Wisp
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Why are we playing with 10 billion? I know we'll gain stuff soon, but that's just stupid. Oh boy, I can afford a boat and a half and nothing else. For the 40 year's of research thing, I just kind of wanted to give everyone sort of a specialty, but maybe it could be re-done... And no offense to edel, but I would really rather play this game with a mod that's actually played Hegemony or been involved throughout. Considering all previous budgets have generally been measured in trillions, with no one really complaining it was too much (though it was of course excessive at the end of V2) Here's my idea for the thread: Firstly, a breakdown of the economic system: Infrastructure, Economy, Gross. IEG. Infrastructure: Similar to last game, there are a few ways to increase it. 1) Invest a fraction of your budget into infrastructure, 100%= 1 gain 2) Various wonders 3) Building cities, if you spent 1 trillion on cities, it would give you the same infrastructure gain as if you'd put 500b into infrastructure normally 4) Aid missions (maybe) Same as last time, each infrastructure level is the amount you increase per decade, so at five infra, you go up by 5% each decade. Economy: The counterpart to economy. How to increase: 1) Have access to trade routes (will be clearly labeled on the map, and there will only be a few). At the start, everyone has access, but not having access can lower your economy 2) Invest into trade goods. How it can be lowered: 1): Being blockaded, embargoed. 2) Putting an embargo on someone lowers your economy, as well as theirs 3) Random events 4) Losing trade routes. 5) Buying large amounts of stuff from another player. Buying a 1 trillion dollar space ship from someone else would lower your economy a decent amount. Gross: Everyone starts equal, at 1 trillion. Economy gives twice as much gain as infrastructure, so if you had an economy of 5, you'd grow by 10% per decade. So, an example country: Gross of 1 trillion, Infrastructure of 5, Economy of 2. +5% from infra, +4%from Economy, increases to 1.09 trillion. Example 2: Economy of .5, Infrastructure of 5 -10% from Economy, +5% from infrastructure, Decreases to .95 trillion. War is handled the usual way, including troop bonuses and all. No peaceful annexation, though it wasn't really a big problem last game. After a military annexation, you must keep troops stationed there for a minimum of 10 years, and if someone invades that country during that time, the people may revolt and join attackers. For now, no space. At all. Other than satellite. Superweapons are the same as last game. All this is pretty simple if you played last game.
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Does everyone agree to the following: Add in economy, which is similar to infrastructure, and in short, increases more quickly than infrastructure, but can bottom out occasionally due to random events or being blockaded, embargoed etc. so if you rely on it, you could lose a ton of money if you don't back up your economy with infrastructue. Equal or equalish starting budgets Leveled technology, similar to last game. Not a tech tree though. No peaceful annexation, though occasionally this may be an option as determined by the mod (ie: You've been shelling the major population centers of a city for years, they are tired of losing people, and surrender, or the economy of an area is destroyed and you're their only chance for economic survival.)
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If someone posts a screenshot of any russian runestone, I'll translate it for them.
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How about this: We use the IEG system I made up a while ago, adding in economy in a simple way. No peacefully annexing countries. To determine starting budgets, here's my idea. We each start with 1 trillion, then we use a rng to give everyone each a different modifier ranging from -250b to +500b, so it's a bit more interesting. If you get a - number, you get a bit of bonus research. Research works like it did near the end of last game, though we each start with 40 years of free research, so you could put, for example, 20 years into genetics, 5 into nukes, and 15 into better tanks, or something like that, this way everyone starts out with their own specializations. So to start, once we have a mod picked, all you need to do is pick your country, then post how your research is distributed.
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Just saying for the tax thing, 30 copper bars would take like 5-6 hours of work, probably, and not just sitting around. The way a settlement should work is people have roles, like if we had enough people, for example, the leather dryer gives dried furs to tanner, who gives to the high leveled crafter etc.
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Whoevers building a mansion, we need metal for that, and we won't have metal for a very very long time, unless we're absurdly lucky.
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Grim, if you do that you start in a random village, so you could be anywhere.
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Here's my opinion on this issue: For now, I don't really think we have huge amounts of spam and off topic issues. On occasion, something will come up and we all get sidetracked, but it usually goes back to the point pretty soon. It's sort of bound to happen when you know all the people in a forum so well, and there is such a large volume of posts. It's hard to draw the line based on whether or not posts should or should not add to post count. For a start, this thread is an awful, awful example of this forum in general. Besides that, sometimes our threads overlap (ie: talking about dungeoneering in the Hegemony thread), but because there's literally only a dozen of us, I don't really think that matters too much, and even that doesn't happen that often. Personally, the only part of post count that I care about is that it's high enough that I don't look like a new member of the forums, so people will at least trust me (ie: if I post a link) for that reason alone. If the change stands, I don't really care that much. I do kind of like seeing how it goes up over time, and since I post mostly here that gets rid of that, but that's the only thing that really bothers me there. I don't really like this being compared to forum games, because other than in name, I find them almost completely dissimilar. In any case, yea, there is 'banter', but look into any of the real games, where the vast majority of posts are. The situation isn't nearly as bad. EDIT: Also, I dunno about anyone else, but I don't think high post counts have ever influenced anyone to join this forum, much less the top 20 posters list. EDIT2: Das, remember that the censor isn't enabled for Admins, so if you swear it goes through.
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I think that sums it up, from what I've heard. I joined 2006 (like sere), so I never experienced any of that, and I was only active with the TET portion of the forums for a long time then, so I didn't notice anything.
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Reminds me of another forum where, despite it's original purpose is mostly just random banter, yet that counts towards the post count. How is this really similar to forum games? In name, yes, but aside from that? Go to forum games, and look at the top page or so of threads. Point out the similarities.
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Now we just need to learn how to fight. Otherwise we'll die next time something like that happens
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The tale of near death and trial: So, I was going to the mudflats on the river leading from the village to my lake to get some clay. After being out for about 45 minutes, I returned to my house to find a runestone outside my door. It had russian text, naturally I couldn't read it. I opened the door, and there was someone in the house, going through the cabinets. Strangely, he was in our party, but no one really knew who he was. He ran out of the house and by the time I could follow him outside, he was gone. I asked about the situation on the party chat, and no one could figure it out exactly. A bit later, I saw a green face appear in the party menu when I was outside, the stranger was back near the island. He saw me, and turned away. I got in my boat, and chased him to the other side of the lake. I followed him across land, and strangely, Archi showed up, he had apparently been gathering herbs. Archi took a roundabout route to the river where the stranger was standing next to, and we attempted to corner him. He said something in russian, and then attacked Archi. I was unable to initiate combat, so I couldn't do much. I got in archi's boat, and headed a bit downriver, and was able to pick up archi with only 5 health left, a few seconds before he would have died. We headed back towards the island, but he was almost beating us there. We landed on the island, but he wasn't there, and soon headed back out to sea, since I knew my island wasn't safe. I was in Archi's boat, since I knew there was a boat somewhere else on the river I could take. When we reached the boat, we got out of our ship, to pick up the new one. Just as we did this, the stranger showed up again, and got out of his boat just next to us. The game struggled with dropping the boat I was now carrying in the water, so I dropped it on land and got back in Archi's boat before the attacker could kill us. We went back towards the lake, and he was following us. After a few minutes and a fork in the river later, we turned back, hoping he'd taken the wrong turn. We picked up the second boat successfully this time, and we were on our way with two boats. Then, we saw him parked on the opposite side of the river, a few feet inland. I parked my boat on the opposite shore, got in Archi's boat who quickly drove me next to our assailant's boat, which we then stole, trapping him on that side of the river. We then made our way back to falador. The end.
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So we have a timber house, a few boats, and a bunch of containers set up on our island. It's going well.
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Me. And I don't know how to do anything.
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I just modded it to remove cliff racers. Haha, mods were the best part of that game.
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I still like normal hegemony over hegemedieval, personally. I just think it allows for more variety.
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I have a suggestion for the next time we do a normal hegemony (modern times) First, we each start with 40 years (200b worth) of free research into any fields that we want, so we all start out having our own specialization. The 40 years could all go into one topic, or 10 yrs into 4 different, or any combination possible. Archi arbitrarily decides how many years into each research level, as usual. Second, we overhaul IAG a bit, change it to IEG, Infrastructure, Economy, Gross. You would increase Economy in a similar way to Infrastructure, by investing into exports, or controlling trade routes which I'll talk about soon. It would be slower to increase than infrastructure, but would provide larger gains. It would also be easier to disrupt. Some ways to that would be to: Embargo a country (but if you embargo a country your own economy drops slightly), disrupt trade routes, or damage infrastructure (at a ratio of .5-> 1 loss of infra, so if you lost 5 infra, you'd lose 2.5 econ) Ok, so trade routes would be 5 or so control points through the oceans, and major canals. At the start of the game, everyone can access them and their economy will slowly rise because of that. However, if you move a certain number of boats/troops/other to a control point, you can decide who is allowed to use that trade route, and once you ban someone from it, their economy will take a hit, and lose any gains it would get from being able to use that point. And Economy and Infra both increase IAG separately.
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Japan itself was worth a few trillion originally, the few asian countries he had were worth 200b total, probably. So, blowing up 5/7 will knock out at least 1 trillion. Otherwise losing, for example, one zimbabwean city is worth the same as losing one extremely wealthy French or Italian city.
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No, that's not the case. His infrastructure remains the same if you give/trade him land. The averaging rule only applies to annexation. Then, when it was blown up, an infrastructure loss might be reasonable, but infrastructure is only tied into IAG at the end of the decade when it's calculated. Plus, he hadn't moved any people there yet, anyway, since you have recently evacuated the entire island. If that's how it works, I create a vassal state out of, say, Tunisia, trash the cities til it has an infrastructure of 0 (but the cities still exist), fill it with bombs, and then give it to ICU. Next, I blow it up. So his infrastructure is now averaged, and then it takes a hit because I blew it up. And apparently his IAG goes down too.
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I pmed archi about placing the bombs.
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No, grim would have had a net loss of 0. If he gained 1.8t from the land, he would also lose 1.8t, and nothing more. You however, would lose a significant amount of money due to losing Japan, or most of it.
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He owned part of southeastern asia, which was worth maybe 200b. Wealth is distributed based on where it came from, unless you tell Archi you transfer it.. So, for example, someone losing the 4 cities in Zimbabwe would be less harmful than losing 4 cities in France. If Grim got all the IAG, he gains nothing, because he gained 1.8t and lost 1.8t, if we go by that system. Or, he gained 1.8t and lost .5t Also, the reason why I'm saying you lose 1.3t is because Japan's majority of wealth was in 7 cities, of which I destroyed 5. So, 5/7 of it's wealth is what you would lose, logically.
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Plus, Japan had an IAG of 1.8t. and like 5 cities, so figure out how losing 4 cities would affect that. EDIT: Just looked, it had 7 cities, and I blew up 5 (north island too), so you lose 1.3 trillion.
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Grim's IAG isn't magically redistributed to the new cities. If it is, then I could just give you all of my african territories, blow them up immediately, and your IAG is gone.
