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Grim_

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Everything posted by Grim_

  1. Would it be a good idea to relocate my fortress down to the levels closest to magma? Also would a fortress without a consistent water supply be worthwhile not abandoning (it has a [cabbage] tonne of useful minerals in it)?
  2. Hmm this new fortress does not seem to have any farmers ( :( ) or metal smiths or a river nearby <.<
  3. Well as I'm mildly bored I'm going to see if I can start a fortress on an island in the ocean.
  4. Grim_ replied to Nexaduro's topic in Falador Tavern
    Earth you are a plant, plants can burn, he threw a jar of (most likely) greek fire at you, you will most likely burn slightly faster than a human (except that you specified a weakness to fire).
  5. Earth are you using a PC with vista/windows 7? because if you right click the part of the task bar where time is shown on vista you can open up the "Windows Task Manager" which among other things gives you a meter on the bottom of your screen (near where time is shown). On a mildly related note; exactly how much did exosuits cost in Hegemony V2 (because if you think about it 5 soldiers with armor piercing rounds would probably be enough to take out an exosuit with quite a bit less of a cost)
  6. Hey ross/whoever is rather knowledgeable of DF could I ask a question? How do you deal with your excess stones in the beginning?
  7. Grim_ replied to Nexaduro's topic in Falador Tavern
    Tekrer tries to remember where he remembers the badge from whilst gathering all of his anger and rage into a white hot ball and releasing it in a pulse of pressure and flame racing towards the guard.
  8. Grim_ replied to Nexaduro's topic in Falador Tavern
    I wouldn't mind a limited degree of magic in this but honestly we could do a fantasy game without it. Tekrer elbows the man in the gut while jump/headbutting him under the jaw before getting his battle ax free and roaring "What was that for?". He also tries to remember (after the afor mentioned elbow and headbut and then get the heck out of his grasp bit) what the sigil was from.
  9. Any Chance I could join late as puritania? (With genocide)
  10. Grim_ replied to Nexaduro's topic in Falador Tavern
    Tekrer mutters about how a maimed enemy is not worth killing and continues looking for work, bandaging his hand as he goes. If he has the chance he loads his crossbow with a bolt while glaring at passerbies and mutter "Oh yes, yes dear they shall all pay now!"
  11. Here is what we have got so far World map: [hide][/hide] Races Reds Warriors - can raise cheap(er) raiding parties or militias Raiders - raiding boosts income Eagle Eye - high accuracy in archers / mages Factionalism - risk of rebellion is high Untrained - casters cost more to recruit Unfriendly - have a generally harder time cooperating with other races Wood elves:Long lived and with a slow reproductive rate bonus to income from artisans and wood work Bonus to druidic magic Bonus towards archers and skirmisher units Negatives towards most agriculture Low troop pool (heightened troop cost by 25%) Individualist Higher risk of rebellions Negative towards divine magic Mixed Society/Humans bonus towards income from trade Chance of rebellion Dwarfs: A shorter lived race than elves but longer lived than humans with a slightly lower reproductive rate than humans but a higher reproductive rate than elves. Favors Divine magic over arcane or druidic magic in general Pros: Lessened cost of smithing metal weapons Lessened cost of fortifications Lessened cost of buildings using stone Finely crafted weapons for armies Bonuses towards income from mining and crafting Lessened chance of rebellion Cons: Smaller armies than humans or Greenskins Almost no druicic magic and very little arcane magic Negatives towards income from farming, wood work and raids Greenskins: Short lived race that breed like rabbits. Orkoid in nature. Pros: Warlike in nature: Cost of units is reduced Breeds like [bleep]ing rabbits: Much larger army size (-25% troop cost) boost to income from raiding Cons: We's all gonna die!: Lower quality troops Probably the smallest number of casters in them of any race Factionalism: Risk of rebellion is heightened Lack of cavalry Undead: Pros: The dead don't eat: Lessened cost of units in general Liches: A lessened cost to build colleges of necromancy and a lessened cost of necromancers The dead don't breath: No real need of boats to cross shallow bodies of water No need for supply lines Cons: Most gods will not accept them as servants Druidic magic is a no-no NPCs tend not to like the dead that walk the earth (spawning the occasional crusade against them) MAGIC: [hide] Arcane magic: Schools of magic Abjuration: Your basic protection, dispelling and shielding type magic. Conjuration: Encloses Teleportation, summoning, healing and the binding of various beasts Divination: Your scrying and to a lesser degree interrogation school Enchanting: Causes status effects and is useful for interrogation/making sleeper agents Evocation: The school of fire balls, lightning bolts and explosions Illusion: Creates illusions Necromancy: Negative effects and raising the dead Transmutation: Changing one thing to the other as well as certain abjuration like effects Divided into schools arcane magic users (henceforth called mages) can be trained at either generalist universities or specialist colleges. While the generalists can use pretty much all of the schools it takes a specialist (well a group of them) to perform a ritual Rituals: Rituals may only be performed by specialists from the school of magic that the ritual is classified under. In addition to the practitioners they require research into and a variety of regents depending upon the ritual in question. Training mages: After the college or university has been set up you must wait four years before gaining your first crop of mages be they specialists or otherwise. On a slightly different note you there is a maximum number of mages each college/university can produce per year and a maximum number of mages each race can have (due to the small number of candidates) [/hide] Divine magic: [hide] Very similar to arcane magic divine magic instead of relying on colleges draws power from the user (henceforth to be called clerics) faith and the power of the god in question. Training clerics: A requirement for them is to be a theocracy of that god in question. They may be trained at a church or cathedral for a certain price. Miracles: With enough clerics praying simultaneously (and enough study into religous studies to perform the ceremony) you may ask your god for a miracle provided that it fits in their interest and there are appropriate sacrifices. Note: Divine magic relies almost entirely upon the power of the god in question so if you are not acting in said gods interest or with his dogma odds are you will not get anything more than a fizzle and a pop. If a country radically goes against their gods wishes and is a heavy user of divine power they can expect powerful repercussions to fall upon them (depending upon the god in question). Rather than the schools of arcane magic divine magic focuses mostly on healing, curing disease, divination, strengthening allies and the odd blasting spell thrown in. [/hide] Druidic magic: [hide] Druidic magic relies upon the power of nature to pull power out to defeat your enemies. To train druids you must create a coven or grove or other appropriate structure Rituals: Druidic rituals function almost the same way as arcane ones in that they require research and regents. Notes: You can lose the power of your druids if you destroy too much forest, upset the balance of nature or in general [bleep] around with the natural order of things. Druidic magic focuses mostly on summoning creatures to aid in the fight and influencing the organisms around you to help (awakening trees to create ents for a time). They also have the odd blast (which makes them effective in that regard as well) [/hide] Budget: Budget is to be done in gold coins and be given every five years. Your starting province will give you 10 million gold pieces towards troops and any other projects you may want Year/day ratio Each day is worth one year in game Military units: Peasants: 100-150 Spearmen: 250 Pikemen: 400 Archers: 400 Heavy Horse Archers: 700-800 Men at Arms: 500 Elite template: Add 300 gold to the cost for an increase of effectiveness Mages: 4,000 each, requires a univesity or a specialized college Cleric: 4,000 each Druid: 4,000
  12. Should we make a thread? Oh and what do you think about having nature magic replaced by druidic magic (basically the same thing)
  13. Here is the map: Please edit in what princedom you would like to take Also as for races here are the basics Humans/mixed race society: All arounders mid level for most anything Wood Elves: Long lived race with heavy individualistic tendencies, many more mages than any other race, however a very low reproductive rate leads to smaller armies as a whole. As a whole the race is long lived and can favor druidic nature magic. Bonuses towards money from artisans and orchard based farming and lessens the cost of buildings using wood negatives towards mining, smithing metal weapons, siege weaponry and religious units Dwarfs: A shorter lived race than elves but longer lived than humans with a slightly lower reproductive rate than humans but a higher reproductive rate than elves. Favors Divine magic over arcane or druidic magic in general Pros: Lessened cost of smithing metal weapons Lessened cost of fortifications Lessened cost of buildings using stone Finely crafted weapons for armies Bonuses towards income from mining and crafting Cons: Smaller armies than humans or Greenskins Almost no druicic magic and very little arcane magic Negatives towards income from farming, wood work and raids Greenskins: Short lived race that breed like rabbits. Orkoid in nature. Pros: Warlike in nature: Cost of units is reduced Breeds like [bleep]ing rabbits: Much larger army size boost to income from raiding Cons: We's all gonna die!: Lower quality troops Probably the smallest number of casters in them of any race Factionalism: Risk of rebellion is heightened Undead: Pros: The dead don't eat: Lessened cost of units in general Liches: A lessened cost to build colleges of necromancy and a lessened cost of necromancers The dead don't breath: No real need of boats to cross shallow bodies of water Cons: Most gods will not accept them as servants Druidic magic is a no-no NPCs tend not to like the dead that walk the earth (spawning the occasional crusade against them) More to come
  14. Rocco that would depend upon the race. Also mages are not singly going to be able to do all that much (You need at least a dozen to do a small scale ritual) as the ones that are straight off the factory line are rather weak. Iconic: They are lightly armored (if they aren't there is the risk of arcane spell failure [which can be...messy]) and can't take damage all too well. Without the use of ritual they will probably act as artillery (or however you people use them). Also as a note to people here: THERE ARE MAGES THAT CAN BE USED SPECIFICALLY TO SHUT DOWN OTHER MAGES IN THEIR AREA. Also if enemy mages are slaughtering your troops by the hundreds... you're doing something a bit wrong . EDIT: Well then time to color in some of the multitude of princedoms
  15. I'm using the Dungeons and Dragons style school of magic for various reasons (Chief of which being that I dislike the elemental schools) Abjuration: Your basic protection, dispelling and shielding type magic. Conjuration: Encloses Teleportation, summoning, healing and the binding of various beasts Divination: Your scrying and to a lesser degree interrogation school Enchanting: Causes status effects and is useful for interrogation/making sleeper agents Evocation: The school of fire balls, lightning bolts and explosions Illusion: Creates illusions Necromancy: Negative effects and raising the dead Transmutation: Changing one thing to the other as well as certain abjuration like effects EDIT: Forgot illusions
  16. That could be done but would require people to make an individual map of their own province/group of provinces. Rocco what I was thinking of doing for magic would be having various colleges of the D&D schools of magic that turn out a set number (for a set cost per mage) of specialists per year you could also have generalist universities which would turn out jacks of all trades. For really large things you would have to research various types of rituals which would require regents, the regents could be a variety of things from human sacrifice to gold. This is however not the only way to get magical power in game as the gods (I will design the pantheon shortly) are active and can grant priests power or depending upon the cause miracles that amount to the same thing as a ritual except substitute spellcasting for prayer and regents for sacrifices. As to the skill of mages it takes 4 years after the creating of the college to get the first of your yearly crop of mages (though this could obviously be changed) and they gain skill when they are being used in their fields.
  17. Does anyone have any strong preferences towards how magic is done? Also as a bit of a note all of the princedoms will get one castle. Now onto something else do you want budgets to be equal or not? Also should we just use gold or use a variety of resources?
  18. I would prefer just to use gold (as it is the easiest thing to use) but we could in theory have units of metal, wood , food, livestock, weapons, etc. if that is what people want then I will accomadate Also world map; Now with a [cabbage] tonne of princedoms
  19. Okay here is the current (sans new kingdoms) world map
  20. Erm does anyone have any problems with the collegiate system? EDIT: We will be using westeros as a template but honestly nothing more than that. I will be designing several kingdoms (you would have the option of creating a kingdom out of one of the slots or just using a prefab one). Also I am removing ALL OF THE CASTLES AND PLACE NAMES ON THAT MAP.
  21. On a note about the mechanics for magic what I was thinking about was having colleges for the various schools of magic (as well as generalist universities) that would cost a certain amount of resources (most likely gold) and allow you to train a set number of school specific (or generalist) mages per year per college (though there would be a limit towards the number of mages per year you could train). In example a college of evocation would train exclusively evokers that would be essentially battle mages that make your enemies go boom.
  22. Then I call mixed race societies :P EDIT: Another map for your viewing pleasure [hide][/hide]
  23. I was looking into that mather but I couldn't really find any good maps (that were large enough) so what are peoples preference? [hide][/hide] [hide][/hide] [hide][/hide] [hide][/hide]
  24. Clever mather :P A couple of other maps for your viewing pleasure Medieval map that can be edited to have more/fewer kingdoms in it. Also if we were to do this what are peoples favored races?
  25. Would this map work for people? Or possibly just a medieval earth map?

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