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Forbidden Arts Discussion And Interest

Started by Xathan, February 23, 2013, 06:24:05 PM

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Raelifin

Yes, you can get things like swampwalk. And it's mechanically different than simply having a high speed. Movement points during a move phase are assigned simultaneously, so units with more move will get to move at the end by themselves. Thus units with swampwalk or whatever will be able to move through swamps *before* other units during any given move phase, even if they have enough move points to go the same total distance.
So, for example, let's say you have a swamp beast that has two move speed but treats swamp as roads and there are some normal cavalry in an adjacent swamp hex. Even though the cavalry have more speed overall, the beast will be able to move and engage them before they have the chance to leave the hex.
(This same logic applies to flying units, which essentially have "everythingwalk".)

Primalist units start with boosts to movement through woods.


Anyone who starts with their lairs in the marsh (off the road) will be relatively safe.

Xathan

Quote from: Raelifin
Yes, you can get things like swampwalk. And it's mechanically different than simply having a high speed. Movement points during a move phase are assigned simultaneously, so units with more move will get to move at the end by themselves. Thus units with swampwalk or whatever will be able to move through swamps *before* other units during any given move phase, even if they have enough move points to go the same total distance.
So, for example, let's say you have a swamp beast that has two move speed but treats swamp as roads and there are some normal cavalry in an adjacent swamp hex. Even though the cavalry have more speed overall, the beast will be able to move and engage them before they have the chance to leave the hex.
(This same logic applies to flying units, which essentially have "everythingwalk".)

Also, "BLANKwalk" will be much, much easier/cheaper to research than flight or speed boosts, especially when it's useful in terrain as rare as swamplands.

QuoteAnyone who starts with their lairs in the marsh (off the road) will be relatively safe.

Given the starting location you've chosen Hum, you're going to be pretty safe from the empire or the nearby cities. Keep in mind that most anyone moving through the marsh will likely stick to the road, so if you're within 2 hexes of the road your odds of getting spotted go up dramatically but it does give you quicker access to the towns. That particular road (as with most roads that connect to port cities) will occasionally have large shipments of goods crossing them - such shipments will be well guarded, but full of goodies. Those would be the biggest threat to you early on, but it's very unlikely their guards would leave the road for ANY reason.

The only real downside to your location is there is that the roadway connects the marsh to the capitol city, so when the empire does finally believe you actually exist and are a threat they will have a shorter response time to the marsh. The UPSIDE, however, is the marsh is located in Old Drakan, so they will be slower to actually believe you're really out there and attempt to take you down. (Net result: the Empire will end up responding about as quickly as it would to anyone else, it'll just leave later but arrive slightly quicker)
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[/spoiler]

Humabout

There is that, but as long as they don't decide to wipe me out immediately, I'm cool with that.  I'll probably be pretty nice at first, anyway.  Gotta keep the monsters from killing off the people so they can be saved by eternal sleep, ya know?  That and dead men don't pay tolls.
`\ o _,
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.< .\.
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Xathan

So, I'm working on cities right now, and figured I'd share some information that's coming up as I do so that I find vaguely interesting:

There are a total of 77 established settlements on the map at this time, not counting lairs. Of those 77 settlements, 1 is a capitol, 25 are cities, and 51 are towns. That means that there is almost a perfect 2:1 ratio of towns to cities, which seems a bit high on the city side - more towns may spring up as the game progresses.

Also, at my current rate of about 10 minutes per settlement, I should be able to have the remaining 59 settlements done enough in 9 hours and 50 minutes of uinterrupted work time. This means I will not have this ready by tonight as I had originally hoped.

If we assume the average population of a town is ~250, the average population of a city is ~1500, and the population of the capitol is ~5000, (Those numbers a rough but accurate estimates) that means that the total population that lives in established settlements on the continent is, prior the game's beginning, ~55,250 civilians.

Towns will, on average, have ~10 military personel guarding them, counting the Watch. Cities will, on average, have ~40 military personel guarding them, again counting the Watch. The Capitol has ~150 military personel guarding it. There are, roughly, about ~300 military personel on various patrols. That means the Empire's total military strength is about ~1,960 personel, which brings the total population to ~57210. These numbers do not include mercenaries, rebel organizations, Dark Artists, hermits, brigands, and other miscelaneous humans. Including those, I estimate the population of the continent to be 60,000 individuals.

Some regions of particular note:

The Middlewest has the highest density of any region for settlements, with a total of 11 settlements.

The Southeast has the highest city density of any region with a total of 5.

Southcentral has the highest ratio of cities to towns, with 3 towns and 4 cities, yet is tied with the Northwest and Middleeast for lowest number of settlements.


Thought people might find that interesting!
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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[/spoiler]

LD


Humabout

Quite interesting.  It appears I chose an area with a fair amount of military.  I'll have to convince them to protect me!
`\ o _,
....)
.< .\.
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Ghostman

Those settlement population figures are super tiny. Which is probably very good from a game mechanics POV, but it seems silly to regard them as cities. I recommend that you rename towns as villages and cities as towns to make the terminology a bit more sane.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

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* You meet the New Age Retro Hippie
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SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
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[/spoiler]

Raelifin

I estimate that the population density of Aelithia is roughly 1/200th that of the eastern United States. ^_^

@Ghostman: It's all about context. While it seems strange to think of 1500 people as a city from our perspective, if there are only 60k people in the world it makes a bit more sense. In the 11th century London was only about twice the size of the Aelithia capital, IIRC.

HippopotamusDundee

Quote from: Raelifin
Primalist units start with boosts to movement through woods.

Can I replace that with a movement boost through the tan-coloured steppelands?

Raelifin

Quote from: HippopotamusDundee
Quote from: Raelifin
Primalist units start with boosts to movement through woods.

Can I replace that with a movement boost through the tan-coloured steppelands?

We've been talking about what to do for you, since you're a plains primalist. Getting a movement boost through the steppelands is one option, but Xathan will be PMing you with another option which we've discussed.

Humabout

This is a game and not a history lesson on the logistical concerns of cities, but I'll open this can of worms real fast and then try to jam the lid back on it.

Rael, what I think ghostman is pointing out is that the capital can completely support all of its citizens from within its own hex.  It doesn't need an empire.  It's probably nitpicking over scale as much as anything, but given those populations, the countryside could support a city in every hex and still have food left over for a Capital-scale city every four or so hexes, so long as the aren't outright hostile to agriculture (e.g., mountains, marshland, etc.). 

Personally, I don't care as long as the mechanics work and the feel is right.  The map looks good with the number and spacing of settlements.  It should be just fine, as long as the populations are numerous and willing enough to help me bring an age of peace to the world!
`\ o _,
....)
.< .\.
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Xathan

Hippo: you'll get that pm later tonight, since I'm at work and therefore on phone. But don't worry, your choice of landscape is not going to harm you. :)

Raelfin: hah, that puts the size in perspective, that's for sure.

Ghostman: in all honesty, calling them villages and towns would probably be more accurate, but city and town was chosen because a) towns and village differences are so minor it's hard to really get the sense of threat attacking a city presents; all cities have big stone walls around them, which no other word that makes sense really drives home. Also, the average peasant is going to have basic stats: balance mandates the smaller size.

Humabout: it's true any of the cities/town should be able to support its own basic needs, and most can. The empire exists in the interest of stability and also for needs beyond the basic: precious metals, fine woods, spices, esoteric spell components, etc. Also, the life is theocratic; spreading the faith is part of the reason it exists too. :)

Unrelated: I have finished 35 settlements if I counted right in a basic, two sentence form. If I keep up this pace for the remainder of the day, I'll definitely have the north done by the end of work, and a good portion of the middle. Will post any section I have done before I crash for the night. :D of course I'll expand them later, but I wanted to get a basic version up.
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Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Nomadic

I hate to bring it up this far in xathan but depending on your process for creating towns I could probably have whipped you up a random settlement generator in a matter of minutes. I don't know what all the information you need for a settlement is though.

Also has Rael gotten back to you about our ideas we discussed on IRC the other night?

Xathan

Well, you can see the entire north now: a generator to help with the other 45 cities and towns I have would be phenomenal. :) then I can flesh them out more!

And not yet, he's busy with City update for next couple of days.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
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sparkletwist

For that matter, using sparkbot, you could make one yourself. :D