions…
  5. What about settlers? Do I send them to a hex and order them to settle to form a new town (having freedom as one of my domains, rules seem to hint they will go wherever they want and settle there, regardless my intent)?
  6. To build a diplomatic mission on another player’s capital, should  I just say it (and pay for it, of course) and if the other player agrees then it will be build, or must  I do something else?
  7. As per trade routes, it must only be specified (by both players) to have them built (e.g. X and me establish a trade route from capital to capital to exchange those products)?
  8. Also about trade routes, I’ve been told by another player that they can extend 4 hexes by sea (8 if a ship is devoted to them), but I see nothing In the rules
  9.   Can a trade pot be built in another player’s city? If so, I understand you must send an engineer and build it, right?
  10. According rules (section 6) A string of trading posts may be used to create a long overland trade route. Can they also create long sea trade routes?


And be sure many more will come...
Insula Isole
player, 40 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sun 9 May 2021
at 11:44
  • msg #311

Re: Starting positions

Ma'hellas:
I agree with other the rules are quite confusing about game mechanics. As examples:

    [1] Can we build units before starting? E.g. I don’t have any engineers, so I’m very limited in what I can build right now
    [2] All references to ship movements/actions are by sectors, but if a sector has been defined I have not found it…
    [3] How do units move? Do I just say “unit x moves to hex Y” ir I must specify which hexes do they move?
    [4] How do heroes move? I have not found how many movement points they have, just that they use 2 of them for diplomatic actions…
    [5] What about settlers? Do I send them to a hex and order them to settle to form a new town (having freedom as one of my domains, rules seem to hint they will go wherever they want and settle there, regardless my intent)?
    [6] To build a diplomatic mission on another player’s capital, should  I just say it (and pay for it, of course) and if the other player agrees then it will be build, or must  I do something else?
    [7] As per trade routes, it must only be specified (by both players) to have them built (e.g. X and me establish a trade route from capital to capital to exchange those products)?
    [8] Also about trade routes, I’ve been told by another player that they can extend 4 hexes by sea (8 if a ship is devoted to them), but I see nothing In the rules
    [9]  Can a trade pot be built in another player’s city? If so, I understand you must send an engineer and build it, right?
    [10] According rules (section 6) A string of trading posts may be used to create a long overland trade route. Can they also create long sea trade routes?


And be sure many more will come...

1)  Doesn't look like it.
2)  Rules message #7 at the bottom (Ocean sectors are 12 hexes, River hexes and coastal sectors are 16 sectors, ships only 8 hexes in rivers)
3)  They go to x  (unless they're riverine, coastal or naval, that's 1 or 2 hexes away)
4)  Dunno.  I've been sending mine via ship
5)  I'm assuming you send them to hex x and then they settle on the end of year turn but I may be wrong.
6)  Why would you want to do this?  We can have diplomatic relations with other players without having to build a mission.
7)  Yep
8)  Rules message #8
9)  see 6 above
10) I assume so.
Insula Isole
player, 41 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sun 9 May 2021
at 11:46
  • msg #312

Re: Starting positions

I've sent GM revised spring orders.  Earlier diplomatic message to some NPC gnomes, still stands I think?
Frost Elves
player, 29 posts
Sun 9 May 2021
at 11:48
  • msg #313

Re: Starting positions

Ma'hellas:
I agree with other the rules are quite confusing about game mechanics. As examples:

  1. Can we build units before starting? E.g. I don’t have any engineers, so I’m very limited in what I can build right now
  2. All references to ship movements/actions are by sectors, but if a sector has been defined I have not found it…
  3. How do units move? Do I just say “unit x moves to hex Y” ir I must specify which hexes do they move?
  4. How do heroes move? I have not found how many movement points they have, just that they use 2 of them for diplomatic actions…
  5. What about settlers? Do I send them to a hex and order them to settle to form a new town (having freedom as one of my domains, rules seem to hint they will go wherever they want and settle there, regardless my intent)?
  6. To build a diplomatic mission on another player’s capital, should  I just say it (and pay for it, of course) and if the other player agrees then it will be build, or must  I do something else?
  7. As per trade routes, it must only be specified (by both players) to have them built (e.g. X and me establish a trade route from capital to capital to exchange those products)?
  8. Also about trade routes, I’ve been told by another player that they can extend 4 hexes by sea (8 if a ship is devoted to them), but I see nothing In the rules
  9.   Can a trade pot be built in another player’s city? If so, I understand you must send an engineer and build it, right?
  10. According rules (section 6) A string of trading posts may be used to create a long overland trade route. Can they also create long sea trade routes?


And be sure many more will come...


@1 - don't think engineers are required, you just operate with a skill of ) by the build cost chart.

@2 - Rules seem to indicate that a destination is all that's required but more specific details about route will help you. I.E. if you specify a path, you might notice something on that path. If not, the GM picks the path and what you notice is set by that.

@3 - hero momvent was indicated to be based on troop movement of a similar style. Fighters move like infantry, knights move like cavalry, rangers move like scoust, etc.

TO the rest, no idea off the top of my head.
Mons Imperium
player, 9 posts
Forge, War, Order
Engineering, Specialist
Sun 9 May 2021
at 12:08
  • msg #314

Re: Starting positions

Ma'hellas:
I agree with other the rules are quite confusing about game mechanics. As examples:

  1. Can we build units before starting? E.g. I don’t have any engineers, so I’m very limited in what I can build right now
  2. All references to ship movements/actions are by sectors, but if a sector has been defined I have not found it…
  3. How do units move? Do I just say “unit x moves to hex Y” ir I must specify which hexes do they move?
  4. How do heroes move? I have not found how many movement points they have, just that they use 2 of them for diplomatic actions…
  5. What about settlers? Do I send them to a hex and order them to settle to form a new town (having freedom as one of my domains, rules seem to hint they will go wherever they want and settle there, regardless my intent)?
  6. To build a diplomatic mission on another player’s capital, should  I just say it (and pay for it, of course) and if the other player agrees then it will be build, or must  I do something else?
  7. As per trade routes, it must only be specified (by both players) to have them built (e.g. X and me establish a trade route from capital to capital to exchange those products)?
  8. Also about trade routes, I’ve been told by another player that they can extend 4 hexes by sea (8 if a ship is devoted to them), but I see nothing In the rules
  9.   Can a trade pot be built in another player’s city? If so, I understand you must send an engineer and build it, right?
  10. According rules (section 6) A string of trading posts may be used to create a long overland trade route. Can they also create long sea trade routes?


And be sure many more will come...


I will just comment on the Engineer aspect since others have more than adequately answered the rest and believe you me, I read the Construction Rules quite thoroughly. ;)

quote:
From the Rules section on Construction

"Within Cities Only:   Fortifications, Culture, and Commerce.  These increase, respectively, the defensive value of the city (fortifications) the glory, beauty and happiness of the city (culture) and the economy of the city (commerce).

The cost to build these things is on the construction table, in the Tables thread.

Within or adjacent to cities you can build without having an engineer unit present.  Otherwise you need an Engineer.

An Engineer can build at any distance but must have Continuity.  You can even have your engineer operate in foreign territories."


Basically you can build city improvements without an Engineer. To build other things like roads, trade posts, outposts and the like, you will need one. Unlike Civ it does not seem like they will travel around the map as a unit as they can build at any distance (I guess a year is more than long enough to get there and back) so long as you have Continuity. You can even build in other people's territories assuming they let you, you have a road back to your territory or a connected sea port nearby. Surprise outposts bristling with fortifications are the kind of thing a sneaky gitz would do just to distract you from theyz real army...

Also here is a suggestion. How about a dedicated Q&A thread so that the GM can just point people to the pertinent post if someone asks the same question.
This message was last edited by the player at 12:12, Sun 09 May 2021.
Ma'hellas
player, 4 posts
Sun 9 May 2021
at 12:26
  • msg #315

Re: Starting positions

First of all ,thanks for you prompt response, but I see there are some of the question neither you know...

Insula Isole:
2)  Rules message #7 at the bottom (Ocean sectors are 12 hexes, River hexes and coastal sectors are 16 sectors, ships only 8 hexes in rivers).

But this means, to give an example, that if a ship acting from Port Matan is within a single sector if acting at 6 hexes radius (so Port Matan would be the center of those 12 hexes across sectors), that it may act on 1 sector anyway while the maximum distance among acting hexes is 12, or the sectors are fixed?

I  know little about graphics, but if not too difficult (the GM seems quite good on that), maybe it would be easier if sectors were fixed and marked on the maps (e.g. with boldened hexsides)

Insula Isole:
6)  Why would you want to do this?  We can have diplomatic relations with other players without having to build a mission.
(…)
9)  see 6 above

About your question, a diplomatic misión also act as Trading post, but without the need for engineers (that I don't have) , and a trading post (according chapter 5, paragraphs 4 and 5) may be quite beneficial…

Insula Isole:
8)  Rules message #8

This is about Contiuity, not about trade routes… I don’t find anywhere that trade routes are only at continuity range, nor that a sip only extends it to 8 hexes…

As per rules (or at least as I understand them), I could establish (to give an example) a Trading post (by sending an engineer) at hex 1443 (to say a very distant location) and keep it In contiuity from Port Matan by dedicating a ship to it (not sure if this dedication should be exclusive, the same ship might be used for several such distant trade posts/units or it might even combine this action with others) so keeping trade with it…

Frost Elves:
@1 - don't think engineers are required, you just operate with a skill of ) by the build cost chart.

Depending on what do you want to build. You can build roads adjacent to a city of yours without them (at quite higher cost), but not, to give an example, a Trading Post.

Being a maritime nation, roads are quite secondary for Ma'hellas, but being a trading nation too, Trading Posts are not

Mons Imperium:
Basically you can build city improvements without an Engineer. To build other things like roads, trade posts, outposts and the like, you will need one.

And can those be build on seasonal turns, or just in the Annual (economic) one?

Mons Imperium:
Unlike Civ it does not seem like they will travel around the map as a unit as they can build at any distance (I guess a year is more than long enough to get there and back) so long as you have Continuity. You can even build in other people's territories assuming they let you, you have a road back to your territory or a connected sea port nearby. Surprise outposts bristling with fortifications are the kind of thing a sneaky gitz would do just to distract you from theyz real army...

Well, I assumed the Engineers must be where they build something, but,as you say, it’s not specified in the rules, so it was more my assumption than anything else..

Mons Imperium:
Also here is a suggestion. How about a dedicated Q&A thread so that the GM can just point people to the pertinent post if someone asks the same question.

A very strongly supported suggestion
Federated Sons
player, 12 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sun 9 May 2021
at 14:09
  • msg #316

Re: Starting positions

Question:

11) Do my cities have "Trading posts and Baggage" in them?  The rules state that my trading posts can be used by others if I allow it.  I want to use my cities to link two players on either side of my continuity zone to allow them to trade, so I am trying to see if they need one diplomatic mission, two at either end of the chain, or one every 8 hexes of movement (which would require less and less posts as roads were built).
Frost Elves
player, 30 posts
Sun 9 May 2021
at 14:15
  • msg #317

Re: Starting positions

Hehe, I think we are starting to sort our own questions. This is good.

@2 - Not sure what is being debated as far as question 2. Trying to establish Sectors? I think sectors are relative to the ship. Sectors are being used, rather than hexes, to capture the HIGH maneuverability of ships. Thus, using the ship's home port, you count sectors when moving ships not hexes. You count hexes to count sectors.

quote:
Ships are so mobile given the season long turns that they can reach almost anywhere. They are assigned to a port, and also given a sector in which they operate in.  They are given a number of actions depending on the distance.  A standard ship in its home port sector has


This incomplete sentence may be the issue as I think it intended to list a ship's movement. My guess only. Anyway, Unlike units on  the land map that count hexes when using their movement scores, Ships count sectors. That's how I understand it. A nice way to use a single set of stats to capture two forms of movement.

@Building - This is complex. I've been rereading and rereading the rules. They are a bit scattered about. The key words are there though if you have a brain like mine. Something like this? To build in a city or adjacent to a city, you do not need an engineer only continuity. Basically, an ability to direct workers to the task. They function at 0 skill. So if you wanted to build a trading post/diplomatic mission in Moot, alright as it is within continuity of Port Olphar. However, if you wanted to build a trading post in Bex, not possible as it is far outside your continuity. You could build a diplomatic mission within the city if you had permission, as those don't require continuity and you are building in a settlement. The rules say nothing about having to won the settlement where you build. A settlement just provides a ready pool of workers to... uh.. do the work with no skill. You pay the cost and it appears. However, if you wanted a trading post, then you need to build a string of them at internals equal to continuity.

quote:
A string of trading posts may be used to create a long overland trade route.


Thus, I expect trading posts will eventually pop up along roads as we slowly connect ourselves (roads allowing continuity to stretch further in each interval.). A trading post extends your continuity but does not extend your influence beyond that. Having just read this, outposts seem far, far more interesting to me now as well. The other problem is, building things away from your settlements requires an engineer. And those require protection. An incentive for some to work together to build a system of trading posts/roads as trading posts, but not outposts, can share a hex with other trading posts.

Note - Having the nomads quality is proving super nice here as... duh duh duhhhh.. I can ignore continuity! Hah! I was wondering what good it was going to do me other than making me rich and having no bloody military.

As for when we can build, that is not stated in the rules as the rules of seasons/turns seems to need an update.

Note 2 - Yes, it seems that settlers are a bit hard to direct especially for you freedom loving types. Seems that you can, as a player, give the area you want the settlers to settle as part of your turn orders, but the GM will have them follow to a greater or lesser extent your directive based on the resources in the area and your nation's traits. ORdering settler to establish a settlement in the middle of a desert seems like it wouldn't work very well. That's what outposts are for.

quote:
For some nations, the leaders will be able to direct settlement.  Others, such as those who embraced Freedom as an attribute, where they go, they go.


@ Federated Sons - I wouldn't think so. You'd need to build them. Per what I said above, you'd need one every "8 hexes of movement." I don't think cities start with them. And building diplomatic missions is not possible in your own cities or non-capitol cities as per the rules. They can only be built in foreign capitols, I think. That would be how you link them via land routes. Ocean routes would be a different barrel of fish.
This message was last edited by the player at 14:16, Sun 09 May 2021.
Ma'hellas
player, 5 posts
Sun 9 May 2021
at 14:49
  • msg #318

Re: Starting positions

Frost Elves:
Hehe, I think we are starting to sort our own questions. This is good.


As long as the GM agrees with what we understand, yes, it is, but if not, it can be a problem...

Frost Elves:
@2 - Not sure what is being debated as far as question 2. Trying to establish Sectors? I think sectors are relative to the ship. Sectors are being used, rather than hexes, to capture the HIGH maneuverability of ships. Thus, using the ship's home port, you count sectors when moving ships not hexes. You count hexes to count sectors.

quote:
Ships are so mobile given the season long turns that they can reach almost anywhere. They are assigned to a port, and also given a sector in which they operate in.  They are given a number of actions depending on the distance.  A standard ship in its home port sector has


This incomplete sentence may be the issue as I think it intended to list a ship's movement. My guess only. Anyway, Unlike units on  the land map that count hexes when using their movement scores, Ships count sectors. That's how I understand it. A nice way to use a single set of stats to capture two forms of movement.


I mean to divide th esea into sectors, so that the yare fixed (as in Word in Flames Wargame, if you know it). Otherwise, my sector may not coincide with yours, and I guess this may bring trouble...

See also that in many instances th eship actions are told about, but if there's a limit, I have not found it (I guess it was on the missing part you say)...

Frost Elves:
@Building - This is complex. I've been rereading and rereading the rules. They are a bit scattered about. The key words are there though if you have a brain like mine. Something like this? To build in a city or adjacent to a city, you do not need an engineer only continuity. Basically, an ability to direct workers to the task. They function at 0 skill. So if you wanted to build a trading post/diplomatic mission in Moot, alright as it is within continuity of Port Olphar. However, if you wanted to build a trading post in Bex, not possible as it is far outside your continuity. You could build a diplomatic mission within the city if you had permission, as those don't require continuity and you are building in a settlement. The rules say nothing about having to won the settlement where you build. A settlement just provides a ready pool of workers to... uh.. do the work with no skill. You pay the cost and it appears. However, if you wanted a trading post, then you need to build a string of them at internals equal to continuity.


If contiunity is the key here, I could build an outpost at any coastal hex, as according chapter 8:

quote:
Any port can trace Continuity over 4 hexes for free.  Beyond this requires a ship.  This takes one of the ship's actions each season.  Thus, if you have an outpost on the far side of the game, you may  need to commit a ship just to keep it connected to the rest of your nation!


So, as long as I dedícate a ship action (see above about this term), I can keep contiunity at any coast hex.

But to build without engineers, one can only in a city or adjacent to it, WIth engineers, should they move to the place to build? I assumed yes (and sos they may be attacked while building, to give an example), but it's true the rules don't specify it...



Frost Elves:
Note 2 - Yes, it seems that settlers are a bit hard to direct especially for you freedom loving types. Seems that you can, as a player, give the area you want the settlers to settle as part of your turn orders, but the GM will have them follow to a greater or lesser extent your directive based on the resources in the area and your nation's traits. ORdering settler to establish a settlement in the middle of a desert seems like it wouldn't work very well. That's what outposts are for.

For some nations, the leaders will be able to direct settlement.  Others, such as those who embraced Freedom as an attribute, where they go, they go.



But if I cannot build an outpost to make more attractive the zone to be settled (as I don't have engineers, and my intent is not adjacent to any city of mine) , and my settles will either add one pop into a city or form a settlement at the end of the  year (so before I can build them), that means I cannot direct them, and that makes freedom more a hindrance tan anything else, and I guess Domains and Spacilties should be more advantages tan hindrances...
Moss Rock Confederation
player, 19 posts
Sun 9 May 2021
at 14:53
  • msg #319

Re: Starting positions

I can only assume that the GM will balance Freedom in other ways.

Exploring hexes for "free", taking an active hand in their own defense. Maybe setting up the occasional free trade post or a free hex of road on occasion.

Maybe not exactly where you want it, but things along those lines.
Leyla, The Forest of Witches
player, 416 posts
Sun 9 May 2021
at 14:58
  • msg #320

Re: Starting positions

I think diplomatic missions are purely cosmetic for player on player diplomacy. I think actually building a mission is only required with NPCs if you don't have a diplomat. Diplomats are also for NPCs only. Players are self contained in their mutual diplomacy.
Frost Elves
player, 31 posts
Sun 9 May 2021
at 16:07
  • msg #321

Re: Starting positions

Diplomatic missions in PC cities are tricky. It would depend on the situation. Well, from a purely stats point of view. However, it does still count as a trading post in a chain of trading posts if that is your goal.

On the other hand, from an RP perspective... you want good relations with my faction, please be so kind as to actually establish such a presence. That may be some people's perspectives; it will be mine. I do sorely hope this is not just pushing numbers on spreadsheets for folks. I, for one, will not actually act on any negotiations if there is no believable way your nation and mine are interacting in the game world.

@Ma'Hellas - yes. As long as you have continuity and the ability to build at that location, you can create that outpost. As long as you maintain continuity, that outpost remains yours. What happens if continuity is broken, I don't know. The rules are also unclear as to how enemy continuity might affect your continuity. For example, gobbos or wandering monsters standing between two trading posts might disrupt the connect and break the chain. That is something you'd only be able to learn IC as the effects of wandering monsters depends on the whims of the monsters. Your continuity crosses continuity with a PC nation you are fighting... what happens? Whoever builds an outpost there breaks the others' continuity. Most of these issues are ones I look forward to learning in the game.
Moss Rock Confederation
player, 20 posts
Sun 9 May 2021
at 16:15
  • msg #322

Re: Starting positions

Frost Elves:
I, for one, will not actually act on any negotiations if there is no believable way your nation and mine are interacting in the game world.


With you there Frosty. I have reached out to immediate neighbors in character and that's it at the moment.
Leyla, The Forest of Witches
player, 417 posts
Sun 9 May 2021
at 17:02
  • msg #323

Re: Starting positions

I myself have only been speaking with a single kingdom that's right near my continuity which I think is sensible. Especially since witches have brooms. :)
General Operations
GM, 793 posts
Sun 9 May 2021
at 17:22
  • msg #324

Re: Starting positions

Annual Turns: everything economic.
Seasonal turns: movement and diplomacy.
You can do the annual turn at any time, which means you could produce an engineer, move it and use it in the same year.
Frost Elves
player, 32 posts
Sun 9 May 2021
at 17:25
  • msg #325

Re: Starting positions

General Operations:
Annual Turns: everything economic.
Seasonal turns: movement and diplomacy.
You can do the annual turn at any time, which means you could produce an engineer, move it and use it in the same year.


Ahhhh....

And, how and where did you want these turns? Also, an RP thread?
Ma'hellas
player, 6 posts
Sun 9 May 2021
at 17:34
  • msg #326

Re: Starting positions

Leyla, The Forest of Witches:
I think diplomatic missions are purely cosmetic for player on player diplomacy. I think actually building a mission is only required with NPCs if you don't have a diplomat. Diplomats are also for NPCs only. Players are self contained in their mutual diplomacy.

While I agree with the Frost Elves about the RPG part ,even from a more practical part, and Ambassy (diplomatic post) in a foreign capital may be useful, as it als ocoutns as a trading post, and that not only increases your contiuity for trading (somethin it seems not needed for sea trade), but also (chapter 5):
quote:
If you place a Trading Post near an NPC or even another player nation, things could occur on a "trader to trader" basis without needing a formal treaty.  This is especially true, virtually automatic, if each side has products the other does not.  If you need wine and put a trading post near a wine producing nation, PC or NPC, a flow of wine will likely begin.

 Trading Posts can bring in money even without an exchange of resources.  It is simply assumed in this case that other goods and services are being exchanged.  The benefits will usually be lower, however, "miscellaneous" trade with a wealthy state can be more lucrative than a resource exchange with a poor one.

So, this diplomatic post may well pay off in trade

Frost Elves:
I, for one, will not actually act on any negotiations if there is no believable way your nation and mine are interacting in the game world.

But, as you ahve prots, any sea trading nation may have a believable way to interact with you. You're unlikely to interact with Mons imperium (no offense, just as it's far and landlocked), but not so unlikely to interact with Ma'hellas for sea trade.

Even in the middle ages (I guess the current technology) there were long trade routes, mostly sea ones.
Ma'hellas
player, 7 posts
Sun 9 May 2021
at 17:42
  • msg #327

Re: Starting positions

General Operations:
Annual Turns: everything economic.
Seasonal turns: movement and diplomacy.

OK. Even so, the idea to call them differently (be it turns/rouns as someone suggested, or simply year/season) would avoid confusión...


General Operations:
You can do the annual turn at any time, which means you could produce an engineer, move it and use it in the same year.

So, could I this same Spring buy an Engineer, send it to where I want to establish a town, build an outpost there, and latter in the year send there the settlers in hope they will turn the outpost into a new town?

Also, to build a diplomatic post in a neutral city, should I send a hero and make a diplomatic action to build it?
Eosian Theocracy
player, 343 posts
Sun 9 May 2021
at 17:55
  • msg #328

Re: Starting positions

You need a Hero with a Diplomat skill, I believe
Eroan
player, 11 posts
Eroan Elves
Arcana, Light, Luck
Sun 9 May 2021
at 20:34
  • msg #329

Re: Starting positions

As an aside as well, who was it that controlled High Hold? Seeing them as my neighbors to the northeast so wanted to verify. :)
Radiant Order
player, 32 posts
Light, Order, Forge
Devout, Productive
Sun 9 May 2021
at 20:41
  • msg #330

Re: Starting positions

In reply to Eroan (msg # 329):

Those are The Free Holds
Annwyn
player, 328 posts
Sun 9 May 2021
at 20:48
  • msg #331

Re: Starting positions

Since we're officially started and info is nailed down, I've added a description for Annwyn.

My traits are:

Domains: Arcana, Beauty, Faerie
Traits: Diverse, Dynasty
Race: Faerie
The Infinite Collegium
player, 14 posts
Sun 9 May 2021
at 20:56
  • msg #332

Re: Starting positions

Suggestion: Put your city names/capitol in your description so that you are easier to find.
Eosian Theocracy
player, 344 posts
Sun 9 May 2021
at 21:05
  • msg #333

Re: Starting positions

Done so, together with names and pronouns for my heroes, exports and - hopefully - a little flavour
Bex
player, 44 posts
City, Prosperity
Engineers, Traders, Urban
Sun 9 May 2021
at 21:07
  • msg #334

Re: Starting positions

The Infinite Collegium:
Suggestion: Put your city names/capitol in your description so that you are easier to find.

Upside to having a one city nation and naming them the same thing ;)
Annwyn
player, 329 posts
Sun 9 May 2021
at 21:12
  • msg #335

Re: Starting positions

Good suggestion!
Insula Isole
player, 42 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sun 9 May 2021
at 21:20
  • msg #336

Re: Starting positions

Consider it done.  Our capital is Isole of course.
Lurker 308
Lurker, 152 posts
Deity of Arcane & Travel
Power through knowledge
Sun 9 May 2021
at 22:04
  • msg #337

Re: Starting positions

I really need to retire soon so I can start playing games like this and others again.
The Free Holds
player, 5 posts
Disorganized
Not Dysfunctional
Sun 9 May 2021
at 22:42
  • msg #338

Re: Starting positions

Been looking for a bit, but haven't seen a legend for the maps. I'm trying to figure out the continuity for my lands, but not sure what exactly the terrain around me is.
Leyla, The Forest of Witches
player, 418 posts
Sun 9 May 2021
at 22:48
  • msg #339

Re: Starting positions

The Free Holds:
Been looking for a bit, but haven't seen a legend for the maps. I'm trying to figure out the continuity for my lands, but not sure what exactly the terrain around me is.

Look in the bottom of the tables thread that is extremely helpful. And then actually in the tables thread I believe are the movements for races as well. Continuity is always calculated off of each movement points. For example if you're in the woods and are an elf we only do points per wood hex cuz that's like what we're good at so we could do four but if we were doing wooded hills or Forest I mean that's four points so we could only do two hexes instead. Humans I think do three points per wooded hex so they could only do two wooded hexes.
The Free Holds
player, 6 posts
Disorganized
Not Dysfunctional
Sun 9 May 2021
at 23:03
  • msg #340

Re: Starting positions

Bueno. I am a bit colorblind, but I think I will be able to deal. Though some of the terrain like that on 64.16 that I don't see on the sample chart. I've got a lot of that nearby.
Radiant Order
player, 33 posts
Light, Order, Forge
Devout, Productive
Mon 10 May 2021
at 00:06
  • msg #341

Re: Starting positions

So... I submitted my turn. Hopefully the format is okay and I didn't make any mistakes.

I would like to say though, that like the others, I am definitely missing a roleplay element! There's been a little bit of it in some PM diplomacy, but I always feel like the lifeblood of these games are the stories we tell in more public spaces!
The Free Holds
player, 7 posts
Disorganized
Not Dysfunctional
Mon 10 May 2021
at 00:14
  • msg #342

Re: Starting positions

Are we submitting our turns now in PMs to the GM?
Insula Isole
player, 43 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 10 May 2021
at 00:27
  • msg #343

Re: Starting positions

I have, after much negotiating.
Frost Elves
player, 34 posts
Mon 10 May 2021
at 15:11
  • msg #344

Re: Starting positions

Very nice IC postings. Gives me a clear view of cultures and personalities.
Leyla, The Forest of Witches
player, 419 posts
Mon 10 May 2021
at 15:56
  • msg #345

Re: Starting positions

The Free Holds:
Are we submitting our turns now in PMs to the GM?

Do it via pm to the GM for now
Bex
player, 45 posts
City, Prosperity
Engineers, Traders, Urban
Mon 10 May 2021
at 18:52
  • msg #346

Re: Starting positions

I'm still confused about the Annual vs Season breakdown, and what happens in each.

If I say I want to build a road for example, that is an annual action? And won't get built until the start of the following year?

So what are seasons used for? Just unit movement?

As silly as it sounds, are there 4 seasons? As in Total War: Three Kingdoms, there are 5. And assumptions can make things go horribly wrong!

Is there any benefit to declaring annual actions early in a season?

And was the PC diplomatic mission to act as trading posts ever clarified?

As I thought I was getting a handle on things, and now I'm lost & confused.
Leyla, The Forest of Witches
player, 420 posts
Mon 10 May 2021
at 19:02
  • msg #347

Re: Starting positions

I admit it's all very hazy still and gm needs to update the turn rules to be ultra specific.

However my understanding is that you can take one annual turn per in-game year however you can do this at any time during one of the four seasons of that year. And that is for economic things and forgetting things built and changing your tax policy and stuff like that.

Seasonal turns involve unit movement, diplomacy, and I think doing certain things with units.

So I believe that you can initiate the building of something with say an engineer during one of your seasonal terms by moving them over to where they got to go hex wise. But that the completed project probably won't be available on the map until after those four seasons are done and your next year turn becomes available.

Now what is hazy for me especially is when you can produce a unit. Can you produce them seasonally and then move them out during a season? Or are they something that can only be built during annual turns?
Federated Sons
player, 13 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Mon 10 May 2021
at 19:06
  • msg #348

Re: Starting positions

The rules state Diplomatic Missions count as Trading posts and do not require Engineers to build.  Get stated permission in other PC's orders.  You will earn more trade income if you specify goods and amounts traded.

My orders are almost completed.  I need PM responses from Warakun and Free Holds.
Radiant Order
player, 34 posts
Light, Order, Forge
Devout, Productive
Mon 10 May 2021
at 19:16
  • msg #349

Re: Starting positions

I don't remember seeing the line about specifying amounts of stuff traded... I'm not even sure how to quantify the 'amounts' of what I even have to trade.

I've got three cities next to fish tiles, but only one city on my nation sheet shows fish as a resource, for example.

I just sort of muddled-through my turn submission.

It's also not totally clear to me how units move across bodies of water if the player doesn't have ships.
This message was last edited by the player at 19:17, Mon 10 May 2021.
Leyla, The Forest of Witches
player, 421 posts
Mon 10 May 2021
at 19:24
  • msg #350

Re: Starting positions

They may not be able to move across water normally that isn't a narrow river.

Your nation sheet should have icons of trade goods on it. That's what you have that year to produce and trade with.
Radiant Order
player, 35 posts
Light, Order, Forge
Devout, Productive
Mon 10 May 2021
at 19:29
  • msg #351

Re: Starting positions

Like I say though: I don't understand why only one city has fish resources, when all three of my cities are next to fish. So if I trade one fish, that means I have no fish?

So if I can't move across water that isn't a narrow river, does that mean that I have no way to move my units across the bay/lake to Riverford to defend it from Goblins unless I either send them all the way around through Eosia, or spend significant chunk of my yearly budget on buying a ship?
The Infinite Collegium
player, 16 posts
Mon 10 May 2021
at 19:35
  • msg #352

Re: Starting positions

Radiant Order:
I don't remember seeing the line about specifying amounts of stuff traded... I'm not even sure how to quantify the 'amounts' of what I even have to trade.

I've got three cities next to fish tiles, but only one city on my nation sheet shows fish as a resource, for example.


Da rules:
It does not show specific amounts being produced, nor does it show what is being manufactured in a city.  A single "Fish" symbol might appear near a city, while the city's entry on your Nation Sheet shows 2 Fish 1 Jewelry 1 Leather.  That is what you have to trade with.

The Nation Sheet entry always rules.  You might have local resources on the map that you don't see on your Nation Sheet.  In this case, the resource is simply not being used.  You might not have enough people, or your people might be gainfully employed doing other things and have neither desire nor need to work that resource.


There's also an advantage in just having trading posts, particularly between big cities, since there's going to be trade between them that isn't large enough to quantify


Da Rules:
Trading Posts can bring in money even without an exchange of resources.  It is simply assumed in this case that other goods and services are being exchanged.  The benefits will usually be lower, however, "miscellaneous" trade with a wealthy state can be more lucrative than a resource exchange with a poor one.


Of course, this leads to another question: what is the point of having these resources?

I have potions and magic stuff to trade... but I'm not sure why anyone would give me some of their valuable gold for them.

If there are affects 'under the hood' it makes it hard to evaluate if you should trade these items away for some theoretical other resource: you don't know if your benefit is going to be worth trading away the stuff you have, unless what's on your sheet represents a surplus only.




Note: There are a zillion rules to games like these, and they are constantly being written. I don't recommend freaking out too much if the rules seem a little wishy washy: we have a GM to interpret the results, so the rules don't have to be perfectly explained and balanced. Plus, this is a WIP.
Radiant Order
player, 36 posts
Light, Order, Forge
Devout, Productive
Mon 10 May 2021
at 19:38
  • msg #353

Re: Starting positions

In reply to The Infinite Collegium (msg # 352):

Thanks for that. I don't know why I didn't see those paragraphs.
Eosian Theocracy
player, 345 posts
Mon 10 May 2021
at 19:40
  • msg #354

Re: Starting positions

Very excited to see the first turn reports!
General Operations
GM, 795 posts
Mon 10 May 2021
at 19:47
  • msg #355

Re: Starting positions

The point to trading:

It is assumed your nation benefits from every imported resource.  It enhances the economy.
Leyla, The Forest of Witches
player, 422 posts
Mon 10 May 2021
at 19:57
  • msg #356

Re: Starting positions

In reply to The Infinite Collegium (msg # 352):

Correct I'm building an outpost to link continuity with an ally to enable trading do don't feel the need for a mission. But with NPCs and normal strings of trade posts that would help.

I am the foremost specialist in herbs and potions as I have a trait for it and I'm still trying to figure out what to do with him properly lol.
This message was last edited by the player at 19:59, Mon 10 May 2021.
Federated Sons
player, 14 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Mon 10 May 2021
at 20:05
  • msg #357

Re: Starting positions

The only reason I am building a diplomatic mission instead of a trading post is I don't have to send an engineer to the site.  I pay for it, the other player builds it.

As for a ship, if you need to send a unit across the water of a sea hex and you have no flying or swimming troops/leaders i think you will need one.  You can build a road over it for +3 cost with an engineer.

Yah, I need to build roads too.  Slightly different issue.


Note: I have an elephant resource but am not showing them on my nation sheet.  I appear to be using it for elephant troops and to improve labour.  I suspect each item does something.

Wow, that's a lot of goblins.
Annwyn
player, 330 posts
Capital: Ys
Mon 10 May 2021
at 20:16
  • msg #358

Re: Starting positions

I bet you're right! My people have silk and lace! Our dresses are by far the fanciest and prettiest. =3
Insula Isole
player, 45 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 10 May 2021
at 20:18
  • msg #359

Re: Starting positions

They are of a very beautifully woven material I must agree.
Leyla, The Forest of Witches
player, 423 posts
Mon 10 May 2021
at 20:25
  • msg #360

Re: Starting positions

I believe that just because you may be near a resource tile on the map doesn't mean you're necessarily harvesting from that tile. Your people might be doing something else like harvesting a different resource or you may not have the population available to harvest all available tiles.
The Free Holds
player, 8 posts
Disorganized
Not Dysfunctional
Mon 10 May 2021
at 20:55
  • msg #361

Re: Starting positions

I have a question about exploration -- should we assume that hexes already within one hex of our settlements have already been explored and the rest have not been explored, or is it only the hexes the cities are directly on that have already been explored?  Also, can hexes be explored more than once? Are we notified when a hex has been completely explored?
Insula Isole
player, 46 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 10 May 2021
at 21:03
  • msg #362

Re: Starting positions

I have one or two (I think it is two but it could be that one ship has a population of two in which case there is only one) units on my sheet that are not on the map.
Frost Elves
player, 35 posts
Tue 11 May 2021
at 02:28
  • msg #363

Re: Starting positions

Yes, it seems that having a resources listed on your sheet only means that your civ is harvesting it somewhere and it can be traded/utilized. I should also have duplicates of some resources, but don't. Yet I can still see the effect on those population's economies.

Annual turns are for taking in taxes and building. Seems restrictive on road building, but large infrastructure plans should be long-term things. Waiting to a certain season to collect taxes could be important if you are planning to ratify trade deals, harvest resources, or otherwise effect your income and wish to reap the higher tax rate.

I know I will probably be moving nomads closer to certain resources and establishing a trade route this annual turn, but I needed units built so I took in my taxes.
Ma'hellas
player, 8 posts
Tue 11 May 2021
at 02:58
  • msg #364

Re: Starting positions

Insula Isole:
I have one or two (I think it is two but it could be that one ship has a population of two in which case there is only one) units on my sheet that are not on the map.

I was told that garrisons and settles do not appear in the map until they leave their city...
Insula Isole
player, 47 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 11 May 2021
at 07:30
  • msg #365

Re: Starting positions

Ah.  Wasn't counting garrisons.
Lyshart Empire
player, 77 posts
Tue 11 May 2021
at 12:13
  • msg #366

Re: Starting positions

Small heads up that I'm like 2 weeks from graduating, so REALLY busy with irl atm. Kind of bad timing for the game to start for me, but just letting you guys know that I will be slow in responding to PMs and such.
Ma'hellas
player, 9 posts
Tue 11 May 2021
at 13:56
  • msg #367

Re: Starting positions

One posible errata in the maps:

as they overlap for some hexes, see that in hex 7433 on the SE map there's a fish, but it is not in the same hex in E map...
Annwyn
player, 331 posts
Capital: Ys
Tue 11 May 2021
at 13:57
  • msg #368

Re: Starting positions

Fish casts Blink! It's super effective!
The Infinite Collegium
player, 17 posts
Tue 11 May 2021
at 20:13
  • msg #369

Re: Starting positions

Silly Question

I'm assuming you need continuity to trade... how does trade work over the sea?

Can establish a diplomatic relation and trading post with a PC player on another map then to work out some sea trade if I have a ship?

Or does continuity need to be maintained? Would I have to devote a ship to that (very expensive if I do!) If I did so would it maintain only one trade route?
Eosian Theocracy
player, 346 posts
Tue 11 May 2021
at 20:21
  • msg #370

Re: Starting positions

You need Continuity, via a ship or other ports, but your own port of original has a sphere of influence before it needs to worry about Continuity of four water hexes, if i recall
Frost Elves
player, 36 posts
Wed 12 May 2021
at 02:44
  • msg #371

Re: Starting positions

Yes, all ports have a continuity of four water hexes. Beyond that, you must use a ship to travel to that port once per annual turn. So, if the port is close, it might only take the ship a season or two to make the trip and keep the trading post in continuity, leaving the ship the rest of the year for other things. But, if it take the ship more than two seasons to travel to the port, then it basically uses its entire year to maintain the trade relationship, yes. And that IS very expensive. Unless the trade relationship can maintain the ship as well as other units/ships.
Annwyn
player, 332 posts
Capital: Ys
Wed 12 May 2021
at 02:57
  • msg #372

Re: Starting positions

Holy crap, that boyar looks really awesome.
Warakan
player, 3 posts
Wed 12 May 2021
at 04:50
  • msg #373

Re: Starting positions

I apologize to those who have reached out to me, but I will be bowing out of this game. Good luck to everyone!
General Operations
GM, 796 posts
Thu 13 May 2021
at 00:59
  • msg #374

A consolidated Question Answering Post

The power ratings of all army units is alphabetical, with A being the best.

No one has an A!

or a b or a c...

But... certain units get special advantages.  Archers can be used against fortifications and flying opponents better than regular infantry.

You will find in the Tables thread a table called Heroes.  It gives the comparative abilities of magic users of different types.  It does not give all their abilities. Some are specific and terrain related.  Geomorphists in Mountain terrain, for example.

Light Dancers, you will note, are rated fair at most things, poor at stealth, Good at detection (they can Seek, but not Hide) and Good against magical or supernatural foes.


A ship does not need to be permanently assigned to a trade route over the sea.  Any two ports will do, once a trade treaty is made.  Your ships represent those in the service of the leaders, the average trade ships are just assumed to be there.  However... a ship might be needed to protect trade routes.
Annwyn
player, 333 posts
Capital: Ys
Thu 13 May 2021
at 20:18
  • msg #375

A consolidated Question Answering Post

*anticipatory quivering waiting for next turn*
Insula Isole
player, 49 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 13 May 2021
at 20:22
  • msg #376

A consolidated Question Answering Post

*frantic painting of portraits in an attempt to stave off the quivering*
Warakan
player, 4 posts
Thu 13 May 2021
at 20:44
  • msg #377

A consolidated Question Answering Post

Hello all! I'm taking over Warakan. As a welcome gift to you all, let me introduce this lovely little Random Name Generator I've found which lets you pick a mix and match of cultures and eras to filter the output with.

https://www.behindthename.com/random/

For example, the Warakan will be using it to generate names that come from African, Spanish, Ancient Greek, and Gothic-Industrial.

Just sent off an email to GenOps asking for some tweaks and clarifications, so I can't quite tell you much about who these people are yet that I'm in control of.

I can tell you that I'm in the cities of Warakan, Puerto Verde, and The Floating Market, in the NE Sector. If you're in the NE Sector, please give me a shout-out. I know that the Collegium, Federated Sons, and Luna Doreith are on there, but I haven't identified the others yet.

I see that someone has done some excellent work on a Google Sheet collating data for us all. I'd love to see something like that which also includes town names (and what sectors they are in), and maybe a nation-by-nation chart on a separate Sheet which we could use to track ongoing relationships -- all something for future contemplation, and which I'm happy to manage myself if others aren't interested.


Incidentally, I've decided it's called The Bountiful Ocean, at least in Warakan. I've also named at least one river, The Naive River, and have found a bay that I'm going to negotiate a name for with the other kingdom living in it. Has anybody else started naming the geography?
Eosian Theocracy
player, 347 posts
Thu 13 May 2021
at 20:52
  • msg #378

Re: Starting positions

Welcome, New Warakan!

We've starting naming some of the local landmarks but not expecting other folks to necessarily adopt them :)
Warakan
player, 5 posts
Thu 13 May 2021
at 20:55
  • msg #379

Re: Starting positions

In reply to Eosian Theocracy (msg # 378):

Share! Share! Y'all said you wanted to see more roleplaying, and I think a country's geographic naming habits are a great insight into them.
Eosian Theocracy
player, 348 posts
Thu 13 May 2021
at 21:06
  • msg #380

Re: Starting positions

In reply to Warakan (msg # 379):

Given the Dawn Elves of the Eosian Theoracy are settled in the Southeast around Weave, their names for local geography would include:

- Lake Villar, for the expanse of freshwater near Port Villar
- The Gilded Fens, for the marshes between Port Villar and Umkow
- The Dappled Weft, for the Woods surrounding their towns
- The Brittle Wood, for the Wooded Hills to the south
- The False Dusk, for the river running from Ziflunde through Crownhold to Bex
- The Dusk, for the whole island to the east
Radiant Order
player, 38 posts
Light, Order, Forge
Devout, Productive
Thu 13 May 2021
at 22:10
  • msg #381

Re: Starting positions

Hi New Warakan! That's a cool name generator! Thanks for sharing :)

Also, Eosia, I think as fellow inhabitants of the region, the Radiant Order would be happy to borrow some of those place names. Lake Villar, Gilded Fens, the two woods.

But for the rivers and island, they would probably lean toward names given by the Moss Rocks, Annwyn, Bex, and Lyshart.
Moss Rock Confederation
player, 22 posts
Thu 13 May 2021
at 22:36
  • msg #382

Re: Starting positions

Welcome new Warakan

We only have a few thus far.

The large lake adjacent to Mossrock shares it name. We also have Mushroom Island and Grouse Hollow, an island and small river respectively. The Pike River as well, the large, north western fork.
This message was last edited by the player at 23:13, Thu 13 May 2021.
Insula Isole
player, 50 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 13 May 2021
at 23:01
  • msg #383

Re: Starting positions

The river is called River Riofluvium. The area to the seaward side is the Sand Sea.  The sandbars are called Oostral Flats.  The Isle next to Whistleport is called Whistle Island and the tributary next to it is Whistle Creek.

The huge Island to the East of Bex is called Lyshart and the Straits between it and the mainland is Straits of Bex.
The Infinite Collegium
player, 18 posts
Fri 14 May 2021
at 00:44
  • msg #384

Re: Starting positions

The Collegium refers to the peninsula it sits upon as the "Finger of God" "Omensha's Finger" or "The Turner of Pages" in poetic speech.

The forests and swamps to the west are simply called "The Dark Lands" (though technically that term refers to all land that isn't on the Finger of God).

Technically, most residents of the Collegium come from various small nomadic tribes, refugees and the like in this area, drawn out by promises of a better life or fleeing whatever horrible thing showed up that particular decade (Troglodytes seem all the rage these days).

The island at 65.03 is named "Bergström's Folly". Bergström was a promising aeromage who attempted to develop a lighter than air ship using aeromancy. A passing exploration ship  found the remains of his vessel 13 years after he vanished. To this day, no one was ever able to find his notes or his body, or figure out why he made such a foolish experiment. Scientists who suggest dangerous experiments are referred to as Bergströms sometimes.
Frost Elves
player, 37 posts
Fri 14 May 2021
at 03:10
  • msg #385

Re: Starting positions

The Frost Elves live in the Great Forest. A place they consider to be the home of their gods. The River running through our territory is the Big River. The smaller tributary that runs by Greengate is the Little River. Our main settlement in on Ice Bay. AS you can see, Frost Elves are incredibly imaginative in their naming conventions. So we also have the Seal Islands and the Peat Bogs.

My plan is as the Frost Elves explore up the river, it will get split into the High Forest and Low Forest.

The refer to the large island off the east coast as nothing... they don't have a name for it. Frost Elves don't name things that don't have a use.

We'll probably adopt local terms for things when we arrive in a place. First come, first served. hah
Warakan
player, 6 posts
Fri 14 May 2021
at 03:15
  • msg #386

Re: Starting positions

I'm pleased to report that the Infinite Collegium and Warakan have successfully negotiated a name for a thing! Henceforth, the body of water our two great nations share is called the Bay of Blessed Bargains.

I've also learned that some of you land-lovers actually name parts of the land, rather than the water that defines it. So weird.
Frost Elves
player, 38 posts
Fri 14 May 2021
at 06:56
  • msg #387

Re: Starting positions

The waiting is the hardest part!
Every day
You see one more post
You take it on faith
You take it to the heart
The waiting is the hardest part!
Warakan
player, 7 posts
Fri 14 May 2021
at 07:19
  • msg #388

Re: Starting positions

Okay. I have a question that derives from my Floating Markets, regarding continuity, trade, and coastal movement versus land movement. I'm going to use my own numbers and map positions on the NE Sector Map, but I encourage you all to answer using references to your own locations and maps, cuz then I get to think about your kingdoms and that's just the cooler way to do it. I hope the angle of these questions is useful for others

The Floating Market is a River/Coastal Nomad unit with a Trading Post on top.

COASTAL
quote:
COASTAL vessels count 16 hexes or river hex sides as a sector.  They cannot enter all sea hexes that are not adjacent to land.


First, does this mean that she is limited to tiles that are part land, part sea? Or can she also operate on tiles that are adjacent to a land tile? For example, when traveling from it's current location adjacent to Cornu/Magehold, to Coral Bay, do I need to pass directly through the Guggish hex, or can I use 57.05 ?

As a River/Coastal unit, it has a sector range of 16 hexes, and seems to have a 1 movement (though it's possible the full move value is covered). Am I correct in understanding that this means that it can move up to 16 hexes and then perform "one action" at the new location, each season?

quote:
To keep Continuity, keep them within 8 movement points of a port, town, road, outpost etc that is itself in Continuity.


Does this mean that in order to retain Continuity, my Floating Market has to be within 8 coastline hexes to a settlement generating continuity, 16 hexes (1 sector range), or (8x16=) 128 hexes of coastline? How much of the year does it need to be connected?

While in Continuity, does it have access to all resources my kingdom has that are also within Continuity? Or is it just in cultural communication with the rest of my society? If the shape of the trade network is different than Continuity, then where are those rules?



Nomad

quote:
When a special resource appears on the map it has regional effects:  it applies to that hex and all hexes of that terrain type adjacent to the hexes of that resource. Cities do not have to be in a producing hex, they can be adjacent to one, thus, your city (or nomad) can be up to two hexes from the symbol and still claim it.... The nomad must stay in the hex a full season to gain the resource.


Since a Nomad can only have a population of 1, it can only harvest one resource at a time? If I move to occupy a special resource hex that is not being worked by anyone else, then can I direct my Nomads to collect that resource, without negatively impacting the collection of any city that is working other tiles near that resource? For example, if my Floating Market in 55.07, then I could collect Elephants (with, like, a miniaturization ray gun or something) without threatening Guggish's collection? Could I order my Nomads to specifically work a tile that negatively impacts another kingdom (obvs an NPC kingdom, because we're all amazingly nice people here who hate PvP)?

Does ordering them to harvest that particular resource consume their action for the season? If not, what other actions can Nomads do? Search an area?

Assuming that the Nomad unit is within Continuity, are these resources now immediately available everywhere in my network? If so, that certainly makes them much more valuable targets than I was first considering.

EDIT: Or does being a Nomad mean that I ignore Continuity entirely, in which case how does any of that trading stuff work?



Trading Post

quote:
If you place a Trading Post near an NPC or even another player nation, things could occur on a "trader to trader" basis without needing a formal treaty.  This is especially true, virtually automatic, if each side has products the other does not.


Does "near" mean "within Continuity" here, or am I placing too much importance on the Continuity thing again?

If the trades are created by the treaties, and the part of the Trading Post is simply to expand Continuity (or Trade Network) to the point where your goods are within range of your trading partner, then does this "virtually automatic" trading consume the action of the unit?

Does the continuity of the Trading Post extend beyond the coastline? Would some other nomadic coastal unit also generate Continuity within 8 movement points inland, even if it didn't have a Trading Post built into it?

Would it make sense to build a series of trading posts that create Continuity networks that activate when my nomad gets in range?
This message was last edited by the player at 09:22, Fri 14 May 2021.
Insula Isole
player, 51 posts
Beauty, Ocean, Travel
Diverse, Riverine
Fri 14 May 2021
at 07:20
  • msg #389

Re: Starting positions

I stated in my room s long long time
And watched the seasons passing by
And my mind beats time
Like clockwork.
Frost Elves
player, 39 posts
Fri 14 May 2021
at 13:18
  • msg #390

Re: Starting positions

Warakan:
Okay. I have a question that derives from my Floating Markets, regarding continuity, trade, and coastal movement versus land movement. I'm going to use my own numbers and map positions on the NE Sector Map, but I encourage you all to answer using references to your own locations and maps, cuz then I get to think about your kingdoms and that's just the cooler way to do it. I hope the angle of these questions is useful for others

The Floating Market is a River/Coastal Nomad unit with a Trading Post on top.

COASTAL
quote:
COASTAL vessels count 16 hexes or river hex sides as a sector.  They cannot enter all sea hexes that are not adjacent to land.


First, does this mean that she is limited to tiles that are part land, part sea? Or can she also operate on tiles that are adjacent to a land tile? For example, when traveling from it's current location adjacent to Cornu/Magehold, to Coral Bay, do I need to pass directly through the Guggish hex, or can I use 57.05 ?

As a River/Coastal unit, it has a sector range of 16 hexes, and seems to have a 1 movement (though it's possible the full move value is covered). Am I correct in understanding that this means that it can move up to 16 hexes and then perform "one action" at the new location, each season?

quote:
To keep Continuity, keep them within 8 movement points of a port, town, road, outpost etc that is itself in Continuity.


Does this mean that in order to retain Continuity, my Floating Market has to be within 8 coastline hexes to a settlement generating continuity, 16 hexes (1 sector range), or (8x16=) 128 hexes of coastline? How much of the year does it need to be connected?

While in Continuity, does it have access to all resources my kingdom has that are also within Continuity? Or is it just in cultural communication with the rest of my society? If the shape of the trade network is different than Continuity, then where are those rules?



Nomad

quote:
When a special resource appears on the map it has regional effects:  it applies to that hex and all hexes of that terrain type adjacent to the hexes of that resource. Cities do not have to be in a producing hex, they can be adjacent to one, thus, your city (or nomad) can be up to two hexes from the symbol and still claim it.... The nomad must stay in the hex a full season to gain the resource.


Since a Nomad can only have a population of 1, it can only harvest one resource at a time? If I move to occupy a special resource hex that is not being worked by anyone else, then can I direct my Nomads to collect that resource, without negatively impacting the collection of any city that is working other tiles near that resource? For example, if my Floating Market in 55.07, then I could collect Elephants (with, like, a miniaturization ray gun or something) without threatening Guggish's collection? Could I order my Nomads to specifically work a tile that negatively impacts another kingdom (obvs an NPC kingdom, because we're all amazingly nice people here who hate PvP)?

Does ordering them to harvest that particular resource consume their action for the season? If not, what other actions can Nomads do? Search an area?

Assuming that the Nomad unit is within Continuity, are these resources now immediately available everywhere in my network? If so, that certainly makes them much more valuable targets than I was first considering.

EDIT: Or does being a Nomad mean that I ignore Continuity entirely, in which case how does any of that trading stuff work?



Trading Post

quote:
If you place a Trading Post near an NPC or even another player nation, things could occur on a "trader to trader" basis without needing a formal treaty.  This is especially true, virtually automatic, if each side has products the other does not.


Does "near" mean "within Continuity" here, or am I placing too much importance on the Continuity thing again?

If the trades are created by the treaties, and the part of the Trading Post is simply to expand Continuity (or Trade Network) to the point where your goods are within range of your trading partner, then does this "virtually automatic" trading consume the action of the unit?

Does the continuity of the Trading Post extend beyond the coastline? Would some other nomadic coastal unit also generate Continuity within 8 movement points inland, even if it didn't have a Trading Post built into it?

Would it make sense to build a series of trading posts that create Continuity networks that activate when my nomad gets in range?



@1 - "not adjacent to land" is the key test for you here. A completely sea tile that is adjacent to a tile with land/sea is still okay by my reading.

@Continuity - You have a Nomad unit, you do not have the Nomads specialty. The Specialty allows ignoring of continuity, not the unit designation. Continuity works differently on sea tiles since units cannot move over sea tiles. You'll note in the movement point table, river/sea is not listed. Instead, it has its own rule. Any port can maintain continuity across four water hexes. To establish continuity over longer distance by water, you'd need to use shipping how GO explained above.

Rules Post 8:
Any port can trace Continuity over 4 hexes for free.  Beyond this requires a ship.  This takes one of the ship's actions each season.


@Harvesting Resources - Any settlement population can harvest as many resources as in the hexes around them. However many times your civ harvests a resource, though, it only appears on your sheet once. Your civ has that resource available to trade. The harvested resources should impact that settlement's income though. I haven'[t had any way to compare the maths in my civ and haven't been rude enough to ask for the income of likely places that might illuminate this process. For instance: Riverford and Redbanks should both have access to the same amount of fish, but Riverford also has access to lead. Given they have the same stats, no guarantee, I'd be interested to see the difference in their incomes. Then compare them to Rushwood or Oswigi. But that is how my brain works. But, again, nothing in the Rsources post indicates you get to monopolize the resource by mere presence or that we risk, for now, draining it.

@Trading Posts - I feel a lot of this is rendered moot by the notes on continuity above. I am unsure of the difference between automatic trading and treaty trading. Perhaps treaty trading is required to gain access to the resource at a governmental level while trading between your populations would almost always occur, bolster the economy, but not be official? Hard to know.

But, yes, I would assume for the trading post to access the NPC/PC nation, it must be within THEIR continuity as well as YOURS. Recall that different races travel differently over different terrain. Just because your race can get to it doesn't not mean everyone can. But the safer bet would be building the end of your trading post chain adjacent to the targeted city. Thus, your goods arrive along your chain, which only you can use unless you are FS, for the locals to buy and the profit and other good travel back along it to your own territory. Not super sure how "two way" a line of trading posts would be...
Radiant Order
player, 39 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 13:41
  • msg #391

Re: Starting positions

Frost Elves:
@Harvesting Resources - Any settlement population can harvest as many resources as in the hexes around them. However many times your civ harvests a resource, though, it only appears on your sheet once. Your civ has that resource available to trade. The harvested resources should impact that settlement's income though. I haven'[t had any way to compare the maths in my civ and haven't been rude enough to ask for the income of likely places that might illuminate this process. For instance: Riverford and Redbanks should both have access to the same amount of fish, but Riverford also has access to lead. Given they have the same stats, no guarantee, I'd be interested to see the difference in their incomes. Then compare them to Rushwood or Oswigi. But that is how my brain works. But, again, nothing in the Rsources post indicates you get to monopolize the resource by mere presence or that we risk, for now, draining it.


Despite being next to Fish resources, neither Redbanks or Riverford are actually working those fish resources at present. Riverford IS working the lead though, and the income difference is pretty drastic. It'll be interesting to see what happens when those towns finally do start working the fish.

Also... I've PM'd the DM about the topic and tried asking about it here, but got no response: in absence of a hard ruling, I'm sort of assuming that if a military unit is in a city, they can "embark" across a wide river/lack/straight that 4-tile continuity distance (using civilian transports, or the like), rather than having to rely on a nearby ship to ferry units over such a short distance (otherwise there's no way for my units to get to some of my cities without marching all the way around the lake, which doesn't make sense).
Warakan
player, 8 posts
Fri 14 May 2021
at 16:18
  • msg #392

Re: Starting positions

I have the nomad specialty, but otherwise great input! I am pretty sure that the number of resources a turn can harvest is limited by pop & stats.

Port cities have lots of traffic not represented by tokens, so it makes sense to me that you can move tokens within continuity range like that.
General Operations
GM, 797 posts
Fri 14 May 2021
at 16:44
  • msg #393

Re: Starting positions

Radiant Order:
Also... I've PM'd the DM about the topic and tried asking about it here, but got no response: in absence of a hard ruling, I'm sort of assuming that if a military unit is in a city, they can "embark" across a wide river/lack/straight that 4-tile continuity distance (using civilian transports, or the like),



Yes they can.  A city on a lake or river is a port and has the same "continuity zone" spreading through the water.
Warakan
player, 9 posts
Fri 14 May 2021
at 17:01
  • msg #394

Re: Starting positions

Finally able to confirm my Domains and Specialities with our much overworked and well-appreciated GenOps. Feel free to add me to Google doc:

Domains: Beauty, Oceans
Specialities: Nomads, Traders, Artists
Frost Elves
player, 40 posts
Fri 14 May 2021
at 18:31
  • msg #395

Re: Starting positions

Warakan:
Finally able to confirm my Domains and Specialities with our much overworked and well-appreciated GenOps. Feel free to add me to Google doc:

Domains: Beauty, Oceans
Specialities: Nomads, Traders, Artists


Ah, a more or less complete reworking then. I think old Warakan had different traits. Well then, now that you have Nomads... to fig with Continuity! Build your drek wherever you want to as long as you can defend it against marauding monsters and disgruntled rivals.

The combo of nomads and the oceans is going to be interesting.
The Infinite Collegium
player, 19 posts
Fri 14 May 2021
at 18:35
  • msg #396

Re: Starting positions

Frost Elves:
The combo of nomads and the oceans is going to be interesting.


Nomad/Ocean was actually my first idea, but I presented a couple of them, and the ST went with the others.

Can you actually have cities in the water then? If so, our land negotiations suddenly became rather moot, lol.
This message was last edited by the player at 18:36, Fri 14 May 2021.
Radiant Order
player, 40 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 18:38
  • msg #397

Re: Starting positions

In reply to Frost Elves (msg # 395):

I wonder... if a nomad passes by one of my cities with a really high culture rating, will I strip converts out of the caravan? :D
The Infinite Collegium
player, 20 posts
Fri 14 May 2021
at 18:40
  • msg #398

Re: Starting positions

Radiant Order:
In reply to Frost Elves (msg # 395):

I wonder... if a nomad passes by one of my cities with a really high culture rating, will I strip converts out of the caravan? :D


Of course, since Wak has Beauty and Art as words, I'd be more concerned about the reverse :>
Frost Elves
player, 41 posts
Fri 14 May 2021
at 18:43
  • msg #399

Re: Starting positions

Radiant Order:
In reply to Frost Elves (msg # 395):

I wonder... if a nomad passes by one of my cities with a really high culture rating, will I strip converts out of the caravan? :D


If my nomad clan with a really high culture wanders by one of you low ranking settlements, do people flock out to rejoin nature?

Nah, we don't want no stupid humans! What, you live for like two days right?

XP
XD
XP

Although, clans of humans wandering around the forest worshipping elven gods... hmmm???
Radiant Order
player, 41 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 18:48
  • msg #400

Re: Starting positions

Only god in world is god of sweat and toil, comrade. Come to Radiant Order and feel fulfilling joy of hard labor.
Warakan
player, 10 posts
Beauty, Oceans
Nomads, Traders, Artists
Fri 14 May 2021
at 19:06
  • msg #401

Re: Starting positions

Frost Elves:
Ah, a more or less complete reworking then. I think old Warakan had different traits. Well then, now that you have Nomads... to fig with Continuity! Build your drek wherever you want to as long as you can defend it against marauding monsters and disgruntled rivals.

The combo of nomads and the oceans is going to be interesting.


Yeah, I went with a set that respected the tiles already on the board, while shifting to my play style better, and with awareness of my starting location -- I think that last one is the reverse of what everybody else got, with GenOps picking a location based on what you picked? The old Warakan was also Nomads.

Radiant Order:
Only god in world is god of sweat and toil, comrade. Come to Radiant Order and feel fulfilling joy of hard labor.


Amusingly, I just finished writing up my Description, and this is what the Warakan say when someone asks them about religion:
"Yes, yes! We have many gods, all good prices, all good deals. You want monkey god? We got sale on monkey gods, buy two hands, get four-handed elephant god for free. You want death god? You buy Flayed Man, we give you Nameless Reef for half your afterlife. You want something more ....risque? I just carved this idol, based on ravings what come out of halfling hermit over in Coral Bay, you want see? Brand new god, hungry for worship, exquisite detail on the teeth, you see? I give you good price!"
Radiant Order
player, 42 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 19:10
  • msg #402

Re: Starting positions

In reply to Warakan (msg # 401):

We at Radiant Order can't tell which is worse about this: acknowledgement of false gods, or worship of naked capitalism. ;)
This message was last edited by the player at 19:11, Fri 14 May 2021.
Warakan
player, 11 posts
Beauty, Oceans
Nomads, Traders, Artists
Fri 14 May 2021
at 19:14
  • msg #403

Re: Starting positions

Hey, buddy, I'll devote myself to any belief system you choose, if you cover all my operating costs.

Plus, you have got to admit that my carvings of your god are absolutely exquisite.
This message was last edited by the player at 19:14, Fri 14 May 2021.
Annwyn
player, 334 posts
Capital: Ys
Fri 14 May 2021
at 19:14
  • msg #404

Re: Starting positions

Radiant Order:
Only god in world is god of sweat and toil, comrade. Come to Radiant Order and feel fulfilling joy of hard labor.


For Glorious Human Union, tovarisch. =P
The Free Holds
player, 9 posts
Disorganized
Not Dysfunctional
Fri 14 May 2021
at 19:23
  • msg #405

Re: Starting positions

" acknowledgement of false gods, or worship of naked capitalism."

Sounds like the free holds' kind of people.  Well, everyone is Free Holds kind of people, so long as they don't impose themselves on others. Seems like the NE area has a lot of free-living people.
Radiant Order
player, 43 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 19:34
  • msg #406

Re: Starting positions

In reply to Annwyn (msg # 404):

Da.

As much I joke around though, The Radiant Order isn't really anything like the Soviet Union. Presumably, most of the people there actually do believe in the divinity of hard work, and it's organized as a sort of Theocratic-Syndicalist-Constitutional Monarchy, where individual citizens belong to different guilds/unions and 'peer' organizations (houses, religious sects, etc...), (usually) voting for leadership, and those leaders then go on to sit on the Sacred Council. Three representatives of the trade/labor guilds, two from the church, and two from the army.

Mikolaj Król (pictured in the RP thread) is the only feudal throwback, and aside from leading the army, his only job is to act as a tiebreaker. He has no real power, and the unions/guilds themselves technically hold the most power.
This message was last edited by the player at 19:36, Fri 14 May 2021.
Annwyn
player, 335 posts
Capital: Ys
Fri 14 May 2021
at 19:35
  • msg #407

Re: Starting positions

Sooooooooooooooooooooooooooooooooooooooooo

The Soviet Union, pre-Stalin, then? XD
Warakan
player, 12 posts
Imagine Kiera Knightly
Selling you a used car
Fri 14 May 2021
at 19:42
  • msg #408

Re: Starting positions

Okay, first off, I had to look at this painting, so now I think you should all have to as well: https://www.rmg.co.uk/stories/topics/life-sea-age-sail

Those are some of the worst faces I've ever seen painted. They're terrifying. What is going ON on that ship, mate?

Ah-ha! There's the last person in the NE that I had to identify.

If I understand Nomads right, then my Floating Market (I keep wanting to call it a Free Market) doesn't need to return to home port to ever drop off goods, which means I can even add you as a trading partner this year!

I was going to try to find some triangle-trade action for my Floating Market, but now I'm trying to decide if there's benefit to just going up and down the coast. Hell, I can find a water route all the way to Moss Rock and Feywing. And it sounds like Nomads aren't nearly as limited in range as others.

+sigh+ Have I mentioned that I have already planned out all of Year 2 already? I really need to make sure I'm willing to be flexible and reactive to the times.
Radiant Order
player, 44 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 19:50
  • msg #409

Re: Starting positions

In reply to Annwyn (msg # 407):

Pre-Stalin was Lenin, and Lenin was definitely not a fan of the church. But sort of right, in that the people of the Order have the same 'zeal' that the people in the early years of the Soviet Union had.

Just, rather than atheism being the state religion, instead they combine the worship of "light, order, and forge" in the form of a concept known to them as "Sacred Toil". No gods: just the "sun on your face, the sweat on your brow, and the shovel in your hand."

Anywho... looking forward to the next few turns XD
Annwyn
player, 336 posts
Capital: Ys
Fri 14 May 2021
at 20:07
  • msg #410

Re: Starting positions

Ah-hah, so the Soviet Union, but Ayn Rand wrote the slogans! =D

<nudge nudge wink wink>
Radiant Order
player, 45 posts
Light, Order, Forge
Devout, Productive
Fri 14 May 2021
at 20:16
  • msg #411

Re: Starting positions

If Rand wrote the slogans, I'd have to include something about exalting the perfect individual man, while using vaguely sexual overtones that people with a fetish for logistics and the free market find exciting. :D
Warakan
player, 13 posts
Imagine Kiera Knightly
Selling you a used car
Fri 14 May 2021
at 20:19
  • msg #412

Re: Starting positions

Radiant Order:
using vaguely sexual overtones that people with a fetish for logistics and the free market find exciting.


+ears perk up+

Did you...did you, uh....oh, dear, it looks like I've gone and spilled my drink all over my clothes. I really need to go and organize a new production line of haute couture lingerie....
This message was last edited by the player at 20:21, Fri 14 May 2021.
Leyla, The Forest of Witches
player, 424 posts
Fri 14 May 2021
at 20:28
  • msg #413

Re: Starting positions

Warakan:
Radiant Order:
using vaguely sexual overtones that people with a fetish for logistics and the free market find exciting.


+ears perk up+

Did you...did you, uh....oh, dear, it looks like I've gone and spilled my drink all over my clothes. I really need to go and organize a new production line of haute couture lingerie....


Oh boy! I can feel my utility curve rising slowly upward as my comparative advantage shrinks! *Swoons*
Warakan
player, 14 posts
Imagine Kiera Knightly
Selling you a used car
Fri 14 May 2021
at 20:47
  • msg #414

Re: Starting positions

You are so sexy, your perceived value remains constant regardless of market forces.
Federated Sons
player, 16 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sat 15 May 2021
at 01:07
  • msg #415

Re: Starting positions

I think there might need to be a clarification on Nomads.

I had interpreted them as units, not the entire culture.  The cities and ports have been created by settler units.  I had thought Nomad units ignore continuity and other units and cities as well as trading posts in the community need continuity.

I bet that happiness is affected very negatively when ordered to make settlements and might leave if not in range.
Frost Elves
player, 42 posts
Sat 15 May 2021
at 03:06
  • msg #416

Re: Starting positions

Honestly, I was mostly forced to have permanent locations. After some thought, it made sense for there to be a couple holy places/wintering places my race focuses around. Also, by mechanics, not having fixed settlements is a real problem. Need them for concentrated growth, culture, and economy. Just the way things are.

Nomads is a specialty of our culture not just a curiosity! We don't create settlers ever. Our population manifests as Nomads instead. The way I am working it is that I have 4 nomad clusters which represents wandering families in four large clans. As the population grows, more clans appear. Now, some always flock to one of the two temples so they might grow as well. But, mostly, the large area I cover has families wandering all over it with tokens representing the center of clans' territory and a concentration of people.
Warakan
player, 15 posts
Imagine Kiera Knightly
Selling you a used car
Sat 15 May 2021
at 07:13
  • msg #417

Re: Starting positions

I'm still figuring out the RP behind the nomad mechanics for my folks. I suspect that it's the artist aspect fighting with the nomad aspect, meaning my cities are actually very complicated living sculptures.

GenOps has told me that there will be pop growth from both immigration and from natural population growth, the rates of both being heavily affected by a number of factors including race, domains, and weighted happiness scores.

The amount of data GenOps is clearly manipulating behind the scenes makes me feel guilty about the "added burden" of managing nomadic cultures.

I don't think it's clear yet whether it's just the nomad units that are able to ignore continuity, or if it's the entire civilization. I'm guessing the answer is complicated, and that on some level, a lot of the "game" part of this game boils down to "fuck around and find out."

Now that I have at least a decent idea of what notional limitations I'm supposed to be starting with, at least, I'm going to be making an effort to make my posts less "how does this work" and more "look what I figured out."

Though at the moment I'm considering the wisdom of buying an engineer when I don't have the pop to support it. So I guess I'll....you know, find out. :)
Insula Isole
player, 52 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 15 May 2021
at 07:37
  • msg #418

Re: Starting positions

You know I just had a thought. Do we need one ship every 4 hexes to maintain continuity between distant lands or will one ship do no matter how far?
Warakan
player, 16 posts
Imagine Kiera Knightly
Selling you a used car
Sat 15 May 2021
at 07:56
  • msg #419

Re: Starting positions

In reply to Insula Isole (msg # 418):

If the ship can get there, then you just need to spend an action at that location, I think.
Insula Isole
player, 53 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 15 May 2021
at 10:26
  • msg #420

Re: Starting positions

Cool. Then perhaps we can claim that distant Isle on the far east of the Northeast sector. It seems to have no resources but it's there.
Ma'hellas
player, 10 posts
Sat 15 May 2021
at 11:09
  • msg #421

Re: Starting positions

Insula Isole:
You know I just had a thought. Do we need one ship every 4 hexes to maintain continuity between distant lands or will one ship do no matter how far?

From Rules section 8 (continuity), last sentence 1st paragraph:

quote:
Thus, if you have an outpost on the far side of the game, you may  need to commit a ship just to keep it connected to the rest of your nation!

To my understanding, this means a single ship may maintain contiuity to any distance, though I'm not sure if only to one place or having a ship dedicated to maintain continuity is enough for every place...
Insula Isole
player, 54 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 15 May 2021
at 11:58
  • msg #422

Re: Starting positions

Cool. That's my ambition then.
Warakan
player, 17 posts
Imagine Kiera Knightly
Selling you a used car
Sat 15 May 2021
at 13:05
  • msg #423

Re: Starting positions

Each location takes one action. Ships have ____ number of actions, presumably the truncated sentence would tell you, to divide between port and each destination.
Warakan
player, 18 posts
Imagine Kiera Knightly
Selling you a used car
Sat 15 May 2021
at 14:18
  • msg #424

Re: Starting positions

Insula Isole:
Cool. Then perhaps we can claim that distant Isle on the far east of the Northeast sector. It seems to have no resources but it's there.


My assumption is that uninhabited areas have not been explored for potential resources, and that we can spend unit & hero actions explore places. I keep wanting to look at the "FIDS Layer" of the map rather than the special resources "layer," so some part of me is still looking for other reasons than purely goods-access. So far, the most I've figured out is the possible tactical and continuity elements (and the second one doesn't seem to matter for me).

Personally, I'm trying to figure out ways to keep my ship profitable enough to cover its upkeep costs.

Also, I'm betting that a lot of people have their eyes on that archipelago.
This message was last edited by the player at 14:19, Sat 15 May 2021.
Warakan
player, 19 posts
Imagine Jack Sparrow
Selling you a used car
Sat 15 May 2021
at 14:52
  • msg #425

Re: Starting positions

quote:
If you have more figures than population points (adjusted for certain other factors) you must disband units, or your economy will suffer as there will not be enough people working.  For some players, this might be an acceptable tradeoff.


Did anyone start with an Engineer? If so, do they require population to support?

Until I hear otherwise, I'm assuming that military units require Continuity to support them, unless explicitly labeled Nomad units.
Federated Sons
player, 17 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sat 15 May 2021
at 16:31
  • msg #426

Re: Starting positions

If you took Feral or Nature you can start with troops that feed themselves, or a nomad of that type of terrain.  Otherwise you need a baggage train for keeping continuity at 8 movement from your build and to send an engineer to build them.  That is how I currently interpret the rules.
Insula Isole
player, 55 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 15 May 2021
at 19:28
  • msg #427

Re: Starting positions

Warakan:
Insula Isole:
Cool. Then perhaps we can claim that distant Isle on the far east of the Northeast sector. It seems to have no resources but it's there.


My assumption is that uninhabited areas have not been explored for potential resources, and that we can spend unit & hero actions explore places. I keep wanting to look at the "FIDS Layer" of the map rather than the special resources "layer," so some part of me is still looking for other reasons than purely goods-access. So far, the most I've figured out is the possible tactical and continuity elements (and the second one doesn't seem to matter for me).

Personally, I'm trying to figure out ways to keep my ship profitable enough to cover its upkeep costs.

Also, I'm betting that a lot of people have their eyes on that archipelago.

I'm thinking of the island around 72.13.  It's not a part of the archipelago but sitting out alone.  Perhaps it belongs to the original continent from which we all came.
Federated Sons
player, 18 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Sun 16 May 2021
at 21:22
  • msg #428

Re: Starting positions

If some of you are figuring out how to format your orders I have posted a sample below.  I'd encourage feedback.

-------------------------------------------------------------------------------------------


Turn:          1
Season:        Spring
Starting Cash: 12.16


Turn 1 Actions

Administration
- Set Spring tax rate to: High
- Accept Refugees and Immigrants

Troop Maintenance (5.1)
- Elephants 6011 (3)
- Jungle Scouts 6011 (1.5)
- Mountain Infantry 6008 (0.6)

Diplomatic Action Summary
- Ma'hellas
  - Accept Diplomatic Mission
  - Set up for
    - Trade 2 Sugar for 2 Coffee
    - Diplomatic Mission in Port Matan
    - Received permission to use
      Port Matan to trade with
      Free Holds

- Free Holds
  - Accept Diplomatic Mission
  - Set up for
    - Trade 1 Coffee and 1 Exotic Fruits
      for 1 Silver
    - Diplomatic Mission in Soudan

- Infinite Collegium
  - Initiate Diplomacy

- Warakan
  - Accept visit from Trading Post Ship
  - Request trade (Exotic Spices for
    Mahogany)


Sping Season Actions

Troop Movement

- Intent: Accept Surrender of
  Outlanders in 5909,
  Attack Otherwise.
  Refugees/Immigrants
  accepted.  Negotiate first
  With Ranger if possible.

- Ranger (6011)
  - Attack Outlanders, Scout
  - Move to 6010, then 5909

- Scout D (6008)
  - Attack Outlanders, Scout
  - Move to 6009, then 5909

- Elephants (6011)
  - Trap Outlanders, prepare Road 6010 to 6009
  - Move to 6010
  - Build Road
  - End movement 6009

- Jungle Scouts (6008)
  - Attack Outlanders, Scout
  - Move to 5908, then 5909

- Mountain Infantry (6011)
  - Attack Outlanders
  - Move to 5910, then 5909


Economic Builds (7)
- Diplomatic Missions
  - Port Matar (1)
  - Soudan (1)
  - Road 6010 to 6009 with Elephants (5)


Planned Remaining Cash: 0.06



Roleplaying with GM

- None this turn
Annwyn
player, 337 posts
Capital: Ys
Sun 16 May 2021
at 21:26
  • msg #429

Re: Starting positions

Ooooh, shiny format. Thanks for sharing!
This message was last edited by the player at 21:26, Sun 16 May 2021.
Warakan
player, 20 posts
Imagine Jack Sparrow
Selling you a used car
Sun 16 May 2021
at 21:47
  • msg #430

Re: Starting positions

Uh, sure. I'll share the format I'm using for my Action Log. Note that as it's the first turn, a lot of my actions are probably more than those units can do in a single season, and so the full plan is provided for context. In future turns working on the same stuff, I'll probably use strikethrough to mark the bits of the plan that are already done. I've add some other notes on the stuff I chose to write up in red.

Warakan:
This is where I will post my actions.
Posts here may be edited until you comment on them, letting me know that the action has been officially "submitted."

Until you're ready to process actions, you may as well ignore this entire thread. I will not be asking questions in this thread.





Year 1
Notes for POSSIBLE Annual Turn Actions

Spoiler text: (Highlight or hover over the text to view)
Taxes: Switch from ___ to ___
(Roleplaying facets)

Build Actions: Items I might buy
I'll remove the spoiler tag when I'm ready to commit to the purchases



Year 1, Season 1

UnitLocationNameAction
Ranger51.05Calista Ogechukwukama SepúlvedaJoin with Bard. Make peaceful contact with Troglodytes from 48.04. Work with Collegium, if applicable
Bard54.05Salamatu Ufuoma RojoJoins Ranger, seeks diplomatic contact with Trogs. Tactics: Gifts and Music for a good first impression
Scout53.02Xeno Chrysanthos RivasAccompany ___ in scouting for new resources
Infantry54.05Prima MiliteSearch for prime Outpost location along The Naive River (possibly 55.07). Anti-Slaver Patrol along river [location list]
Ship54.05Mercy of Rojo, Port WarakanDropoff Bard with Ranger. Drop off Infantry. Explore ___ for possible settlement value : [location list]


NameResearch Preferences
Puerto VerdeUses for elephants
WarakanPossible Garrison upgrades
I really have no clue how research works, but this felt fun

Floating Market Trade route
SeasonLocationTrade WithHarvestTrade ourFor Their
Winter53.02CornuMahoganyMahoganyVanilla
Spring61.08Coral BayCoffeeMahoganySpices
Summer65.11Port HelleSugar________
Fall63.173 FreeholdsSilver?___Fish
Winter____?_____  
Again, no idea if this is how the Floating Market works, but it seems right based on the info I've read so far

Active Deals & Ongoing Negotiations (grey means no GM attention needed):
    Collegium:
  • bullet list
    Federated Sons:
  • bullet list

    Ma'hellas:
  • bullet list

    Freeholds:
  • bullet list
    Mons Imperium:
  • bullet list
    Luna Doreith:
  • bullet list


I use gray to remind myself that these are deals I'm still working on.

Thoughts of the citizens:
"I bet there's good eating on that elephant. Good leather too. Wonder if there's any other use for them?"
"Do Troglodytes even know how to sail? Why are we talking about being nice to them?"
Just random tidbits to hopefully amuse and entertain

This message was last edited by the player at 02:52, Mon 17 May 2021.
Warakan
player, 21 posts
Imagine Jack Sparrow
Selling you a used car
Sun 16 May 2021
at 21:55
  • msg #431

Re: Starting positions

In reply to Federated Sons (msg # 428):

Looks great! Suggestions:

Underline or boldface the Econ Actions & Diplo stuff for easier skimming.

Move the Econ Actions to the top, since they are a part of the Year/Financial turn choices rather than the Seasonal actions.

GenOps seems to have the maintenance costs already calc'd on the sheet, so my choice was to not include that information. My thinking is that GenOps is already has a heavy load, so the more succinct my turn submissions are, the better. I've seen games like this that are 3 or 4 years IRL, and the amount of data passed on to the GM is just brutal.

Obviously, I went with a different design for my turn submission, and I doubt it's a surprise that I like my version better :) But I still think yours is very clean, and probably easier to write out.
General Operations
GM, 799 posts
Mon 17 May 2021
at 02:02
  • msg #432

Re: Starting positions

Let us please try to get the turn orders in this week!

Remember, there are four season turns in a year turn, so we only need a season turn order at this point.  Economics, trade are not necessary, moves and diplomacy are.
Annwyn
player, 338 posts
Capital: Ys
Mon 17 May 2021
at 02:28
  • msg #433

Re: Starting positions

Updates! Yay!

Also, hurry up, whoever is taking so long. =P
Warakan
player, 22 posts
Imagine Jack Sparrow
Selling you a used car
Mon 17 May 2021
at 02:31
  • msg #434

Re: Starting positions

Can we get a confirmation list of whose actions has been turned in? I always worry I'm doing things wrong.
Moss Rock Confederation
player, 23 posts
Mon 17 May 2021
at 02:32
  • msg #435

Re: Starting positions

Mossrock is in.

I liked the little news blurb.
Annwyn
player, 339 posts
Capital: Ys
Mon 17 May 2021
at 02:42
  • msg #436

Re: Starting positions

Annwyn is in. Obviously.
Ma'hellas
player, 11 posts
Mon 17 May 2021
at 03:08
  • msg #437

Re: Starting positions

Warakan:
Can we get a confirmation list of whose actions has been turned in? I always worry I'm doing things wrong.

Ma'hellas has
General Operations
GM, 800 posts
Mon 17 May 2021
at 03:10
  • msg #438

Re: Starting positions

I have started a News thread.
When I have processed the turn orders, I will mention the nation in the News.
Leyla, The Forest of Witches
player, 425 posts
Mon 17 May 2021
at 03:18
  • msg #439

Re: Starting positions

I've submitted my spring turn. Will do the annual one in a future season.
Ma'hellas
player, 12 posts
Mon 17 May 2021
at 03:19
  • msg #440

Re: Starting positions

Ma'hellas:
Warakan:
Can we get a confirmation list of whose actions has been turned in? I always worry I'm doing things wrong.

Ma'hellas has

Oh sorry, I missread you. forget it

I undersood you saked who had already sent his turn
Eosian Theocracy
player, 349 posts
Mon 17 May 2021
at 05:18
  • msg #441

Re: Starting positions

Warakan:
I've seen games like this that are 3 or 4 years IRL, and the amount of data passed on to the GM is just brutal.


Yeah, I was/am running one and each turn was 250+ items
Annwyn
player, 340 posts
Capital: Ys
Mon 17 May 2021
at 06:21
  • msg #442

Re: Starting positions

Was/am? Is it still going?
Eosian Theocracy
player, 350 posts
Mon 17 May 2021
at 06:36
  • msg #443

Re: Starting positions

In reply to Annwyn (msg # 442):

Not for some time but it’s not officially dead
Radiant Order
player, 46 posts
Light, Order, Forge
Devout, Productive
Mon 17 May 2021
at 07:12
  • msg #444

Re: Starting positions

In reply to Eosian Theocracy (msg # 443):

I've got a long-running Pathfinder game with that status XD

Also: I had suspicions that the Annwyn would go ham on the goblins, but I had already submitted my turn by the time I learned that might be a thing... so it will be very interesting to see what my knight hero thinks/does when she arrives on the outskirts of the area expecting to find one situation, and finding something else entirely!
Annwyn
player, 341 posts
Capital: Ys
Mon 17 May 2021
at 07:25
  • msg #445

Re: Starting positions

Excuse me, comrade, point of privilege! We are not "the Annwyn." Annwyn is our glorious queendom. We are the fae. Thank you.
Radiant Order
player, 47 posts
Light, Order, Forge
Devout, Productive
Mon 17 May 2021
at 07:38
  • msg #446

Re: Starting positions

Noted! XD
Warakan
player, 23 posts
Imagine Jack Sparrow
Selling you a used car
Mon 17 May 2021
at 08:32
  • msg #447

Re: Starting positions

In reply to Eosian Theocracy (msg # 441):

Huh. Does the phrase "Stoic Syllogism" mean anything to you?
Insula Isole
player, 56 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 17 May 2021
at 08:41
  • msg #448

Re: Starting positions

I've done my orders in three separate posts: movement, roleplay with Whistleport and annual but I'd like to add to annual as far as permitting diplomatic posts is concerned in that I'd like to permit embassies by those with whom I've agreed.
Eosian Theocracy
player, 351 posts
Mon 17 May 2021
at 08:42
  • msg #449

Re: Starting positions

In reply to Warakan (msg # 447):

Hey, Lang! Playing some to recharge my mojo :)
Insula Isole
player, 57 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 17 May 2021
at 08:55
  • msg #450

Re: Starting positions

In reply to Eosian Theocracy (msg # 443):

Oh was that the one where my people spoke Basque?
Eosian Theocracy
player, 352 posts
Mon 17 May 2021
at 09:01
  • msg #451

Re: Starting positions

In reply to Insula Isole (msg # 450):

It was Comoria; the Basque isn't ringing a bell but I'm only two coffees into my day
Insula Isole
player, 58 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 17 May 2021
at 10:30
  • msg #452

Re: Starting positions

No.  Don't think that was the one.
Warakan
player, 24 posts
Imagine Jack Sparrow
Selling you a used car
Mon 17 May 2021
at 17:09
  • msg #453

Re: Starting positions

In reply to Eosian Theocracy (msg # 449):

I would rather hope you were playing just to have fun. :)
Eosian Theocracy
player, 353 posts
Mon 17 May 2021
at 17:26
  • msg #454

Re: Starting positions

In reply to Warakan (msg # 453):

That too!
Radiant Order
player, 48 posts
Light, Order, Forge
Devout, Productive
Tue 18 May 2021
at 09:40
  • msg #455

Re: Starting positions

Goblin dogpile!
Insula Isole
player, 59 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 18 May 2021
at 11:04
  • msg #456

Re: Starting positions

Oh yes.  Poor gobbies.  Poor dead gobbies.
Frost Elves
player, 43 posts
Tue 18 May 2021
at 12:21
  • msg #457

Re: Starting positions

That's probably not the route I will take. heh.
Insula Isole
player, 60 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 18 May 2021
at 12:51
  • msg #458

Re: Starting positions

In reply to Frost Elves (msg # 457):

Yours are different gobbies.  Yours are drunk druggie gobbies, the rest are hag queen gobbies.  We will of course accept refugees if they can learn to assimilate into and contribute to our most beautiful culture.  If not, well there are languages (Russian for example) in which the word for beautiful (Krasnyi in this case) also means red.
Warakan
player, 25 posts
Imagine Jack Sparrow
Selling you a used car
Wed 19 May 2021
at 20:05
  • msg #459

Re: Starting positions

Which nation is the forest-city of Elidyr, Ashryn, Myrthal, and Vaeril? Is that Eroan?
Eroan
player, 12 posts
Eroan Elves
Arcana, Light, Luck
Wed 19 May 2021
at 20:11
  • msg #460

Re: Starting positions

Yep, that's me!
Radiant Order
player, 49 posts
Light, Order, Forge
Devout, Productive
Thu 20 May 2021
at 11:38
  • msg #461

Re: Starting positions

Any updates? Are there some people who still haven't submitted their turns?

I don't want to shame them for not submitting... but I also kind of do, if that's the case XD
This message was last edited by the player at 11:38, Thu 20 May 2021.
Insula Isole
player, 61 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 20 May 2021
at 13:05
  • msg #462

Re: Starting positions

Good question.  Let us know if we haven't General Sahib.  If so then it was an oversight and the official responsible will soon become much more decorative, Da?
Frost Elves
player, 44 posts
Thu 20 May 2021
at 13:50
  • msg #463

Re: Starting positions

But what happens if the official responsible to sacking the official responsible is incompetent? Will the official responsible for sacking the official also be sacked.

What if it devolves until you sack the whole lot and hire a team of wild llamas to finish the job?
Radiant Order
player, 50 posts
Light, Order, Forge
Devout, Productive
Thu 20 May 2021
at 13:52
  • msg #464

Re: Starting positions

In reply to Frost Elves (msg # 463):


Insula Isole
player, 62 posts
Beauty, Ocean, Travel
Diverse, Riverine
Thu 20 May 2021
at 14:01
  • msg #465

Re: Starting positions

In reply to Frost Elves (msg # 463):

Don't be ridiculous! We'd hire alpacas!
Annwyn
player, 342 posts
Capital: Ys
Sun 23 May 2021
at 23:09
  • msg #466

Re: Starting positions

So is this still happening?
Radiant Order
player, 51 posts
Light, Order, Forge
Devout, Productive
Sun 23 May 2021
at 23:12
  • msg #467

Re: Starting positions

I've had a half-finished IC post sitting in one of my browser tabs for about two weeks now. Thinking I'd post it at the start of the next season/turn... I hope I get a chance to.
Moss Rock Confederation
player, 24 posts
Mon 24 May 2021
at 01:05
  • msg #468

Re: Starting positions

It's a Herculean undertaking with so many players.

As awesome as it would be to see it gain some momentum, I don't hold out much hope for this one.
General Operations
GM, 803 posts
Mon 24 May 2021
at 01:49
  • msg #469

Re: Starting positions

Still happening, I just got very hung up with work for a few days.  One of those things.  Sadly, I have the kind of job that comes in variable pulses rather than a steady flow.
Warakan
player, 26 posts
Imagine Jack Sparrow
Selling you a used car
Mon 24 May 2021
at 06:03
  • msg #470

Re: Starting positions

I'm still trying to bang out a decent first IC post, so at least it's still fueling my writing while Real Life (tm) interferes with GMing. If it encourages me to write, and actually finish anything, I honestly don't care if it takes a month for the turns to come out, though I suspect we'll suffer some attrition by then.
Insula Isole
player, 63 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 25 May 2021
at 06:03
  • msg #471

Re: Starting positions

Oh dear. Did I fail to put in acceptable orders?
Frost Elves
player, 45 posts
Tue 25 May 2021
at 06:17
  • msg #472

Re: Starting positions

How so, as in you haven't seen yourself in the News thread? I am not sure what order the GM has chosen to resolve things in. There seems to be one though.

By the bye, the News thread is a nice way to keep things slightly moving.
Insula Isole
player, 64 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 25 May 2021
at 14:41
  • msg #473

Re: Starting positions

Oh I definitely agree.

Without wanting to give too much away, I kind of imagined my moves might have put me in the news (and in trouble)
Radiant Order
player, 52 posts
Light, Order, Forge
Devout, Productive
Tue 25 May 2021
at 14:45
  • msg #474

Re: Starting positions

In reply to Insula Isole (msg # 473):

Hype!
Insula Isole
player, 65 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 25 May 2021
at 16:41
  • msg #475

Re: Starting positions

Mais naturellement!  The hype is part of Insula Isole's PR offensive.
Moss Rock Confederation
player, 25 posts
Tue 25 May 2021
at 18:59
  • msg #476

Re: Starting positions

Fun to see the news postings.
Insula Isole
player, 66 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 25 May 2021
at 20:00
  • msg #477

Re: Starting positions

Indeed, although I think the new maps will be even more fun. I wonder whether there's a hint of land to the east of Lyshart's island.
Insula Isole
player, 67 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 25 May 2021
at 21:02
  • msg #478

Re: Starting positions

Halflings and coffee and Goblins and crack oh my!
Ma'hellas
player, 13 posts
Wed 26 May 2021
at 21:06
  • msg #479

Re: Starting positions

From News of the world:
General Operations:
Ma'Hellas leads the Southlands in per capita coffee consumption.

It's good as a player to feel oneself identified with your character (nation in this case)...
This message was last edited by the player at 21:06, Wed 26 May 2021.
Federated Sons
player, 19 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Wed 26 May 2021
at 22:36
  • msg #480

Re: Starting positions

The first taste is free...
Annwyn
player, 343 posts
Capital: Ys
Wed 26 May 2021
at 22:45
  • msg #481

Re: Starting positions

You know what's even more horrifying fun than halflings with coffee?

Pixies with coffee.
Eroan
player, 13 posts
Eroan Elves
Arcana, Light, Luck
Wed 26 May 2021
at 22:49
  • msg #482

Re: Starting positions

That's their secret weapon.

Army surrounded.. outnumbered 3:1. They quietly pass out cups of coffee to the Pixie forces before battle begins..


And the battle concludes with a massive slaughter of all the non-Pixies.
Radiant Order
player, 53 posts
Light, Order, Forge
Devout, Productive
Wed 26 May 2021
at 22:51
  • msg #483

Re: Starting positions


Annwyn
player, 344 posts
Capital: Ys
Sat 29 May 2021
at 20:54
  • msg #484

Re: Starting positions

*pokes GenOps with a stick*
Warakan
player, 27 posts
Imagine Jack Sparrow
Selling you a used car
Sat 29 May 2021
at 21:31
  • msg #485

Re: Starting positions

You know, at this particular moment, I'm perfectly fine with GenOps taking their time so that I can maybe find my gorram creativity and write the IC posts that I've had brewing in my head for over a week now.
Moss Rock Confederation
player, 26 posts
Tue 1 Jun 2021
at 03:28
  • msg #486

Re: Starting positions

I believe we are at 13/19 on the current round.

Perhaps 6 more factions to go until the first round is resolved...
Leyla, The Forest of Witches
player, 426 posts
Tue 1 Jun 2021
at 03:29
  • msg #487

Re: Starting positions

Correct as Leyla has not been updated yet so I know that he's still in the midst of updating things.
Warakan
player, 28 posts
Imagine Jack Sparrow
Selling you a used car
Sun 6 Jun 2021
at 15:22
  • msg #488

Re: Starting positions

Hey folks, I'm on vacation and will be less active online through June 20th.
Federated Sons
player, 20 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Wed 9 Jun 2021
at 22:27
  • msg #489

Re: Starting positions

Just two more 'News of the World candidates this news cycle - the Moss Rock Confederation and the Federated Sons.  I can't wait to see what happened to the moss people.
Insula Isole
player, 69 posts
Beauty, Ocean, Travel
Diverse, Riverine
Wed 9 Jun 2021
at 22:32
  • msg #490

Re: Starting positions

I'm wondering where my Settlers ended up after their abortive colonisation.
Moss Rock Confederation
player, 27 posts
Mon 14 Jun 2021
at 02:01
  • msg #491

Re: Starting positions

Man, we've got Hops and Hemp.

Good times.

But in more practical terms, some Hemp cordage is going to be pretty sweet for a culture that values naval vessels.

Only one more faction to go...
General Operations
GM, 814 posts
Tue 15 Jun 2021
at 01:31
  • msg #492

Re: Starting positions

News is all done!  Next I will post the updated maps and then we go into Summer.
Moss Rock Confederation
player, 28 posts
Tue 15 Jun 2021
at 01:57
  • msg #493

Re: Starting positions

Nice.

Now I am wondering how these people refer to themselves...

Moss Rockians?

Moss Rockans?

Mo Rockans?
This message had punctuation tweaked by the player at 01:57, Tue 15 June 2021.
The Infinite Collegium
player, 22 posts
Tue 15 Jun 2021
at 03:17
  • msg #494

Re: Starting positions

Moss Rockians, and here is the tune to their national anthem.

https://youtu.be/n4QSYx4wVQg
General Operations
GM, 816 posts
Mon 21 Jun 2021
at 23:32
  • msg #495

Re: Starting positions

Summer is up!
Moss Rock Confederation
player, 29 posts
Mon 21 Jun 2021
at 23:59
  • msg #496

Re: Starting positions

Nice.

It seems like newly recruited units will not have shown up yet?
Insula Isole
player, 70 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 22 Jun 2021
at 05:39
  • msg #497

Re: Starting positions

Some people's have. My engineers appeared
Frost Elves
player, 46 posts
Tue 22 Jun 2021
at 07:40
  • msg #498

Re: Starting positions

Hey, it was a metric tonne of work, let's just be happy with like 95%. Haha. I had a similar concern and sent a PM.

But if it is important, then say something. But I think PMs work best for that sort of thing.
Insula Isole
player, 71 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 22 Jun 2021
at 10:07
  • msg #499

Re: Starting positions

Yes, especially as somebody moved into a newly discovered area (the North).
Ma'hellas
player, 14 posts
Tue 22 Jun 2021
at 15:05
  • msg #500

Re: Starting positions

Insula Isole:
Some people's have. My engineers appeared

So do mine...
Moss Rock Confederation
player, 30 posts
Tue 22 Jun 2021
at 16:41
  • msg #501

Re: Starting positions

Yeah, I was not looking to call anybody out.

Just learning the system.

I'll take it to PM's
Radiant Order
player, 55 posts
Light, Order, Forge
Devout, Productive
Tue 22 Jun 2021
at 20:58
  • msg #502

Re: Starting positions

Welp... my next turn is submitted. XD

Aside from a minor skirmish against the goblins, not much seems to have happened with the Order. One or two lines in the news. I tried to send Alina to help with the war, but I suppose I worded her orders poorly. My apologies to the Theocracy! Though it seems everything turned out well enough :D
This message was last edited by the player at 20:59, Tue 22 June 2021.
Eroan
player, 14 posts
Eroan Elves
Arcana, Light, Luck
Tue 22 Jun 2021
at 22:19
  • msg #503

Re: Starting positions

Hmmm, I know there was a post about it - what sort of orders are possible in the Summer turn? I know there were certain things reserved for Spring/etc. Can't find the post though. Heh.
Annwyn
player, 345 posts
Capital: Ys
Tue 22 Jun 2021
at 22:23
  • msg #504

Re: Starting positions

A significant number of my orders were simply not executed, and I don't know why.
Lyshart Empire
player, 78 posts
Wed 23 Jun 2021
at 00:08
  • msg #505

Re: Starting positions

I have been super busy with other life stuff and haven't been able to re-engage with the game. Will take a few days to read things over and hopefully this time I will be able to sink my teeth into things. If anyone is waiting for a response from me, I will get to it shortley :)
Ma'hellas
player, 15 posts
Tue 29 Jun 2021
at 17:09
  • msg #506

Re: Starting positions

Excuse me, fellow players (or GM), but does anyone identify what the picture in hex 6515 means?

I don't find it among resources, nor does it seem a city/outpost...
Radiant Order
player, 56 posts
Light, Order, Forge
Devout, Productive
Tue 29 Jun 2021
at 17:19
  • msg #507

Re: Starting positions

In reply to Ma'hellas (msg # 506):

I choose to believe that that's a slice of oreo-crumble cake with rocky-road frosting.
Insula Isole
player, 73 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 29 Jun 2021
at 17:21
  • msg #508

Re: Starting positions

I thought it was a crashed Borg cube.
The Free Holds
player, 10 posts
Disorganized
Not Dysfunctional
Tue 29 Jun 2021
at 17:42
  • msg #509

Re: Starting positions

quote:
Freehold Scouts also investigate the island to the east.  It is a strange place, “creature infested” and has a newly discovered resource: Onyx.


Looks like it is rocks
Radiant Order
player, 57 posts
Light, Order, Forge
Devout, Productive
Tue 29 Jun 2021
at 17:45
  • msg #510

Re: Starting positions

The most valuable resource.


This message was last edited by the player at 17:46, Tue 29 June 2021.
Ma'hellas
player, 16 posts
Tue 29 Jun 2021
at 17:46
  • msg #511

Re: Starting positions

Insula Isole:
I thought it was a crashed Borg cube.

If so I'll have to send my fighter to see if I can salvage some tech...
Insula Isole
player, 74 posts
Beauty, Ocean, Travel
Diverse, Riverine
Tue 29 Jun 2021
at 18:57
  • msg #512

Re: Starting positions

Ma'hellas:
Insula Isole:
I thought it was a crashed Borg cube.

If so I'll have to send my fighter to see if I can salvage some tech...

'I am Agrippina of Borg. You will be assimilated.'
Annwyn
player, 346 posts
Capital: Ys
Wed 7 Jul 2021
at 00:13
  • msg #513

Re: Starting positions

I think the GM has melted down.
Radiant Order
player, 58 posts
Light, Order, Forge
Devout, Productive
Wed 7 Jul 2021
at 00:14
  • msg #514

Re: Starting positions

It happens 'round these parts.
Leyla, The Forest of Witches
player, 427 posts
Wed 7 Jul 2021
at 01:56
  • msg #515

Re: Starting positions

We have just come off a holiday and i bet not everyone has issued orders yet. I know I'm still working on mine.
Annwyn
player, 347 posts
Capital: Ys
Wed 7 Jul 2021
at 02:03
  • msg #516

Re: Starting positions

Many of my orders for the first turn were not executed, so I haven't turned in new ones, and the GM has not responded to my questions.
Moss Rock Confederation
player, 32 posts
Wed 7 Jul 2021
at 02:26
  • msg #517

Re: Starting positions

I'm in the exact same boat Annwyn.
This message was last edited by the player at 03:20, Wed 07 July 2021.
Federated Sons
player, 21 posts
Moot, Hillsfort
Quarrytown, Coral Bay
Wed 7 Jul 2021
at 03:10
  • msg #518

Re: Starting positions

GM never announced that the next season has started.
Leyla, The Forest of Witches
player, 428 posts
Wed 7 Jul 2021
at 03:24
  • msg #519

Re: Starting positions

I just figured it had begun because he had updated all the maps and stuff. Was I wrong?
Annwyn
player, 348 posts
Capital: Ys
Wed 7 Jul 2021
at 03:24
  • msg #520

Re: Starting positions

He announced that Summer was up.
Frost Elves
player, 48 posts
Wed 7 Jul 2021
at 05:08
  • msg #521

Re: Starting positions

Annwyn:
He announced that Summer was up.


Yes, they did.
Ma'hellas
player, 17 posts
Wed 7 Jul 2021
at 14:39
  • msg #522

Re: Starting positions

Message #495 this same thread:

General Operations:
Summer is up!

Insula Isole
player, 75 posts
Beauty, Ocean, Travel
Diverse, Riverine
Wed 7 Jul 2021
at 15:35
  • msg #523

Re: Starting positions

My Character sheet isn't updated yet but I could have  made the moves since there won't be any building in the fall.
Bex
player, 47 posts
City, Prosperity
Engineers, Traders, Urban
Sat 10 Jul 2021
at 12:06
  • msg #524

Re: Starting positions

I've been away as my mental health hasn't been great, and the longer I was away, the guiltier I got about not logging in, and it kept spiralling.

As such, I've decided that I'm going to step away from all my games and RPOL.

I hope you all understand, and wish you all the best of luck in your games.
Insula Isole
player, 76 posts
Beauty, Ocean, Travel
Diverse, Riverine
Sat 10 Jul 2021
at 17:04
  • msg #525

Re: Starting positions

All the best Bex.
Ma'hellas
player, 18 posts
Sat 10 Jul 2021
at 21:19
  • msg #526

Re: Starting positions

Sad to know, Bex, but I understand and wish you the best
This message was last edited by the player at 21:20, Sat 10 July 2021.
General Operations
GM, 817 posts
Mon 19 Jul 2021
at 01:37
  • msg #527

Re: Starting positions

Not gone.  It's just been a bit of a mental health break for me, too.
Leyla, The Forest of Witches
player, 429 posts
Mon 19 Jul 2021
at 04:27
  • msg #528

Re: Starting positions

Well I'm glad to see you're still around, G-O.

I've been holding off on posting the next season's orders thinking the game may have stopped. But I'll get you something tomorrow.
Ma'hellas
player, 19 posts
Mon 19 Jul 2021
at 09:25
  • msg #529

Re: Starting positions

Glad to know again about you.

In those uncertain times, the sudden lack of news of anyone makes me concerned...
Insula Isole
player, 77 posts
Beauty, Ocean, Travel
Diverse, Riverine
Mon 19 Jul 2021
at 09:40
  • msg #530

Re: Starting positions

Blessed be to all.  May all be as well as can be and protected from threats domestic (like mental health issues) and foreign (like covid).
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