I think this first turn will last a bit longer than usual turns. I will give the deadline soon.
No. Each region can have 1 city, 1 fort and 1 port.
Welcome aboard!
I'll send you PM about your country soon.
Good! Denmark was one of the big players during the Thirty Years War. The fact that Wallenstein kicked their ass is .. not that important I guess.
![]()
Good to have you!
Players(16):
Cultured Drizzt fan (England)
Subotan (France)
Greyblades (Spain)
johnhughthom (Savoy)
Double A (Turkey)
Csargo (Austria)
SSNeoperestroika (Transylvania)
White_eyes:D (Muscovy)
scottishranger (Sweden)
Centurion1 (Saxony)
spL1tp3r50naL1ty (Poland-Lithuania)
A Very Super Market (Bohemia)
Beskar (Netherlands)
miotas (Portugal)
Chaotix (Denmark)
Askthepizzaguy (Switzerland)
Current political map:
Spoiler Alert, click show to read:
Last edited by Ibn-Khaldun; 10-26-2009 at 13:22.
Awesome, that's looking a lot nicer.
CDF needs to conquer one hex that belongs to Denmark to get Scotlands bonus!
ATPG's gonna kill the center of the map!
2 more things: Maybe you should give Portugal a city or port so they can compete with Spain and don't have to spend an extra 1k to make it happen.
And maybe you should make a completely you-controled army in the Rome hex.
All of them have their own bonuses.. Something you can't see at the moment..
Btw, if any of you want the new map then the files can be found in here.
Do we need to use one of our turns to activate an alliance/trade agreement or just mention them in our orders pm?
Slightly late to proceedings, andthe file links aren't working for me as yet.just reading up on the particulars now.
On a trivial note, glad to see we're finally a step closer to having Csar back.
Last edited by scotchedpommes; 10-26-2009 at 14:27.
it's the **** that happens while you're waiting for moments that never come
I've got a question about trade.
1) I understand that trade agreements and ports provide multipliers to trade, but what exactly are they multiplying?
2) For example, say I as Portugal build a port and sign a trade agreement with England, do we get 25% bonuses to the hexes adjacent to our ports?
- Four Horsemen of the Presence
No. You add this info at the bottom(or at the top) of your Orders PM. I call this "Miscellaneous" info.
1. Each hex generates fixed 200$ every turn. All tax and Trade bonuses will be calculated from that. It's actually something I have to check every turn but not players(they can if they think I have miscalculated something).
2. Hex where port is get's 50% Trade bonus. That is 50% from what that hex usually makes(hex generates 200$ normally). That is something you can't loose no matter what. If that port borders sea region(30 hexes border that Sea region) then it brings 25% from each hex(25% is 50$.. so 30 hexes*50$=1500$). If you have a trade partner then you will get 25% what he makes. If he too gets 1500$ then you get 25% from it and the total sum of your trade is 1875$
If for example Portugal sign Trade agreement with England then both of them get 25% from what ever the other kingdom makes.
Let's say that Portugal generates 4000$ from Trade and England 6000$. In this case Portugal gets 25% from 6000$(that is 1500$) and England gets 25% from 4000$(that is 1000$) add to their total Trade Income.
This is how Sea trade works(both kingdoms also need ports).
Land trade is much easier. All hexes that share border will get 25% added to their income.
All this trade system was actually meant for myself and thus I never wrote it down so other people could understand it.
EDIT: Now who wanted what maps?
CDf wanted economical and public order maps?
Were there others?
Also, if you declare war or do other IC announcements could you use Italics or Bold style(or something else that makes them easier to spot)?
Last edited by Ibn-Khaldun; 10-26-2009 at 16:30.
In Character. OOC is Out Of Character.
Last edited by johnhughthom; 10-26-2009 at 17:42.
Deadline is Wednesday, October 28th.
Later I will go with 2 day periods for the players and (if possible) 1 day period for myself to end the turn.
Is that the start or end of the first round?
- Four Horsemen of the Presence
How does Millitary access work?
That is the end of first Turn. All players should send their orders before that(Wednesday is the last day to send them).
Your armies can cross each others territory.
Neutral states can't cross each others hexes.
Enemy states occupy each others hexes.
Last edited by Ibn-Khaldun; 10-26-2009 at 19:37.
Muscovy declares war on all Russian surrounding states for Unification![]()
I think that covers it...(You said we needed to make it pubic, so...)
Wasn't Muscovy already Russia at this point?
Spoiler Alert, click show to read:
- Proud Horseman of the Presence
I just checked the size of the folder where all this games data is...
What have I done!!!!
It's already bigger than some (really)old PC games!
And the first turn isn't even over yet!!!!![]()
So it is a perfect justification for declaring war on them....they are not a part of Russia fully..![]()
I also need to know how many units can be recruited in one action??
Edit:I can just use three units for this....but was thinking of using a more mixed army(That can travel fast)
Last edited by White_eyes:D; 10-26-2009 at 22:55.
6 if you have enough doe.
Ok I was talking with our gracious host, Ibn-Khaldun, blessed be his name, and he said that you need to have a general leading armies that are taking neutral territory. You can either make one, using a season (phase) OR you can attack your king to one of them, free of charge and taking no time at all. The other exception is militia units, they get to jump the gun a little there.
Bookmarks