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folder icon   04-15-2005, 02:53 PM
Super Pellanor Game Post #1
Pellanor

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As you may have guessed, this is based on the Super Ultrapunk Game that I had so much fun with.

I've kept most of the same feel to it, though the techs an buildings have changed a bit. Now there's a bit more complexity, and resource management will (most likely) be more difficult, so that you will be encouraged to trade more.

Here's a few of the major changes:
1. Resources are now expendable. You shouldn't have to worry about this until late game.

2. Technologies have been changed. Full list will appear later. You learn one technology on every even level turn.

3. Exploring has been modified. There is now actually a map. If you choose to explore you will either find something or your exploration part will be lost. It may take longer then a single turn to successfully chart new parcels of land. There is also no limit on the number of parcels you can explore. However, unless you have some form of an army, it would be fairly easy for somebody to take this land from you.

4. Buildings have been modified. Instead of being able to build unlimited homes, 5 production buildings and one minor monument per parcel of land, each parcel has a set amount of "building units". That is the number of buildings that can be built there. Some buildings (monuments) take morethen one building unit.

5. Combat. Seeing as I don't know what formula Ultra used for combat, there's the chance that it hasn't changed, but I doubt it.

anyways, Post up if you're interested in joining. I need your nation name, Colour (dark blueand dark red are already taken by NPCs), some info about your nation, and you're two starting techs (see section on technologies).

I'll be creating a bunch of posts right at the top for nation info, rules, etc... so uh yeah... they'll be there.

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folder icon   04-15-2005, 02:53 PM
Post #2
Pellanor

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Nation info will go here. Now I just have to wait 30 sec so that I can post this...

------------------------------------------------------------------

Appolonia
Player: Kjell Thusaud
Turn: 1
Color: Brown

Description:
The Appolonians are a wandering people, they do not settle any where but move around a lot. they live on a vast, rather barren continent, wich they havent explored a lot yet. They doesn't really have a concept of the difference between other peoples belongings and theirs, but they have strong feelings for the diffrence between Their stuff and others and often hoard as much of the first of the two as they can! Due to ainchent and sacred reasons of wich no one really see the poit with, all Appolonians, are named Greg.

Culture:
N/A

Technologies:
Primitive Hunting
Primitive Transportation

Population:
14 Total
00 Army
00 Farmers
00 Fishermen
03 Hunters
02 Lumberjacks
00 Miners
00 Workers (production)
05 Explorers
04 Newborns
00 Slacking Off

Army:
N/A

Land:
Primary:
(27,2): Hills, Horse (156, 20%), Forest (997, 5%, 40% Hardwood)
- Undeveloped Land: 10/10
- Population: 7/50
Secondary:
(28,2): Mountains, Fresh Water, Easy Andesite(1000, 0%), Difficult Peridot(4000, 0%)
- Undeveloped Land: 5/5
- Population: 4/50
(28,3): Water, Fresh Water
- Undeveloped Land: 5/5
- Population: 3/50

Resources:
Food: 94
Hard Wood: 3

------------------------------------------------------------------

Gollumiminia
Player: Phantom X
Turn: 1
Color: Black

Description:
A nation of strange, thin, grey skinned individuals, with a need of shiny objects, the Gollians are a tricky, devious, scheming, and sometimes insane primarily underground people with particularly large eyes. The most important thing for Gollians is collecting shiny objects, and he who holds the most is lord. Stealing the objects of other is perfectly acceptable, and fortunately for them, they are extremely distrustfull of strangers, and as such are almost impossible to bribe. Also, rules given out by the lord are actually followed, which saves the Gollians from anarchy....sometimes. Gollians are excellent sneaks, and tricksters, as well as being relatively good miners.

Culture:
N/A

Technologies:
Primitive Mining
Primitive Fishing

Population:
13 Total
00 Army
00 Farmers
06 Fishermen
00 Hunters
00 Miners
00 Workers (production)
04 Explorers
03 Newborns
00 Slacking Off

Army:
N/A

Land:
Primary:
(31,31): Mountains, Fresh Water, Trout (107, 20%), Hard Iron(2000, 0%), Hard Opal(2000, 0%)
- Undeveloped Land: 5/5
- Population: 9/50
Secondary:
(31,30): Hills, Easy Chalk(1000, 0%), Easy Iron(1000, 0%)
- Undeveloped Land: 10/10
- Population: 1/50
(30,31): Mountains, Young Forest (200, 10%, 20% Hardwood), Easy Andesite(1000, 0%), Easy Copper(1000, 0%)
- Undeveloped Land: 5/5
- Population: 1/50
(32,31): Plains, Forest (1000, 5%, 40% Hardwood)
- Undeveloped Land: 20/20
- Population: 1/50
(31,32): Mountains
- Undeveloped Land: 5/5
- Population: 1/50

Resources:
Food: 93

------------------------------------------------------------------

Zabulus
Player: Chaotica
Turn: 1
Color: Blue

Description:
A proud race of dark grey-skinned people, called Zabulians, they are almost build like humans, except are taller and have more physical strength. Although they are not aggressive, they maintain a traditional militaristic society, and anyone invading or standing in the way of their expanding risks a war. They live in mountains rich with iron ore and coal, because of the presence of massive lakes, the Zabulians are good swimmers.

Culture:
N/A

Technologies:
Primitive Mining
Primitive Fishing

Population:
15 Total
00 Army
00 Farmers
03 Fishermen
00 Hunters
06 Miners
00 Workers (production)
01 Explorers
05 Newborns
00 Slacking Off

Army:
N/A

Land:
Primary:
(6,8): Mountains, Fresh Water, Easy Coal(1000, 0%), Easy Iron(1000, 0%)
- Undeveloped Land: 5/5
- Population: 12/50
Secondary:
(6,9): Plains
- Undeveloped Land: 20/20
- Population: 3/50

Resources:
Food: 81
Coal: 5

------------------------------------------------------------------

Algarve
Player: Altherak
Turn: 1
Color: Red

Description:
A race of men with flaming red hair. They are tall with a stocky build and are fierce fighters. They conquered other tribes and gained dominance of the small land around them. They soon discovered there was a bigger land around the hilly northern land they live in though. Surprisingly, though you may think them brutes they are very curious of the world around them, the explanations for the phenomenon they see are sometimes religous or scientific.

Culture:
n/a

Technologies:
Primitive Farming
Primitive Weapons

Population:
12 Total
00 Army
05 Farmers
00 Fishermen
00 Hunters
00 Miners
00 Workers (production)
03 Explorers
04 Newborns
00 Slacking Off

Army:
N/A

Land:
Primary:
(16,1): Hills, Rich Soil, Fresh Water, Old Forest (5000, 2.5%, 100% Hardwood)
- Undeveloped Land: 10/10
- Population: 8/50
Secondary:
(17,1): Mountains
- Undeveloped Land: 10/10
- Population: 3/50
(16,2): Mountains, Young Forest (200, 10%, 50% Hardwood), Easy Ash(1000, 0%), Easy Copper(1000, 0%), Difficult Opal(4000, 0%)
- Undeveloped Land: 5/5
- Population: 1/50

Resources:
Food: 87

Pellanor has attached this image:


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folder icon   04-15-2005, 02:54 PM
Technologies Post #3
Pellanor

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Every Tech has 5 levels:
- lvl 1: Primitive
- lvl 2: Basic
- lvl 3: Advanced
- lvl 4: Modern
- lvl 5: Future Level

Starting Techs:
- Everyboy starts with their choice of Primitive Hunting, Fishing OR Farming.
- Everybody starts with their choice of one additional primitve tech.

Advancing Techs:
- In order to anvance a tech you need an certain number of techs of the level(s) below it.
- - Primitive: No Requirements.
- - Basic: Primitive of same Tech
- - Advanced: Basic of same Tech and Primitive of Two Others
- - Modern: Advanced of same Tech, Basic of two others, and primitive of 4 others (not including the ones that were counted as Basics)
- - Future: Modern of Same, Advanced of 2, Basic of 4, All at at least primitive level
- New Techs are gained on every even numbered turn.


Transportaion:
- each level reduces the effective distance from your primary land for production penalties
- ie. with level 2, quarterly land has the penalties of secondary land

Hunting:
- In squares with Game Production is Doubled until supplies run out at which point it is halved.
- For every level increase the number of possible hunters by 1 per BU
- For every level increase food produced per turn per hunter by 2

Farming:
- For every level increase number of possible farmers by 5 per BU
- For every level increase food produced per farmer per turn by 0.5

Fishing:
- 50% effectivness on land squares with water; In squares with Fish Production is Doubled until supplies run out.
- For every level increase number of possible fishermen by 3 per BU
- For every level increase food produced per fisherman per turn by 1

Mining:
- For each level, allows access to an additional difficulty level of mine
- lvl 1: easy; lvl 2: hard; lvl 3 difficult; lvl 4: extreme
- For every level increase number of possible miners by 5 per BU
- For every level increase resources produced per miner per turn by 1

Forestry:
- For every level increase number of possible lumberjacks by 5 per BU
- For every level increase wood produced per lumberjack per turn by 1

Housing:
- For every level increases number of people who can live in each house by 10
- For every level increases birth rate by 0.1%

Tools:
- For every level increases overall production (resource gathering, production, etc...) by 10%

Production:
- For every level increase number of possible craftsmen by 5 per BU
- For every level increase food produced per craftsman per turn by 1

Construction:
- Cost +50% per level (materials and production)
- Effectivness +10% per level
- ie. A lvl 3 Farm would cost 150% more then normal, and allow (assuming farming tech at lvl 2) 19 people to work there.
- buildings can be built at any level that you have (starting at 0 for no cost or effectivness increase), and can be upgraded at a later date by paying the difference in production and materials

Weaponry:
- Lvl 0: Fists and Feet
- Lvl 1: Clubs and Rocks
- Lvl 2: Swords and Bows
- Lvl 3: Great Swords, Crossbows, and Muskets (experimental)
- Lvl 4: Guns and Artillery
- Lvl 5: Laser Beams and Vibro Blades

Armor:
- Lvl 0: Your Skin
- Lvl 1: Hide and Leather
- Lvl 2: Mail
- Lvl 3: Plate Armor
- Lvl 4: Kevlar
- Lvl 5: Force Fields

Military Tactics:
- Randomness Decreased by 10% with every level
- Effectivness increased by 10% with every level
- Losses reduced by 10% per level

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folder icon   04-15-2005, 02:55 PM
Culture Post #4
Pellanor

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Culture is still here, but there's been changes.

Culture:
- Cultural points are gained through in-game actions.
- They go from a scale of 0 to 100
- The bonus listed as 1% is for one point.
- The formula for points beyond the first is: (1+100*[Points]-([Points]+1)*([Points]/2))/100
- You can never have more then 100 Cultural points at any given time
- If you do something that you think deserves cultural points, ask. I won't always notice.


Diplomatic
- Your people can usually get what they want through talking
- you have a 1% chance to convince somebody to accept a deal that they normally wouldn't (this chance may be modified based on what you are asking for)

Militaristic
- Your people are highley trained in the skills of warfare
- +1% to both offencesive and defensive military strength

Peaceful
- You would rather make friends then enemies
- +1% population growth

Aggressive
- You would rather destroy your enemies then make friends
- military costs reduced by 1%

Merciful
- You do not whish to cause even your greatest enemies more pain then neccessary
- 1% of enemy combat loses are captured as prisoners

Sadistic
- You take great please in destroying your enemies in the most painful way possible (at least for them)
- enemy combat loses increased by 1%

Environmentalist
- You take care of nature, making sure that there are always enough resources for your people
- You drain natural resources at 1% less then the normal rate

Industrialist
- You produce and advance your society without care for the consequences
- You gain 1% more resources per turn

Frugal
- You are tight with your money, prefering to save rather then spend
- You pay 1% less for everything

Greedy
- If you don't have it, you want it
- You make 1% more money for everything

Religious
- You believe in God(s) and pray to them regularily
- 1% chance of a "miriacle" every turn

Secular
- You believe in what you can see and prove
- 1% chance of a technological "inovation" occuring every turn

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folder icon   04-15-2005, 02:56 PM
Post #5
Pellanor

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and now here's all the general rules that I'm sure some people will want to know.

Damn 30 second rule!!!


Birth Rate:
0-50 people: 50%
50-100 people: 30%
100-250 people: 20%
250-500 people: 10%
500+ people: 5%

Each Person requires 0.5 units of food per turn to live (note: they are starving at this point. 50% productivity, birth rate halved).
- 1 unit of food per turn will feed the people adequetly
- 2 units of food per turn will feed the people comftorably (Birth Rate +10%, Production +10%)
- 3+ units of food per turn (birth rate +5% per unit of food above 2 per turn, Production -10% per unit of food above 2 per turn [as people get too fat and lazy], these stack with those listed above for 2/turn)

Overpopulation:
- When your population grows beyond that which you have land/housing for, you begin to suffer from overpopulation
- Birth rate is reduced to half
- Overall Production is reduced by 1% for every 1% more people you have then you can support (ie. 110 people living where only 100 can be supported gives a -10% effectivness)

Each Parcel of Land can support 50 people.

Primary Land:
- Starting Parcel
Secondary Land
- 8 squares surrounding Primary
- Production -10%
Tertairy Land
- 16 squares surrounding Secondary
- Production -30%
Quarterly Land
- 24 squares surrounding Tertairy
- Production -50%
Quintary Land
- 32 squares surrounding Quarterly
- Production -60%
X Beyond Quintary
- 32+X*8 aditional squares (ie. 3 beyond quitary would give you 56 additional squares of land)
- Production -log(X+5)% rounded to the nearest 10% (ie. 3 beyond would be at -90%

Each Person Requires 1 unit of water per turn. (does not come into play except in cases of drought, or overpopulation)


Each Building Unit can employee up to 5 people (except housing).
- Workers can produce 1 Food, Wood, Stone or Production per turn.
- Specific buildings increase this rate (ie. basic farms increase food production to 1.5 per turn per worker, but eliminate the options to produce others)


Each building costs 10*(2^(building level)) materials and production
- ie. a lvl three farm would cost 80 materials and 80 production. If you had level 2 construction, you could increase the cost by an additional 80 to increase effectivness by 20%.

Each building takes one building unit.

Monuments / Wonders:
There are two levels of monuments. Minor and Major.
Minor monuments:
- require 5 building units
- take 1 turn + 1 per every 2 minor monuments already constructed (1,1,2,2,3,3,4,4,5,5,etc...)
- count as building level 3 + 1 per every 2 minor monuments already constructed (3,3,4,4,5,5,6,6,etc...) when determining cost
Major monuments:
- require 20 building units
- take 3 turn + 2 per every 1 major monument already constructed (3,5,7,9,11,etc...)
- count as building level 5 + 1 per every major monuments already constructed (5,6,7,8,9,etc...) when determining cost

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folder icon   04-17-2005, 11:39 AM
Post #6
Kjell Thusaud

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Ok, My nation will be:

Appolonia, brown.

The Appolonians are a wandering people, they do not settle any where but move around a lot. they live on a vast, rather barren continent, wich they havent explored a lot yet. They doesn't really have a concept of the difference between other peoples belongings and theirs, but they have strong feelings for the diffrence between Their stuff and others and often hoard as much of the first of the two as they can! Due to ainchent and sacred reasons of wich no one really see the poit with, all Appolonians, are named Greg.

Techs: Primitive hunting and transportation.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-17-2005, 11:44 PM
Post #7
Phantom X

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Yay, I can finally post!
Oh btw Pell, I'm impressed with the name of your game, it's so original, how in the world did you come up with it?

Here's ma nation.

Gollumiminia

A nation of strange, thin, pale individuals, with a need of shiny objects, the Gollians are a tricky, devious, scheming, and sometimes insane primarily underground people with particularly large eyes. The most important thing for Gollians is collecting shiny objects, and he who holds the most is lord. Stealing the objects of other is perfectly acceptable, and fortunately for them, they are extremely distrustfull of strangers, and as such are almost impossible to bribe. Also, rules given out by the lord are actually followed, which saves the Gollians from anarchy....sometimes. Gollians are excellent sneaks, and tricksters, as well as being relatively good miners.

Technologies: Mining, Fishing (in underground lakes/rivers of course!)

P.S. Yes I'm wierd....I just hope I didn't break any copyright rules

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folder icon   04-18-2005, 04:09 PM
Post #8
Pellanor

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Okay, one thing else that everybody should know when starting. The map is 32x32, for a total of 1024 sectors availabe for players. When you create your nation, pick your starting X,Y coodinates. For example (7,29) would be the 7th sector on the X axis and the 29th sector on the Y axis (starting in the uper left, aka most North Westren corner). That would put it in the far west and south, an Artic Sector.

Anyways, I have a few sectors that I have set off for NPCs, so you'll probably want to pick a second choice for your starting location. All the resources have been determined randomly, so you won't know what you have until you look for it.

edit: The first two nations are up! You may notice that you start with 100 food. This is because, during my testing, I found that it's really easy to starve your nation right at the begining. Especially if you don't start with a good sorce of food.

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folder icon   04-18-2005, 07:36 PM
Post #9
Altherak

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i cant really choose my starting place till you give us the map or my people, so hurry up with the map

and dang you for destroying my perfect 1000 post count (999 more till 2000)

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folder icon   04-18-2005, 09:06 PM
Post #10
Pellanor

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well, right now the map is just one big blank square, divided into 32 smaller squares, 2 of which are coloured in (starting spot for NPCs). If you want any particular type of terrain features I can just look for some squares that have those (ie. having plains with horses and water, or mountains with iron).

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folder icon   04-19-2005, 02:31 AM
Post #11
Kjell Thusaud

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Could you pick something that agrees with my description?

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-19-2005, 11:12 AM
Post #12
Pellanor

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Well, all you really said was that you live on a barren continent. If you want I could just start you in a square with absolutely no resources. I think that would fit the description of barren.

How bout this for picking land. Just give me the (x,y) coordinate that you want (pick at random if you must), and 3 resources that you want there (ie. fresh water, Iron mine, Buffalo heard, rich soil, Ancient Hardwood Forest, etc...) and a terrain type (Plains, Mountain, Hills, Water), and I'll customize your start location for you. Or if you just want to, you can take whatever is randomly determined for that square, which will be anywhere from 0 to 8 different resources.

Oh yeah, other fun things about the map, it wraps. So if you go off one edge you end up on the other.

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folder icon   04-19-2005, 04:00 PM
Post #13
Chaotica

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Here's my try:

Nation of Zabulus:

A proud race of dark grey-skinned people, called Zabulians, they are almost build like humans, except are taller and have more physical strength. Although they are not aggressive, they maintain a traditional militaristic society, and anyone invading or standing in the way of their expanding risks a war. They live in mountains rich with iron ore and coal, because of the presence of massive lakes, the Zabulians are good swimmers.

Techs: Mining, Fishing
Society: Militaristic

I request some mountains and some water, for the rest, I dont care, but not too much woods

Edit*: randomly chosen coordinates: 6,8

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folder icon   04-19-2005, 05:01 PM
Post #14
Kjell Thusaud

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Id like a horse heard, some where, preferrebly north east, not shure how to put it into figures.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-19-2005, 05:10 PM
Post #15
Pellanor

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Okay, Chaotica and Phantom, I need you guys to pick a colour, or else I'll just assign one to you.

Kjell, you're land has been updated.

I'll either start turn 1 later this week, or on monday, depending on how many people sign up. I'd like to have about a half dozen players to start.

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folder icon   04-19-2005, 08:32 PM
Post #16
Altherak

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Nation: Algarve

Description: A race of men with flaming red hair. They are tall with a stocky build and are fierce fighters. They conquered other tribes and gained dominance of the small land around them. They soon discovered there was a bigger land around the hilly northern land they live in though. Surprisingly, though you may think them brutes they are very curious of the world around them, the explanations for the phenomenon they see are sometimes religous or scientific.

Starting Tech: Primitive Farming, Lv. 1 Weapons

Starting Coordinates: (16, 32) (Top Middle I hope)

Color: Red

Resources on Land: Fresh Water, Rich Soil, Ancient Hardwood Forest

Land Terrain: Hilly


I hope that covers it all, if it doesnt, then tell me Pell

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folder icon   04-20-2005, 08:15 AM
Post #17
Phantom X

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I want square 31 x 31. BTW, can I have an underground lake for fishing in that square?

Oh and I'd like to be the color T.....errr black, or grey.

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folder icon   04-20-2005, 11:13 AM
Post #18
Pellanor

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Okay, nations updated.

Map is up. I will try to update it at least once a week. Some of the colors are kind of hard to make out, but you'll get used to it. I think on my next update of the map I'll add the numbers for each square, though I'm not sure how readable they'll be.

If we don't get anybody else who signs up today, I'll probably start with turn 1 tommorrow.

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folder icon   04-20-2005, 03:55 PM
Post #19
Chaotica

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Can I have color grey or blue? (not some light gay blue but a real nice blue)

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folder icon   04-20-2005, 04:20 PM
Post #20
Pellanor

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I gave you blue.

Updated map. This one's got numbers.

edit: Updated map again. This one has NPCs on it. And just remember, not everything is based on size. For instance, the pink nations are much more powerful then the white one.

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folder icon   04-21-2005, 06:54 AM
Post #21
Kjell Thusaud

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Q: is all pink same land or is it diffrent lands? same for green, yellow etc.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-21-2005, 10:52 AM
Post #22
Pellanor

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Those are generic NPC nations that all have the same base stats but have different names, etc... All those NPCs are static, meaning that they will never grow. I gave them X turns to get where they are, and they will stay at that point for the rest of the game. All the pink ones are the same, all the yellow ones are the same, etc...

My two other major NPCs, the Barvarians and the Cuthulians, I'm playing just like a normal player nation.

I want this game ot be more about player interaction rather then players interacting with NPCs which is why I thought the static NPCs would be a good idea. They fill up the map and give you something to do before you contact the other PCs, but in ht elong run they won't have a lot of effect on the game as a whole.

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folder icon   04-21-2005, 11:02 AM
Post #23
Pellanor

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Yeah for the double post goodness!

anyways, I figure that I'll start with turn 1 today. I'll give you an example turn to start things off with.

Barvaira, turn 1:
Set 5 people to hunt moose.
Set 5 people to explore to the west (6,29).
Consume normal food (1 food each).

Cuthulia, turn 1:
Set 10 people to harvest lumber.
Consume normal food.

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folder icon   04-21-2005, 02:27 PM
Post #24
Kjell Thusaud

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Turn 1

2 people round up horses
3 people gather hard wood
5 people explore

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-21-2005, 10:34 PM
Post #25
Altherak

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Turn 1:
Gather food: 5
Explore: 5
Eat: Double




bavarians and culthians, hah. Although you had a good strategy you couldn't have won. Me and phantom wopuld have hooked up and defeated you after which i would have easily defeated phantom

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folder icon   04-21-2005, 10:50 PM
Post #26
Phantom X

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Quote:
Originally Posted by Altherak
bavarians and culthians, hah. Although you had a good strategy you couldn't have won. Me and phantom wopuld have hooked up and defeated you after which i would have easily defeated phantom

And you base this strange and rediculous statement on what? I doubt that you would have beat me once and if whe kicked Pell around.

Oh and since you (Pell) included both your nations I want the Suelus to show up (even if just remotely) at some point you freak!

Turn 1:

But what has it got in it's pocketsses?

Eat double food.
4 Gollians Fish
2 Gollians Mine opal
4 Gollians Explore

P.S. I think I should gain Greedy culture just for how my nation is. Oh and Pell, can you please change the description of my race from pale skinned to grey skinned individuals please, it was a small typo of mine.

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folder icon   04-22-2005, 11:28 AM
Post #27
Pellanor

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General note about exploring:
It doesn't matter how many people you send.
You need to specify which parcel guys are leaving from (in this case you only have one parcel, so it doesn't matter).
You need to specify which parcel your guys are exploring to, or I can just pick a random one for you.
It takes 1 turn for every square you move through. (so if you're guys are leaving (1,1) to explore to (1,3) it would take 2 turns, one to move through (1,2) and one to reach (1,3))

Quote:
Originally Posted by Kjell Thusaud
Turn 1

2 people round up horses
3 people gather hard wood
5 people explore

Is there any particular direction that you want to explore to, or do you just want me to pick a random square?
Quote:
Originally Posted by Altherak
Turn 1:
Gather food: 5
Explore: 5
Eat: Double




bavarians and culthians, hah. Although you had a good strategy you couldn't have won. Me and phantom wopuld have hooked up and defeated you after which i would have easily defeated phantom

Same question with exploring.

And as for you and phantom teaming up against me, I hope you realize that Phatom and myself were already allied against you. When our combined forces attacked your combined forces, the Cuthulians would have withdrawn from the battle, leaving you one ally less. Then they were going to ride in and attack whoever survived,and I'm positive that they had more military might then any single nation, probably more then any 2 combined.
Quote:
Originally Posted by Phantom X
And you base this strange and rediculous statement on what? I doubt that you would have beat me once and if whe kicked Pell around.

Oh and since you (Pell) included both your nations I want the Suelus to show up (even if just remotely) at some point you freak!

Turn 1:

But what has it got in it's pocketsses?

Eat double food.
4 Gollians Fish
2 Gollians Mine opal
4 Gollians Explore

P.S. I think I should gain Greedy culture just for how my nation is. Oh and Pell, can you please change the description of my race from pale skinned to grey skinned individuals please, it was a small typo of mine.

Same question about exploreing as the other two got.

Also, if you were to look at the mining technology, you would see that with primitve mining you can only mine resources listed as "easy" and your opal is lsted as "hard" meaning you need basic mining to access it.

As for the greedy culture, just play your race that way. nobody is going to get culture right off the start. Everytime you do something that you could define as being especially greedy, just ask to get culture for it.

And I fixed that typo for you in my hard copy here. It'll be fixed live when I update with your turn.

As for the Sueles showing up, I think I'll make the two big teal nations the Sueles and the Sucran.

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folder icon   04-22-2005, 05:27 PM
Post #28
Chaotica

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3 mine coal
3 mine iron
3 fish
1 explore 6,9

Emm, how can I make units into workers and such, and how do I build (and what do the buildings cost and so on?)

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folder icon   04-22-2005, 05:49 PM
Post #29
Phantom X

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My guys are exploring 30,31; 32,31; 31,30; and 31,32 respectively.

*Babbles on and on about how its not fair that I got no easy minable stuff*
Ok, now that I got that out of my system *comes out of the bathroom* I guess that the guys that where going to mine just fish, or if there is anything else useful other than explore that they could do they'll do that instead.

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folder icon   04-22-2005, 06:50 PM
Post #30
Pellanor

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Quote:
Originally Posted by Chaotica
3 mine coal
3 mine iron
3 fish
1 explore 6,9

Emm, how can I make units into workers and such, and how do I build (and what do the buildings cost and so on?)

You don't have to make units into workers or into armies or anything, you just assign them to a role. Like guy #1 is going to fish this turn, then mine next turn, and then explore the turn after, and then spend the rest of his days farming in the new land.

And one more thing about exploring. If you only send 1 guy to a new sector, then with the (initial) 50% growth rate for units (rounded down) your population will grow by 0 people in that sector until more people move there. Also if there's enemy troops or rapid wolves or anything, it pays to send more then 1 guy.

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folder icon   04-22-2005, 11:16 PM
Post #31
Altherak

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Turn 1:
Gather food: 5
Explore: 5
--2 Left
--2 Right
--1 Down
Eat: Double


whatever, no winner was procliamed, but if it was in real life i would have destroyed you all with my mega Hydrogen bombs

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folder icon   04-23-2005, 05:51 AM
Post #32
Kjell Thusaud

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east and south east.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-25-2005, 12:56 PM
Post #33
Chaotica

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Ah yes, I forgot. My dudes and chicks eat double this turn

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folder icon   04-26-2005, 11:58 AM
Post #34
Pellanor

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Kjell
Your people are unable to capture a live horse, but they do accidently kill one and are able to provide you with 4 units of horse meat.
You hear word from the east that your people have found a mountain range with easy access to volcanic rock, and the potential for some gems stones.
You hear word from the south east that your people have found a large fresh water lake. Unfortunatly it doesn't seem to have enough of a fish population to be used as a sorce of food.

Altherak
The people exploring to the east report having found mountains that are barren of life.
The man exploring to the south reports finding mineral rich mountains.
You have heard nothing from those you sent west.

Phantom
You recieve the reports from your explorers.
To the North there are hills, with Chalk and Iron that your people could mine.
To the East there is a forest, with a mix of softwood and hardwood, covering flat ground.
To the South there are mountains which are barren of life.
To the West there are moutains, covered with a young forest, and rich in materials.

Chaotica
You have not yet set up the neccessary facilities to mine metals, so instead all of your people mine coal.
You explore to the south and fine barren plains.


-----------------

Turn 2:
Pick a new Tech.

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folder icon   04-26-2005, 05:27 PM
Post #35
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Can I get iron mining?

And I'll send 1 more unit to the 6,9. The people in sector 6,8 keep doing the same thing.

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