Thats a bold move this early on...
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Thats a bold move this early on...
That won't do any good because where youy are, Englands like a millenium away.
I know. i will send them aid as time progresses, although i am unable to do so now.
Do we have to publicly announce Alliances and such?Quote:
Originally Posted by Caius Flaminius
not sure
Do we have starting troops?
Probably not, it would have been mentioned.Quote:
Originally Posted by Ichigo
I don't think that we have to publicly declare alliances and such. He did mention that this information will be made available as time progresses.
Alliances/NAPs etc. are not public, but if you break one that is made public knowledge.
Ok, just got out of work, so I'll answer everybody's questions.
Firstly, HughTower.
Yes, I got anxious to start and announced I'd be starting the game a few days early for the very sake of answering questions like this. ~;) However, the end date of the first turn has not changed, and remains Friday, March 9th.Quote:
Right, have we started yet? Presuming you're telling us what our first city is by PM? Though I imagine that mine will be Paris...
I have these questions:
Is there a limit to the orders I place each turn?
When did the financial benefits of my actions kick in - e.g. I found a new city in Turn 1, do I find that my income (if I've put 3000+ settlers in) will rise at the beginning of turn 2?
Do I just tell you what new city I want to found, say, Dijon etc?
Do domestic trades routes count as well as foreign ones - eg if I found Dijon, do I get my 5% trade bonus in Paris & in Dijon?
Are we all Kings then?
What is the relevance of population other than to settle with?
Do I ask enough questions?
Some of you specified first city locations, others didn't, so for those who didn't, I simply placed it at a reasonable starting position according to the medieval time period.
There is no limit to the orders you can place each turn.
If you order the founding of a city or beginning of a trade agreement, or another player sends you money, etc in turn 1, then all of those things go into effect on turn 2.
What you will find if you found a 3,000 settler city on turn one, is that your treasury, according to settlement costs, will have dropped 3,000 gold, BUT, you will now have a level 1 economy city that will provide you with 200+ (depending on trade) gold every turn. So cities are basically lump sum investments that pay themselves back in installments, but do so perpetually, unless you lose them to an enemy player.
If you want to found a new city, just tell me, give me a name (doesn't have to be real), and a comparable location to a real city. Say you want to found the city of Hugh, with 3,000 settlers, where Nice is today, that's all I'd need to know.
Domestic trade routes count, yes, and yes, you get the bonus in both cities.
You're all kings so far, but Pevergreen is Duking a player this turn.
Without significant population, cities don't pay taxes or collect income from trade, and your population determines how many soldiers you can field. When you hire soldiers, unless you purchase them from another player, (In which you'd tell me to send them x amount of gold and they tell me to send you x number of soldiers from "city y".), the city you recruit the soldiers in drops in population equal to the number of soldiers you recruit. So basically, without population, you can't have soldiers, so you can't fight.
And lastly, questions are good, they get answers which hopefully clear up all confusion. ~;)
To Crazed Rabbit
First, the distance between civilizations does not matter in terms of sea trade. It only matters when moving armies over the sea, in which case they move up to 250 kilometers a turn.Quote:
How big are the sea regions - could I, Egypt, trade with Greece, Italy, Corsica?
Also does the terrain affect the founding of cities - like the desert I am surrounded with?
As for terrain affecting the founding of cities, I honestly hadn't thought of that. Although large cities in the middle of the Sahara are about as likely as Fidel Castro turning Cuba into a democracy before he croaks, it can't be denied that there were large concentrations of nomadic people in the area then and still, to a lesser degree, are today. So let's say that, for the sake of argument and giving our desert dwelling players an equal oppertunity, we'll allow the settlement of these desert lands with "cities" to recognize the prevelance of nomadic people in the area.
To Ichigo
I didn't start anybody with troops as I didn't want to start anybody with an initial financial burden they may not have wanted. Disbandment of troops is just as easy as hiring them, and when you do, the region they're in gets the population boost, but I thought it better to not have any of you brits trying to squash each other on turn 1. ~;) Just to make sure you all had a fighting chance.
And to Pevergreen
My initial inclination in regards to NAPs and Alliances being public knowledge were to allow the following.
1 - Players spilling the beans all on their own is fine.
2 - Knowledge of the immediately affective political playground.
Example of what I mean - Scotland would know about anybody dabbling in the affairs of their immediate nieghbors, the Anglo-Saxons, the Irish and the Faroe Islands.
However, if, say, England, who is effectively the neighbor of Scotland's neighor, and therefore just far enough away to not be within the immediate realm of Scotland's politicing this early, makes any deals, the Scots won't have a clue.
Also, "neighbors" with huge distances between them, i.e. Iberia and France, or Poland and Russia, will have no clue about any of this until they get closer to each other's civilizations.
I believe this is reasonable.
Also, breaking of any alliances or NAPs will be made public knowledge, as well as the reason. Two nations may simply choose to amiably part ways as the reason for their alliance no longer affects them, and that will be made known. But if somebody maliciously stabs an ally in the back, that will also be made known.
I hope I've answered everybody's questions for the moment, if there are any more. Please, let me know. ~:)
Okay.
Firstly (and as my knowledge of european distance is flawed) could you show on a map the maximum movement for an army each turn?
Secondly, can we make it that alliances that have been broken peacefully are not made public knowledge if they weren't to begin with?
Statement of Intent
The Russian Empire declares the following territories to come rightfully under its control. It further declares that it will never cross these borders into the territory of another kingdom without prior provocation.
Spoiler Alert, click show to read:
The Russian Empire wishes it to be known that it is willing to be a benevolent friend; but also a tenacious enemy. Any military incursion into areas of the Russian heartland (outlined in red) will result in Instinctive National Loathing and a fight to the very death. Any kingdom which harbours such enemies of the motherland shall likewise be destroyed.
Any kingdom which wishes to become allied with the Russian Empire may claim either an Alliance or a Non-Aggression Pact and a Trade Agreement simply by agreeing to the Empire’s natural right to the control of the areas outlined above.
Czar sapi
There go a :gah:Quote:
Originally Posted by sapi
:gah:Worthy
Perhaps we should have a poll in regards to diplomacy and its availability to players as common knowledge?
Note - The map on Page 1, Post 1 of this thread has been updated to show all current starting locations (prior to orders) and a scale at the left hand side depicting 250 km according to the scale of the map we're using, as some players were a little unsure of how far 250 km was.
what a mighty weapon photoshop can be :beam:Quote:
Originally Posted by sapi
I'd say let the negotiators decide public or private. If public, post it for everyone. If private, have it learnable at a fee -- spies etc.Quote:
Originally Posted by Lucjan
I've heard the prospect of spies mentioned twice now and haven't really said anything myself on it..
My stance on spies is - players can do that themselves. ~;) That's really the best way, in my personal opinion, to represent that.
If you want to know who somebody is allied to, ask whoever marches an army that way first. :laugh4: Because I can almost guarantee as soon as someone marches a large army at someone, the word between allies will start buzzing about and troops will start moving. So if, say, the HRE marches towards France on turn 4, and on turn 5 we see France, Spain, and Rome all mobilizing forces, there's really only one question that remains. Who is marching in France's defence, and who is marching to snatch a chunk from France's behind?
I would never invade France (only if there askign for it!)
I have no thoguths for now, and I wish all Kings luck (Including SUltans-Tsars,etc,etc)
Is there a certain percent of our first city's population that we draw from to recruit troops?
Pirating - Price Guide
I have decided to go ahead with my pirating idea. It could add some interesting situations to the game. However, I am going to put myself up for hire. The prices for which are as follows (Don't worry, there will be examples at the end :wink: ). Note that all prices are negotiable, and subject to change.
Base Price
Size of city - Price:
In addition to this you must pay for 1 turn worth of the upkeep of the size of the army that you choose for the raid (See below).Quote:
Size 1 - 600 Gold
Size 2 - 1000 Gold
Size 3 - 1600 Gold
Size 4 - 2400 Gold
Size 5 - 3500 Gold
Price Modifiers
If the raid takes me inland then it costs you an extra 50% of the base price, due to the risk involved.
Attacking the capital costs an extra 50% of the base price
Attacking a region with a castle in it costs an extra 50% of the base price.
If I fight a battle you must pay the equivalent value of the men that I lost within that battle.
If the area I am fighting falls within my homelands or sphere of influence then I will do the mission for half the price if you leave the land unoccupied and I am able to recolonise it later.
Late payments will not be tolerated! If you have not paid two turns after I have attacked the person, I will reveal that you commissioned the attack, and I will raid several of your towns, as well as offering my services at half price to the person you commissioned the attack against. So pay back on time!
Army Selection
When commissioning a job you will get a selection of the troops currently available. The list will be updated each turn. As said you must pay 1 turns worth of upkeep for the units you hire out. The minimum number of men at the moment that can be hired is 500.
Notes on Diplomacy
I am willing to take both sides of a conflict. If someone hires me to fight you, what better way to get back at them than to commission me to raid some of their cities? In cases such as this I will enter negotiations and the highest bidder will win.
I will not attack my allies at any time, well at least not without a large amount of money being offered :wink:
If you wish you can negotiate paying tribute with me to make yourself exempt from my wrath. This will only be broken for a really good price. My word is good on this one.
You can ask to remain annonymous, though I reserve the right to tell who commissioned the attack if I so wish, without any reason.
Notes on Homelands and Sphere of Influence
Homelands are locations that I have deemed to be worth of inhabitation by "true" Corsicans. They are all islands in the western Medditerranean and are as follows:
Corsica
Sardinia
Sicily
Malta
Balearic Isles
My sphere of influence is the area over which I like to be involved and will consider establishing colonies. As said, any jobs commissioned in these areas will be done at half price, however I will want a personal guarantee that you will defend me in case of attack, which is likely in places such as this. They are as follows:
Crete
Rhodes
Cyprus
Southern Italy
Southern France
Eastern and Southern Iberia
North Africa from Cyrene West
Examples
There are three players in all of these. Player A, Player B and Myself.
Example 1
Player A commissions me to attack a Port City of Player B. It is level 2, and outside my sphere of influence. He chooses to attack with 1000 Men, all of which are Infantry.
First off he pays me the upkeep cost of the infantry. This needs to be paid in advance. The total is 250 Gold. Then I conduct the raid. First I declare war on player B, then I move my soldiers onto the port town. There is no garrison or local soldiers, so I destroy the town. At this point he needs to pay me 1000 Gold for the job.
Example 2
This time Player A wants me to attack a level 3 city of Player B, however it is inland. Yet the good thing for Player A is that the city falls withing my sphere of influence and he has agreed to let me colonise the land. He chooses to attack with 500 men this time, however they are all cavalry. This is 375 Gold that needs to be paid in advance.
The pricing of the rest is as follows:
Level 3 City 1600 Gold
Inland + 800 (Half of Base)
Total 2400 Gold
Inside sphere of influence is half price
So total is 1200 Gold.
So yeah, any questions?
Ichigo - For the sake of keeping recruitment simple, let's go with our "population" being the number of adult males in the city.
CountArach - Sounds like it could be dirt cheap or really pricey depending on the locale and how the commissioner plays his cards...interesting idea.
One question, how do you determine our "heartland" provinces?
EDITED - No more population, provinces are now simply aesthetic.
How much gold do we start with?
7500 iirc
It's somewhere in the thread
7500 is correct.
So castles are built just "anywhere" in the province? I mean, you don't have to specify locations on the map?
Also, how do the provinces come about. I guess its with establishing new cities, but what determines the extent/size of them.
Thanks, this is shaping up to be a great game. You derserve a ducat, Lucjan.
@Ignoramus - here are my guesses
You can specifiy the exact location of the castle (as this would be necessary for you to make the most of its benefits to nearby cities)
Personally i'd be leaning towards player defined provinces, but i'm not sure.
Oh, and Lucjan deserves a medal for hosting this :yes:
Firstly.
NOTE TO ALL PLAYERS
I've updated the end of Post #1 with a comprehensive list of links to all the questions I've answered so far, excluding the one I'm about to, which will then be added. :laugh4:
I've been getting mixed comments on players in regards to castles. Some just said "near city A", given that 250km marching distance is quite a distance, my guess is they weren't overly concerned with the precise location of where this castle was going so long as it went up pretty close.
Others have specified specific locations by saying "in city A" or "where the city of 'whatever' is today."
Its really up to you and how specific you want to be with the positioning of the castle.
Since provinces and cities are likely going to be ever-changing, I'm saving the map in seperate layers, one with just the geography, one with just the cities, castles, and moving armies, and one with just the province boundaries.
As far as actual provincial boundaries go, I started out originally basing them loosely off the immediately surrounding geography and just doing it myself.
HOWEVER, I have since changed my mind as to how I want to go about this, and was going to make an announcement about it tomorrow actually.
Provinces will now be handled in the following way. This new way allows for the creation of more trade routes per city, thereby increasing player income from both domestic and foreign trade.
1 - A province consists of 3-5 cities and is created by the player simply by telling me what cities comprise the province. I'll draw the borders based loosely on the geographic radius around those three cities. All cities inside a province automatically trade with each other, as well as each city gaining 1 trade route for every other province it's connected to. Cities not incorporated into a province are frontier cities, and only get a trade route leading to the province it is nearest to. Frontier cities don't get borders until they're incorporated into a province. To do that, all the player has to do is tell me "put city A into province B".
EDIT - And coastal provinces now get an additional trade route for each city they have within 60 km of the coast.
A map will follow this describing the new process, working on it now.
Good luck with that, Lucjan. I hope it isn't too complicated, though.