Resistance Posted January 26, 2011 Share Posted January 26, 2011 If you define best as sheer winningness, it would have to be Dusty. Sorry, I meant who is the best at making hegemonies? Link to comment Share on other sites More sharing options...
jasignhagj Posted January 26, 2011 Share Posted January 26, 2011 In that case Archi. I tried to do one last month, and burned out by the first day. Link to comment Share on other sites More sharing options...
Retech Posted January 26, 2011 Share Posted January 26, 2011 Archi is the only one who can seemingly make a complicated and well-planned Hegemony, yet not burn out after trying to implement the systems. (Like when I basically threw out trade in YOH :D) Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
jasignhagj Posted January 26, 2011 Share Posted January 26, 2011 Dusty did a good job on Napoleonic Hegemony, but too many people quit to make it worth running. Link to comment Share on other sites More sharing options...
Icuownage Posted January 26, 2011 Share Posted January 26, 2011 Archi is probably the most commited and thoughtful when making a hegemony. Generally when you want a hegemony, you want the creator to be committed otherwise it just turns boring so, so quickly, and people quit and the game just dies. It's a REALLY big shaft.I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time? Link to comment Share on other sites More sharing options...
archimage_a Posted January 26, 2011 Share Posted January 26, 2011 With Napoleonic...I think it was that we were meant to play in a certain way, which we didn't do entirely. Also the game was cuminating into a war where two people would dominate the game (Retech and Doom), Retech because of the unbiased province system, Doom because the story commanded it. Anyway, I have been thinking and I have an idea for a system(not a game, a system): War Exaustion and War Score for NPC nations. Mobilisation, allowing you to throw your poor into an army. 10 degrees of Mobilisation would be worth 10% of your Reset budget, each. You get back the reset budget when you demoblise. The dead can't be demobilised...obviously. War Orpans and Medical Bills after wars. The dead increase militancy, the wounded cost money, though there is overlap. This is even if you win the war. Countries with low provincal scores suffer more from orphans and countries with high provincal scores suffer more from medical bills. Civic/Policy system. Don't want mooching war widows sucking your hard taxed money back or if Vetern's Bills are burning a hole in your pocket, tell them to get stuffed. Slavery, Free Market...anything you can think of becomes a civic. Militancy. Fighting unending wars, taxing at 90%, slavery, no social benefits, blockades and whatnot all generate militancy, which may boil over into civil war. (Not the 3,000 irregulars appear and wait for you to kill them, but perhaps an army far larger than yours(Irregulars by default)). However losing to rebels won't knock you out of the game, it will just adjust all your civics, cause a couple of provinces to declare independance or stuff along those lines.The number of possible divisions in any given province is your militancy, divided by 10, times your provinicial score. Violence may spill over in anything up to 20 Provinces, and at 20 provinces, 1% and 20 provinical score...you are looking at 40 Divisions. Unlimited Generals and Admirals, but some will only give you negative effects...But not having a general is far worse. Generals affect Attack, Defence, Discipline, Organisation and Speed. Attack and Defence will be gone into later(They are different from unit Attack and Defence) Discipline counts as Attack AND Defence and is like gold dust. Organisation is a modifer which decreases over the course of a battle and naturally increases in time spent resting(25% per Real Day, by default). Industry system...Fundermentally, provinces will increase in value over time, you can let your empire grow on its own accord(Free market/Laizze Faire) or you can intervene(Interventionalist/Planned Economy). The more the province is worth the more troops you can mobilise from it.Free Market: Growth rate is +1 in a random province every turn. (12 in 12 years)Best if you need cash today, and tommorow, since the growth provides instant payoff.Laizze Faire: Growth rate is +1 in five random provinces every four turns. (15 in 12 years)Bast if you want to grow while also spending cash.Interventionalist: Growth rate is +1 in a random province every four turns AND you can increase growth in one province by 1 at a cost of 10% of your budget.(Between 3 in 12 years and 33 in 12 years)Best if you want to grow your economy sometimes, but don't want to grind to a halt because of a war.Planned Economy: Growth rate is 0, BUT you can increase growth in a province by 2 at the cost of 10% of your budget. (Between 0 in 12 years and 60 in 12 years)Best if you what to grow and grow fast. Default at level 20 for Europe, 15 for America and 10 for Asia. There are three ways to turn a profit(Effects are cumulative):Taxation: Comes in five flavours. Zero= -5% Militancy, 0 Income25%= No change to Militancy, Provinces generate their provincial scores, times a modifer(Can be 50,000 can be 2)50%= +5% Miltancy, Provinces generate double their provincial scores, times a modifer. 1 Random Provinces loses 1 growth per 4 turns.75%= +20% Militancy, Provinces generate treble their provincial scores, times a modifer. 1 Random provinces loses 2 growth per 4 turns.100%= Militancy set to 0 (can't revolt if you have no food.) Provinces generate ten times their provinical scores, times a modifer. All provinces lose 1 growth per turn. Tarriffs: Comes in five flavours.Solid Subsidy: Provinces cost double their provincial score, times a modifer. Natural Growth rate is doubled (aka random ones). Militancy gets +1% and Units cost 10% less(Weapons are cheaper).Selective Subsidy: Provinces cost their provincial score, times a modifer. 10 Free Intentional growths per year. Militancy increases by 2%.No Tarriff: No costs, one province per year may increase by 1, or decrease by 1.Selective Tarriff: No costs, you may reduce the growth of another player country using intentional growth. Militancy decreases by 2%.Solid Tarriff: Provinces generate their provinicial score, times a modifer. Militancy increases by 5%. State Control: Comes in five flavours.Abandoned Tiller: No costs, growth rate is halved, militancy is set to zero, army may revolt.Nepocracy: Provinces cost halve their provinicial score, times a modifer. Militancy decreases by 5%, influence is halved.Aristocracy: No costs. Militancy increases by 1%, five provinces increase by 1 growth per year.Meritocracy: Provinces generate their provinicial score, times a modifer. Influence is doubled.Theocracy: Provinces generate their provinicial score, times a modifer. Militancy decreases by 1%, +10% Research costs. Switching between systems generates miltancy, how much depends how many pegs you move. Forts can be built for 1% of your budget, making your provinces harder to conquer and causing extra attrition in your enemies. Shipyards at 10%, which let you build big ships. Tech Tree AND Freeform research. There will be a tech tree of main topics, which will then unlock a chance (Per turn) of unlocking up to six other technologies, each with bonuses of their own. Alternatively you can research the sub technologies directly. However researching something you don't have the main topic for will add 10% of the main topic's cost on to cost of the research...and 10% of any main topic before then.You could always go off on a tanget entirely, if it doesn't make sense it doesn't work, if it does make sense success or failure would be on the roll of a die, even if you do spend 5 years researching it first. The effects won't be nerfed and if you go and try to develop nuclear weapons good luck to you...But please remember they will either be inefficent or massively expensive, due to the low tech tools, they would also take a good while.You can research EVERYTHING, but you will do is slowly, very slowly. Research points cost 10 times the provinicial modifer, times militancy.Main topics would cost 7,000, 9,000, 11,000, 14,000, 18,000, increasing from tier 1 to 5. Research will also have styles:Traditional Academia: All Branches are equally fast.Military Industrial Complex: Army, Navy and Industry get +10%, Culture and Commerce get -15%.Avantgard: Commerce, Culture and Industy get +10%, Navy and Army get -15%Realist: Commerce, Industy and Army get +10%, Navy and Culture get -15%Free Enterprise: Commerce and Industry get +20%, Army, Navy and Culture get -15%Volcano Base: You can research individual technologies with +5% instead of +10%, but all Maintopic Branches get -10% Player styles(ones you make up) have a -10% penalty(so +20%=-30%).There are other styles which are country specific, these can be suggested(aka British Naval Office, Prussian/German General Staff or French Enlightenment) and get a +10% bonus. (so +30%=-20%). Obviously they need to actually link to the name, and you can only have one. Stated Divisional units.(Without costs because, as said, this is a system, not a game)Army:Irregulars: Attack 4, Defence 4, Speed 4Regulars: 5/5/4Guards: 6/7/4Calvery: 7/5/4Dragoons: 8/6/6Curissars: 10/6/8Hussars: 11/6/8Mark I: 17/2/2Mark II: 18/5/3Artillary: 8/8/4 Navy: (+is big ship)Frigate: 2/4/10+Man O' War: 6/8/10Monitor: 6/3/8+Ironclad: 10/8/10+Pre-Dreadnought: 12/10/15Cruiser: 8/12/15+Dreadnought: 25/22/15Battle Cruiser: 20/25/15+Super Dreadnought: 45/18/18+Aircraft Carrier: 45/25/18Destroyer: 15/20/18Submarine: 30/15/8Transports:Clipper: 1/1/10Paddle Wheel: 5/1/10Screw Ferry: 7/7/15+Titan: 9/16/18 Airforce:Tri-Plane: 1/1/30Bi-Plane: 3/1/30Mono-Plane: 4/1/30Bomber: 9/1/50Interceptor: 5/10/30Fighter: 12/12/50 Research increases Attack, Defence and Speed.Most would not be availible until researched.Armies/Navies/Aircraft will move at the speed of their slowest unit. Combat will be based on the Paradox System(Three Cheers for Paradox), where you are either the attacker or the defender, and depending on which you are will change the stats used. Generals also stay the same from beginning to end of the battle(unless they die, obviously). This means that your Calvery Core, with 15 Attack and 9 Defence and General Nero with +5 Attack and -1 Defence, that gets attacked won't be instantly saved by your crack Guard's Division(11 Attack and 13 Defence) with General Tripsis +2 Attack, +2 Defence, +2 Disicipline.Combat itself is divided into rounds and stages. A Stage is 1 week (game time) long and starts with a die being thrown, this, together with your General's Stats, Terrain Modifer and then all multiplied by Organisation/100, is your Battle Score, and will affect how effective your troops are. A round is 1 day's worth of fighting and takes the Battle Score, multiplied by the stats of your army.An army that is stationary for more than a turn will dig in. By default this is 1, but will increase with research.EG:[hide]Attacker: General Ross +3 Attack, -1 Disicpline, +20% Organisation. 5 Divisions of Guards (11 Attack, 13 Defence) and 2 Artillary Divisions (9 Attack, 15 Defence) at 100% Organisation.Battle Score: 8 (Die roll) + 2 (Attack and Discipline) - 1 (River Crossing) *1.20 (Organisation) = 10.8Defender: General Nero +5 Attack, -1 Defence. 6 Calvery Divisions (15 Attack, 9 Defence), at 100% Organsation.Battle Score: 6 (Die roll) -1 (Defence) + 1 (Dug In) *1.00(Organisation) = 6 So, Attacker does 10.8*11(Guards) and 10.8*9(Artillary) damage. 118.8*5(Number of Guards)+97.2*2(Number of Artillary) = 594+194.4 = 788(rounded down).Defender does 6*9(Calvery). 54*6(Number of Calvery) = 324. So General Nero loses 788 Calvery, General Ross loses 324 Guards. Next Round:Attacker: (Damage per Division)118.8*4.892(Number of Guard Divisions left) + 2(Artillary Divisions)*97.2 = 775Defender: (Damage per Division)54*5.73(Number of Calvery Divisions left) = 309 So General Nero loses 775 Calvery, General Ross loses 309 Guards. And so on and so forth until the next Stage (7 rounds), when a die is thrown and organisation is reduced by the enemies last Battle Score. Then a new calculation is made. Looks mildly complicated, isn't, it can be done on Excel in a minute or two.A turn consists of 100 Rounds, if there is no clear winner then the results are posted as they are.[/hide]Retreats begin if organisation drops below 10%, or if you order the retreat (say you know that a Death Stack of 50 Divisions is heading for your 5 Calvery Divisions...standing orders would be retreat ASAP.)...or, if you and your enemy are quite evenly matched you may want to say 'If my forces fall below 50% then retreat', on the off chance you get 3 consecutive bad rolls or some such. If the number of troops drop below 30% of the number of divisions*3,000, then divisions will be combined until the number of troops is above 30%. Divisions automatically replenish. At 10% per turn during war time, 25% per turn during peace time. Mobilised forces don't replenish. In the unlikely circumstances of cross turnal wars they will not replenish either. Influence, Puppets, Alliances and Infamy. Relations with NPCs start at 0, max at 100. You gain 10 Influence points per turn(There are modifers) which you can invest however you like. At 50 Influence you can begin messing about with the country you are influencing...Expelling enemy ambassadors(Destroying their influence), increasing relations between you and them, decreasing relations between them and others and discrediting others(Doublin the influence cost for them). All of these cost 50 Influence, so you are reset to 0.Increased relations make you invunerable to people of lower relations and means they are more likely to help you in wars.Double increased relations makes you doubly invunerable and opens up the 'Add to Alliance' option, which costs 100 Influence...But means they will always help you in wars. If they are already allied to someone you can break them out of the Alliance at the cost of 100 Influence.You cannot annex a country through influence, and attacking an Allied Country is a sure fire way of getting NPCs to attack you and for your Militancy to skyrocket.Great powers(aka players) can't be influenced, obviously. If a player leaves their county remains a Great Power until it has been defeated in a war.Puppet States are like allies but can't be influenced at all. Puppet states can only be created if a country gives up territory...Either at the end of a war, as part of a settlement(The victor gets control of the puppet state), or peacefully, in which case the country retains puppet control.You cannot set up a puppet government through Influence. Infamy is how badly you are seen by the rest of the world and your own country...Essentially it reduces your influence and multiplies your Militancy. War itself isn't bad, but declaring war without good reason is... and 'I want MOAR LAND' isn't a good reason. You can pay to manufacture an incident, and some countries have ready made reasons to go to war...Like Britian and France in a war of Naval Superiority.However...if you go to war to free the Jews, and at the end of the war you have five shiny new provinces and the Jews are still under lock and key, your infamy will increase.Annexures, unless justifed(Even then they will have some infamy), will lead to massive infamy, almost as bad as attacking your allies. Proxy Wars. NPCs don't naturally declare war on each other. At a cost of 100 Influence (You must have higher relations than anyone else) you can prod them into a war against one of their neighbours. Proding a country into war with an Ally is infamous, proding an Ally into war with someone else, isn't...Making war claims is though. A word on Coups. You can't do them, you can give money to rebels, but only if they already exist. Money can turn Irregulars to Regulars or Regulars to Guards. Horses, Tanks, Aeroplanes and Mecha are somewhat conspicuous. You can also send Volunteer Brigades...but these must be Volunteer Brigades or you will gain Infamy. If you finance the rebels, they may join you as allies(or at least give you a bit of influence over them). If you basically paid for everything then you can ask...with some chance of success...that they join you as puppets or they give up a province...They will never join your country directly.However this may backfire on you and leave you with a hostile, well armed country, since you basically said 'I want your loyalty or me and my guns are leaving', at which point they fold or they point your guns at you are tell you to get the hell out. You will not be justifed in invading them to get your guns back... A country will only EVER join you if they are your countries Nationalists...Either because the country took one of your provinces or because you pulled a Hiter(This would be a Decision with Prerequistes). NPCs budgets increase by 1% per reset. Their armies are relative to their size, EG Crete will have between 0 and 2 Divisions, with an additional 1-2 divisions if it mobilises.NPCs province score will be an average of their budget.Unless an NPC doesn't like you you will be allowed to send your troops through their country.(This is a game mechanic, so you cannot use it to launch a suprise attack. If you launch an attack while your troops are inside their country the troops will loss 50% organisation.) There will be decisions you can make, after certain prerequistes have been fufilled...These decisions are usually outside the normal rules. EG, building the Suez Canal, the Emancipation Proclaimation, Rise of Winston Churchill, Assassination of Franz Ferdinand, Women's Sufferage, Annexing Austria.You can inform me of the events and I will decide the prerequisites and effects.Doing something you don't have the Prerequistes for will lead to it failing, or having no effect...or having a negative effect, such as giving Women the Vote in 1850, when people aren't ready for it, will generate Militancy to reverse the decision until the prerequistes are fufilled. Provinces take time to cross, more developed provinces take less time. Speed speeds your crossing up, obviously. 15 divisions in an army is the default supply limit for a friendly province, and 7 Divisions for an enemy province, this is 45,000 and 21,000 troops, respectively. Crossing a province with an army greater than this leads to attrition, at 50 troops per division, per division you have over the limit. AKA, if you have 16 divisions crossing a friendly province that is 800 troops. If you have 18 divisions that is 1,600 troops. This only applies when leaving a province.Forts in enemy provinces mutiply attrition, so level 2 forts would make 50=100, level 3 forts would make it 150. Troops will take a straightline path. Speed is worked out like so... 1 turn = 100 subturns.At 1 development it takes 100 subturns to cross, level 2 development requires 99 Subturns...ect, up to level 51, when it takes 50 subturns from then on.While moving the speed of a unit then divides this. So Irregulars, going at 4 Speed can travel 400 subturns per turn.Seas count a 100 subturns. Occupying a province takes 300 subturns(3 Turns), plus 100(1 turn) per level of development, and multiplied by the level of the fortress(Starting at level 1). This is then divided by the number of divisions, multipied by their attack.So a level 100 province with level 5 fortress has a base of 515 turns to capture, taking 129 turns for a single irregular to occupy fully, 5 turns for 25 irregulars, or 9 turns with five hussars.Comparably, a level 30 province, with a level 1 fortress has a base of 33 turns, taking 8 turns for a single irregular, 2 turns for 5 irregulars and less than one turn for five hussars. Fortress provide useful army sinks and stopgaps against armies. Blitzing past, destroying armies is possible, but remember attrition. Colonisation is all but the same as normal growth. You claim an area by saying you claim it, and then can either invest or wait for it to get random settlers. As soon as settlers have arrived it is your land. If you have claimed land someone else colonised then you can attack them, without infamy, until they give you the province.It should be noted, however, that this is only good for that/next reset, after that you have lost your claim. (If you have already started the war this doesn't apply until the war ends)I would point out that claiming everywhere with Free Market/Interventionalist or Laizze Faire will leave you with a patchwork Empire, but it is fairly obvious. Natives, in colonies or annexed countries, will contribute to your militancy. Archi is probably the most commited and thoughtful when making a hegemony. ;-)I have an interest in analysis, so when I play a game I analyse what worked, what didn't work and then cobble something together to fit a situation. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
Retech Posted January 26, 2011 Share Posted January 26, 2011 Several points :): 1. Imperial Russia was beasting because it had an advantage in land and disadvantage in technology, which was promptly fixed. If only my twenty researches had gone through before the Chinese army sneak attacked through Siberia, suffering no attrition! And I was kinda planning a pre-emptive strike to wipe out the foes of the French revolution, since I knew they would naturally become powerful with all those "Napolean" events. I figured that tying for a victory was good enough. Besides, a war between France and Russia would turn into a war of attrition. That's what Russians do best. :lol: 2. In the example battle, it is always good form to put Dusty/Nero as the attacker, regardless of whether he is actually attacking or defending. After all, everyone knows that Dusty is always the aggressor in the conflict. :P 3. It's a spiffy system, but it's not going to turn into a game unless you ran it. Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
Icuownage Posted January 26, 2011 Share Posted January 26, 2011 Dusty is so good for a few reasons He knows what he wantsHe doesn't care who he crushes to get itHe's actually pretty good at real life tactics, (I imagine from all the battles he takes interests in)People actually fear him. It's a REALLY big shaft.I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time? Link to comment Share on other sites More sharing options...
Retech Posted January 26, 2011 Share Posted January 26, 2011 Just got a solo with my old middle school orchestra (I'm in high school now). The bad thing is that I asked for one last year, but it only ended up being this year, meaning all of my friends that might've gone to the concert had it been in middle school will probaly not go, except if they had siblings or something. It's still awesome though. Edit: And because I'm not from the middle school anymore, I'm technically a freelance soloist, and get a hundred dollars. :thumbsup: Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
archimage_a Posted January 26, 2011 Share Posted January 26, 2011 It's three things, fear and reputation make up a large part of it...But mostly, I think, it is that he is confident in his abilities. I mean when we were planning in YOH just about everyone was saying 'I am not good at combat'...and Britian, France and Brugundy were on their knees against SPAIN and were almost saved by CRETE... Dusty does what he does and expects it to be done... Anyway:1) :rolleyes: Given people were conducting revolutions where the King went around murdering the nobles before finally turning the knife on himself, most people didn't see the omnious threat of the French Revolution...It also says alot Dusty didn't want me to have railways, giving me a minor infrastructure boost, but let you have a giant city and train scientists with people who were not trained scientists, let alone trained to train scientists.I guess Dusty does fear me in some respects :thumbup: 2) Indeed, its why he had an army high on the attack side of things =P 3) True...But its been running around my mind for a few days. http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
Icuownage Posted January 26, 2011 Share Posted January 26, 2011 I was on my knees against Spain for quite a few reasons... Norway was attacked by Kiev, my army there was slaughtered cause mod didn't tell me that Norway had NO defenses. Brudges rebelled cause the moderator forgot to mention they were annoyed at my blood knights (who were breaking their code of conduct) I had to execute my best general as an example (or something along those lines) A large army was lost to the sea Due to me having lost a huge load of troops, I had to send the remaining troops to Brudges, when Dusty pretty much put me in an arm lock. It's a REALLY big shaft.I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time? Link to comment Share on other sites More sharing options...
Nexaduro Posted January 27, 2011 Share Posted January 27, 2011 YOH could've gone better. I think, if I had gone with my potential, I could've done as well as Doom. 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Jehosaphat Posted January 27, 2011 Share Posted January 27, 2011 Hegemony. Do not comprehend any more. In other news, my physics class has been boring the crap out of me. So I drew something, which I may or may not be coloring and uploading soon so you guys can see just how much I suck at drawing. That is, if I can remember to, and have nothing better to do at the time I remember. Link to comment Share on other sites More sharing options...
jasignhagj Posted January 27, 2011 Share Posted January 27, 2011 Fffffffffffff. You reminded me I need to study for my science exam. Link to comment Share on other sites More sharing options...
Jehosaphat Posted January 27, 2011 Share Posted January 27, 2011 Fffffffffffff. You reminded me I need to study for my science exam.Why the raeg? You could not study and do poorly, or study and do well. Essentially, by reminding you of something you didn't want to do, I helped your future grade. :thumbup: Thank me by reminding me to post that picture-thing later. Subliminally, of course. Link to comment Share on other sites More sharing options...
Earth Posted January 27, 2011 Share Posted January 27, 2011 YOH could've gone better. I think, if I had gone with my potential, I could've done as well as Doom.If thats moderation potential, then i'd make a joke about it, but since I think it's player potential I think that a bunch of icelandic assasins are going to do great against cannons and semi automated death machines.. Youtube account: Earthgragonsage; currently uploading not an effing thing.[hide=Memorable Crossroads Quotes.]Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.[/hide] Link to comment Share on other sites More sharing options...
Nero Posted January 27, 2011 Share Posted January 27, 2011 YOH could've gone better. I think, if I had gone with my potential, I could've done as well as Doom.If thats moderation potential, then i'd make a joke about it, but since I think it's player potential I think that a bunch of icelandic assasins are going to do great against cannons and semi automated death machines..O yea! Ross' beyblade da vinci contraptions that mowed down all my peasant screens (though admittedly that's all I really intended them to me...'Quick! Clog up their cannons with your dismembered body parts! Onwards to victory!' I mean when we were planning in YOH just about everyone was saying 'I am not good at combat'...and Britian, France and Brugundy were on their knees against SPAIN and were almost saved by CRETE...Absolutely ravaging the combined armies of Europe is something only Dusty would do. 1) :rolleyes: Given people were conducting revolutions where the King went around murdering the nobles before finally turning the knife on himself, most people didn't see the omnious threat of the French Revolution...It also says alot Dusty didn't want me to have railways, giving me a minor infrastructure boost, but let you have a giant city and train scientists with people who were not trained scientists, let alone trained to train scientists.I guess Dusty does fear me in some respects :thumbup: Oh don't you even start blowing hot air about that again! I didn't want you to have railways because I know you're a slippery old bag that would reasearch another 10 different techs that would give you a further +50% or so industrial boost. That and railroads hadn't been invented at the point we were at in the game, err real life, time. Dusty is so good for a few reasons He knows what he wantsHe doesn't care who he crushes to get itHe's actually pretty good at real life tactics, (I imagine from all the battles he takes interests in)People actually fear him.Like scaring you off from invading me after I had disbanded all of my military except a single regiment hehehe. Oh man, that still takes the cake I would say. ------ To Arch & his massive post: It wouldn't work. They have to be simplistic in nature and any system within them generall has to be able to be done in a person's head, or in a simple calculator. Once you go beyond that without a system (even space had a system with the puzzles and whatnot), people start to lose interest. Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
archimage_a Posted January 27, 2011 Share Posted January 27, 2011 Oh don't you even start blowing hot air about that again! I didn't want you to have railways because I know you're a slippery old bag that would reasearch another 10 different techs that would give you a further +50% or so industrial boost. That and railroads hadn't been invented at the point we were at in the game, err real life, time.The fear, the FEAR, glorious fear. :thumbsup: But that is the sort of effect I mean, both you and me...have the ability to instill fear into the moderator because...Well, because we have, or appear to have, the full capacity to humiliate them. Massive post:The system itself is always complex, even in Napoleonic Hegemony the battles were not simple, you often intervened in people's plans so their armies didn't march off on a 1,000 mile detour because they didn't think X would let them through...And even you made mistakes, Ninja Calvery for example :shame:...And even I made the mistake of not knowing that Logistics Wizard Trait did until after the game ended, and that was in white and black in the rules.But thats why we have mods, so one person, who understands the system, can turn the ridiculously overcomplicated into something we can understand. Thus, the game is always simpler because there is a summery of the rules, people quickly learn the simplified rules. For combat these are:"Attack and Defence are seperate. In Attacks you want high Attack, high Discipline, high Organisation. In Defences you want high Defence, high Discipline, high Organisation. Armies shouldn't be more than 7 divisions when attacking, and 15 divisions when defending."Short, misses alot of the subtle points, but can be remembered and used. Also anyone who read the post might like one of the ideas and use it.Stuff like the influence system could easily replace the old annexfests, without making the game flat.And the combat system could be used by any mod...(Basically stolen from Paradox Games, so I know it works, works well, and easy to run.) Long story short, the post isn't aimed at anyone in particular, it is just me thinking aloud, since I can't run Hegemony and Space. If this was aimed at potential player it would be in hide tags with a two paragraph summery. :thumbup: http://www.uzzisoft..../archimage.jpegWell I knew you wouldn't agree. I know how you hate facing facts. Link to comment Share on other sites More sharing options...
Nero Posted January 27, 2011 Share Posted January 27, 2011 I think it would be better if we just all played a big game of EU3. Like, 6-7 people playing...England, France, Spain, Austria, Sweden, Muscowy, Ottomans. *froths* Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
Nexaduro Posted January 27, 2011 Share Posted January 27, 2011 Might be fun. I do have some Christmas money... 10:53 PM - retech9691: I feel the need10:53 PM - retech9691: To include many chasms in my story arc10:53 PM - Resistance: You mean plotholes? Remember, Remember, the 4th of NovemberRIP Dawngate ;-; Link to comment Share on other sites More sharing options...
Nero Posted January 27, 2011 Share Posted January 27, 2011 Eu3 and Eu3 HTTT is a total of $6 on steam atm. Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
Retech Posted January 27, 2011 Share Posted January 27, 2011 I think it would be better if we just all played a big game of EU3. Like, 6-7 people playing...England, France, Spain, Austria, Sweden, Muscowy, Ottomans. *froths* You can DO THAT? Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
Nero Posted January 27, 2011 Share Posted January 27, 2011 I think it would be better if we just all played a big game of EU3. Like, 6-7 people playing...England, France, Spain, Austria, Sweden, Muscowy, Ottomans. *froths* You can DO THAT?Mmhmm. Here's one where they have 7 people playing France, Austria, Majapahit, Poland, Castille, Scotland, Sweden, and Ottomanshttp://forum.paradoxplaza.com/forum/showthread.php?512395-quot-Stop-Looking-at-the-Sky!-quot-%E2%80%94-Wednesdays-19-00-CST. Here's another with 11 people: http://forum.paradoxplaza.com/forum/showthread.php?504995-Corona-Radiata-The-Rebirth-of-EU3-Multiplayer edit: I made a thread Vienna Raszyn Warsaw Klushino Link to comment Share on other sites More sharing options...
Seraphi Posted January 27, 2011 Share Posted January 27, 2011 Yeah, just bought EU3 for £3 and I am installing it now. I'm generally terrible at rts games though. Sins of a Solar Empire is the exception, though I'm not majorly brilliant at that, either. Link to comment Share on other sites More sharing options...
Retech Posted January 27, 2011 Share Posted January 27, 2011 EU3 by itself? And there's a thread of EU3 now. :) Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
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