46915
Post by: Private_Joker
Well you need to change your numbers to horde. That includes your abilities. We all start out at the same level, only through building technology do you advance.
53940
Post by: admiral9
But some are elite
51344
Post by: BlapBlapBlap
Nope, it isn't.
46915
Post by: Private_Joker
I am going to bed guys.
53940
Post by: admiral9
Night.
46915
Post by: Private_Joker
I'm back....
42203
Post by: Lord Magnus
Hey, will be getting my cities up soon
46915
Post by: Private_Joker
Alright, should I tweak the rules anymore or are we alright to start this? Btw guys PM me your turn templates so I can put them in the main thread OP.
42203
Post by: Lord Magnus
Turn templates?
46915
Post by: Private_Joker
Look in the OP. Then look at the turn template. Play out your first turn just so you get used to it and PM it to me.
46915
Post by: Private_Joker
Don't worry, I shall fix yours up Robot.
54216
Post by: TheRobotLol
Thank you.
53940
Post by: admiral9
The one i made is that one sufficient?
46915
Post by: Private_Joker
http://www.dakkadakka.com/dakkaforum/posts/list/456053.page#4410850 I am posting them here so PM me your revised one Admiral. The one with HORDE numbers and abilities. Make sure you complete your first turn as well.
53940
Post by: admiral9
But that was the problem i was having some of my species are elite and some are horde.
46915
Post by: Private_Joker
You have to choose one or the other Admiral. You can't have the best of both worlds. As i said earlier you can upgrade them with tech.
53940
Post by: admiral9
I understand so cthulu guard go from 350 gold to 250 gold?
And centipede artillery go from 500 to 300?
51344
Post by: BlapBlapBlap
I HAVE NO IDEA HOW THIS WORKS!
Why do we have taxes and death rates and such? I have no idea how to find it...
53940
Post by: admiral9
Its pretty simple
On an average every country has a birth rate of 2500-3000 and a dead rate of 2000-2500
46915
Post by: Private_Joker
Next time someone sees noobbomb tell him to remove his sheet from the War Table thread.
46915
Post by: Private_Joker
admiral9 wrote:I understand so cthulu guard go from 350 gold to 250 gold? And centipede artillery go from 500 to 300? Well look at the Horde unit template in the Rules spoiler. Change everything to that. Btw I got rid of death rate and just added a small birth rate. Taxes don't exist anymore. Look at my example in the OP.
51344
Post by: BlapBlapBlap
That's tripled my population in birth rates and turned it to a negative in death rates.
I don't think every one of my citizens is having 2 babies and then dying...
53940
Post by: admiral9
Its for balanced races you are elitist.
53940
Post by: admiral9
I find it OK but also horribly fluff ruining.
46915
Post by: Private_Joker
Blap every turn you get 25 extra people. How is that hard to understand? If you guys don't like it tell me how to make it more appropriate for Hordes, Balanced and Elitists.
51344
Post by: BlapBlapBlap
Because it says this nowhere...
51344
Post by: BlapBlapBlap
Ok, that's new, but still, what are taxes?
46915
Post by: Private_Joker
Look in the rules. Look at population. Taxes are gone!
53940
Post by: admiral9
I have dispatched my PM.
Only this still slightly ruins my fluff.
51344
Post by: BlapBlapBlap
This is a weird system...
53940
Post by: admiral9
BlapBlapBlap wrote:This is a weird system...
Its change, change is tzeentch!
46915
Post by: Private_Joker
Admiral look at the OP. It doesn't have deaths. You need to change how many you gain in population and you need to change what you spent things on (you copied and pasted mine). Copy my template but put your horde numbers and such in.
51344
Post by: BlapBlapBlap
Turn: N/A Player: BlapBlapBlap Country: Fade Current Leader: Lukas Wulf Current Alliances: None Trading Partners: None Population: Elitists- 1500 (Birth +25) = 1525 Current Technology Points: 0 Tribal + 10 (University) = 10 Tribal Current Farming points: 0 + 5 (farmland) - 2 (feeding population) = 3 Current Industry points: 0 + 5 (Industry) - 4 (supplying army) - 1 (upgrading) = 0 Current Morale: 100 - 5 (Industry) - 5 (University) + 5 (Farms) + 5 (City) = 100 Current Treasury: 2000 - 500 ( Recruited x5 Pirate Bands) - 450 (Recruited x3 Stalker Marksmen Bands) = 1050 Capitals: Name: The Murderpeaks Type: Barracks- This province trains people from your population into for your army -Garrison: 2 Pirate Bands, 1 Stalker Marksmen Band Name: The Southern Dunes Type: University- This will increase technology level but decrease your morale due to strain on cultural tradition -Garrison: 1 Pirate Band - You may also produce agents such as diplomats, spies and generals at a cost. Name: The Great Plains Type: Villages - Villages house your people and increases your population and morale -Garrison: 1 Pirate Band Name: The Black Marshes Type: Farmland- This produces food -Garrison: 1 Pirate Band, 1 Stalker Marksmen Band Name: The Eastern Lands Type: Industry- This can be used to gain a better army and increase production in your other capitals. - Garrison: 1 Pirate Band, 1 Stalker Marksmen Band Descriptions: Faction: Inhabiting the cold island wilderness of Fade, the Rebellion is composed of all those who opposed the Empire, whether it be out of disbelief in their so called 'Emperor', or for a life of freedom. The people have been hunted by their parent nation, and now only the toughest and strongest remain. Groups of engineers scheme and plot nefarious new machines to crush the armies of the Empire, whilst crews of pirates and marksmen raid the lands of the unliberated. Headed by Lukas Wulf, the people of Fade are free, although facing a constant war on all fronts. They have access to some of the only Black Powder mines discovered, but are tremendously outnumbered. Units: Militia: There are too few numbers in the nation of Fade to form rank-and-file formations. Basic Melees Infantry: Pirate Band - Bandits that raid the world in it's entirety, Pirates are very lightly armoured but very good at hacking and slaughtering. Armed with all sorts of hand weapons. Weak against Cavalry, but strong against artillery batteries. Ranged infantry: Stalker Marksmen- Armed with basic Black Powder handguns, they are accurate shots, although their weapons do not shine to their skill currently. Good vs Calvary at range (terror and such), weak in melee combat. Very mobile. Elite Units: Engineers - Armed with small pistols and sword they are poor fighters and low in morale. Weak vs all, but increase the potency of the weapons in the armies of Fade. Artillery: The lightning warfare of Fade is hindered by the use of artillery. Light Cavalary: The people of Fade have yet to master the art of mechanics, and there are no steeds to ride upon in this nation. Heavy Cavalary: As above. Costs: Elitist Number (N) Ability (A) Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 30.................A 3 Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................25....................4 Ranged- Cost 150 gold- up keep is 5 gold per turn......................................20....................5 Elites- Cost 200 gold- up keep is 10 gold per turn........................................15....................7 Artillery- Cost 250 gold- up keep is 12 gold per turn......................................1......................6 Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................15......................8 Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................10.....................9
46915
Post by: Private_Joker
Edit that post with your five capitals in there and I will show you. Add one militia to every town. Barracks get one unit of Basic and Secret get one elite to start off with.
51344
Post by: BlapBlapBlap
I HAVE NO MILITIA!
46915
Post by: Private_Joker
Surely you can have town watch or something. I can't give you basics in every town. It would mean you could build a general, grab all your basics and rush a nearby region and win.
54216
Post by: TheRobotLol
Got to go.
Don't destroy my empire while I'm gone
53940
Post by: admiral9
When I'm back from school ill make a fix.
40392
Post by: thenoobbomb
You trying to get people tell tay for you? :p
32484
Post by: zman111
Turn: (SHEET)
Player: Zman
Country: Orckin Nation
Current Leader: Grol-Nintro
Current Alliances: None
Trading Partners: None
Population: 3500 + 50 (City) + 100 (Births) = 3650
Current Technology Points: 0 Tribal + 10 (University) = 10 Tribal
Current Farming points: 0 + 0?
Current Industry points: 0 + 5 (industrial) -5 (supplying army) =0
Current Morale: 100 (do I have to keep track of this, orcs are ALWAYS fighting with one another over whos in charge unless being threatend by an outside power)
Current Treasury: 2000
Capitals:
barracks: Orcalla (3 basic mele trooper squad)
university:Higgrus (militia squad)
city: Bentitolas (milita squad)
secret: Jentok Keep (this mighty citadel, the centerpeice of the orcish lands is large and impressive enough to gather orcs from all around, as a result 1 orc warrior horde will join me per turn) (Berzerker squad) (3 basic mele trooper squads)
industrial: Gundbush (militia squad)
(870 tally for solders including the 5 basic mele squads given as a starting army)
1- Name: Bentitolas.... ................Type:city ..........................................Garrison: .....................................................................................1 orc Combat Laborer horde (100 orcs)
2- Name: Higgrus.........................Type: University.............................Garrison: ..................................................................................... 1 orc Combat Laborer horde (100 orcs)
3- Name. Orcalla......................... Type:Barracks :..............................Garrison: .......................................................................................3 orc Warrior hordes (70 orcs per horde)
4- Name: Jentok Keep................ Type:Secret Capitol (Main city also) ...Garrison: .........................................................................1 orc Bezerker squad (50 orc bezerkers) + 4 orc warrior squad (70 orcs)
5- Name: Gundbrush.................. Type:Industry ................................Garrison: .....................................................................................1 orc Combat laborer horde
........................................................................................................Mobile Units:........................................................................................... 0..................................................Location: None
.................................................................................................................................................................................................................Total: 940
Descriptions:
Faction: The Orckin nation is a mighty power that resides in one of the nastiest deserts of the world, here live the goblins and ogres as well, these 3 races have fought with each-other since time began. Now the orcs have started to develop techniques that put them above the ogres and goblins. Their goal is to enslave these 2 troublesome races then move onto bigger and better things.
Units:
Militia: Combat Laborer: orc laborers that have taken up arms to defend their places of work and their homes
Basic melee Infantry: Orc warrior: these warriors come in huge numbers and usually carry a mix of spears and swords
Ranged infantry: Marauders: orcs that use scavenged bows to defeat their foes
Elite Units: Bezerker- A large orc with a deadly spiked mace to kill his foes
Artillery (advances into cannons, howitzers): Catapult- it throws rocks sometimes soaked in oil and set ablaze
Light Cavalary (this may advance into transports): Beastriders- these are orcs riding the tamed beasts of the flatlands they live in
Heavy Cavalary (advances into tanks): Armored beastrider: orc bezerkers that ride around on armored beasts of the flatland
Costs: Horde
Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 100...............A 1
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 40....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30....................3
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 50....................5
Artillery- Cost 250 gold- up keep is 12 gold per turn......................................5...................... 3
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................30.....................6
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................20.....................8
Cost to build.................... (B) and repair (R)
Barracks.......................... (B) 500 (R)150
Traders and Banking.... (B) 600 (R) 200
City.................................... (B) 600 (R) 150
Farmland ........................(B) 350 (R) 50
Cultural ...........................(B) 700 (R) 250
Industry ...........................(B) 650 (R) 200
Secret......................... ....(B) 800 (R) 300
Point Costs:
1) Industry produces materials- 5 points. Every point supplies 100 units in your amry. The rest can be used on giving ability or stored/sold
2) Farms produce food- 5 points. Every point feeds 1000 people. The rest may be stored or sold.
3) University produces knowledge- 10 points. They may be spent on your tech tree until you reach the next level (50 points) or stored and sold.
*Always round up to the nearest 100 when feeding your population or supplying your army.
Diplomat: 350 gold and is produced from a Trading and Banking capital.
Spy: 450 gold and is produced at a Barracks.
Assassin: 600 gold and is produced at a Secret Capital.
Generals: 600 gold and is produced at a University.
is this right?
46915
Post by: Private_Joker
Not quite.
32484
Post by: zman111
where is stuff wrong is what Im asking (although very vaugely)
46915
Post by: Private_Joker
Well I can't tell how many soldiers and buildings you have. Make it look likes this. 1- Name: Warriors lodge.... .......Type: Barracks .............................Garrison: 50 (3) Warriors + Recruited x2 50 (3) Warriors= 150 Warriors (9+ 1 (Industry) = 10) 2- Name: City of Scribes.............Type: Traders & Banking.............Garrison: ..................................................................................... 60 (2) Landwehr 3- Name. Herder clans............... Type: Farmland- Garrison:.........Garrison: ...................................................................................... 60 (2) Landwehr 4- Name: Forge Mountain.......... Type: Industry Garrison:..............Garrison: .......................................................................................60 (2)landwehr 5- Name: Valley of Knowledge.. Type: University ...........................Garrison: 60 (2) Landwehr + 1 Diplomat.=........................ .....60 (2) Landwehr, 1 Diplomat ........................................................................................................Mobile Units:........................................................................................... 0..................................................Location: None .................................................................................................................................................................................................................Total: 390
53940
Post by: admiral9
But joker why can´t i make my cthulu guard cost 350 gold?
46915
Post by: Private_Joker
Fine.
42203
Post by: Lord Magnus
@Joker, I should take the descriptions out of my turn template right?
Also, how did you get 60 on each place?
51344
Post by: BlapBlapBlap
No, screw it. I can't defend entire regions with groups of 30 guys. No town watch, I'll pay for my garrison.
53940
Post by: admiral9
I don´t want to make it harder on you then it already is so i will just take horde rules and stop being a whiner.
46915
Post by: Private_Joker
Keep your basic descriptions in there magnus, just so that when it's your turn I can easily see what's what.
42203
Post by: Lord Magnus
Private_Joker wrote:Keep your basic descriptions in there magnus, just so that when it's your turn I can easily see what's what.
So we get 1 Militia unit per city, then we can recruit whatever we want?
46915
Post by: Private_Joker
Yes you get a militia in every capital. Except barracks get a Basic and Secret gets an Elite.
42203
Post by: Lord Magnus
Awesome, but please answer my PM about industry points
53940
Post by: admiral9
Actually horde represents my artillery pretty good because one centipede artillery piece is about 4-5 cannons so the rulling of 1 company is pretty good.
46915
Post by: Private_Joker
Magnus I gained 5 points from my industry. I had 400 men in my army so 4 points went to supplying them. The remaining point I spent on upgrading a unit. Leaving me with 0.
42203
Post by: Lord Magnus
1. How do you upgrade a unit/what does it do
2. Do you have to spend those points supplying each turn?
53940
Post by: admiral9
Oh i forgot to do the industry points please joker mind filling that one in for me.
46915
Post by: Private_Joker
You will see a unit like 50 (3) Warriors. The (3) is their ability in combat. If you want to upgrade him put (3 + 1(industry)= 4) next to it. Next turn it will look like 50 (4) Warriors.
Yes you have to spend the points supplying your army and feeding your population. Whatever's left is up to you to decide what to do with, store/trade. University tech points don't have to be spent on your tech tree and can be stored and sold.
46915
Post by: Private_Joker
Guys, I'm a bit busy atm I'm sure you can fill it in yourself Admiral.
53940
Post by: admiral9
Ok i'll make a new one with the current information.
46915
Post by: Private_Joker
Make sure you have the appropriate population.
53940
Post by: admiral9
I think it is finally correct now.
53940
Post by: admiral9
Damnit so i have 3900 population i am really being stupid now.
51344
Post by: BlapBlapBlap
Updated for your pleasure.
46915
Post by: Private_Joker
1- Name: Warriors lodge.... .......Type: Barracks .............................Garrison: 50 (3) Warriors + Recruited x2 50 (3) Warriors= 150 Warriors (9+ 1 (Industry) = 10)
2- Name: City of Scribes.............Type: Traders & Banking.............Garrison: ..................................................................................... 60 (2) Landwehr
3- Name. Herder clans............... Type: Farmland- Garrison:.........Garrison: ...................................................................................... 60 (2) Landwehr
4- Name: Forge Mountain.......... Type: Industry Garrison:..............Garrison: .......................................................................................60 (2)landwehr
5- Name: Valley of Knowledge.. Type: University ...........................Garrison: 60 (2) Landwehr + 1 Diplomat.=........................ .....60 (2) Landwehr, 1 Diplomat
........................................................................................................Mobile Units:........................................................................................... 0..................................................Location: None
.................................................................................................................................................................................................................Total: 390
Your capitals should look like that Blap.
51344
Post by: BlapBlapBlap
And this is majorly different to mine how? All I can see extra is a Mobile Units category...
46915
Post by: Private_Joker
Yours looks like this.
Name: The Murderpeaks Type: Barracks- This province trains people from your population into for your army -Garrison: 2 Pirate Bands, 1 Stalker Marksmen Band
Name: The Southern Dunes Type: University- This will increase technology level but decrease your morale due to strain on cultural tradition -Garrison: 1 Pirate Band
- You may also produce agents such as diplomats, spies and generals at a cost.
Name: The Great Plains Type: Villages - Villages house your people and increases your population and morale -Garrison: 1 Pirate Band
Name: The Black Marshes Type: Farmland- This produces food -Garrison: 1 Pirate Band, 1 Stalker Marksmen Band
Name: The Eastern Lands Type: Industry- This can be used to gain a better army and increase production in your other capitals. - Garrison: 1 Pirate Band, 1 Stalker Marksmen Band
My version is alot easier to keep track of.
53940
Post by: admiral9
So is mine fine or not?
32484
Post by: zman111
Turn: (SHEET)
Player: Zman
Country: Orckin Nation
Current Leader: Grol-Nintro
Current Alliances: None
Trading Partners: None
Population: 3500 + 50 (City) + 100 (Births) = 3650
Current Technology Points: 0 Tribal + 10 (University) = 10 Tribal
Current Farming points: 0 + 0?
Current Industry points: 0 + 5 (industrial) -5 (supplying army) =0
Current Morale: 100 (do I have to keep track of this, orcs are ALWAYS fighting with one another over whos in charge unless being threatend by an outside power)
Current Treasury: 2000
Capitals:
1- Name: Bentitolas.... ................Type:city ..........................................Garrison: .....................................................................................1 orc Combat Laborer horde (100 orcs)
2- Name: Higgrus.........................Type: University.............................Garrison: ..................................................................................... 1 orc Combat Laborer horde (100 orcs)
3- Name. Orcalla......................... Type:Barracks :..............................Garrison: .......................................................................................3 orc Warrior hordes (70 orcs per horde)
4- Name: Jentok Keep................ Type:Secret Capitol (Main city also) ...Garrison: .........................................................................1 orc Bezerker squad (50 orc bezerkers) + 4 orc warrior squad (70 orcs)
5- Name: Gundbrush.................. Type:Industry ................................Garrison: .....................................................................................1 orc Combat laborer horde (100 orcs)
........................................................................................................Mobile Units:........................................................................................... 0..................................................Location: None
.................................................................................................................................................................................................................Total: 940
Descriptions:
Faction: The Orckin nation is a mighty power that resides in one of the nastiest deserts of the world, here live the goblins and ogres as well, these 3 races have fought with each-other since time began. Now the orcs have started to develop techniques that put them above the ogres and goblins. Their goal is to enslave these 2 troublesome races then move onto bigger and better things.
Units:
Militia: Combat Laborer: orc laborers that have taken up arms to defend their places of work and their homes
Basic melee Infantry: Orc warrior: these warriors come in huge numbers and usually carry a mix of spears and swords
Ranged infantry: Marauders: orcs that use scavenged bows to defeat their foes
Elite Units: Bezerker- A large orc with a deadly spiked mace to kill his foes
Artillery (advances into cannons, howitzers): Catapult- it throws rocks sometimes soaked in oil and set ablaze
Light Cavalary (this may advance into transports): Beastriders- these are orcs riding the tamed beasts of the flatlands they live in
Heavy Cavalary (advances into tanks): Armored beastrider: orc bezerkers that ride around on armored beasts of the flatland
Costs: Horde
Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 100...............A 1
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 40....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30....................3
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 50....................5
Artillery- Cost 250 gold- up keep is 12 gold per turn......................................5...................... 3
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................30.....................6
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................20.....................8
Cost to build.................... (B) and repair (R)
Barracks.......................... (B) 500 (R)150
Traders and Banking.... (B) 600 (R) 200
City.................................... (B) 600 (R) 150
Farmland ........................(B) 350 (R) 50
Cultural ...........................(B) 700 (R) 250
Industry ...........................(B) 650 (R) 200
Secret......................... ....(B) 800 (R) 300
Point Costs:
1) Industry produces materials- 5 points. Every point supplies 100 units in your amry. The rest can be used on giving ability or stored/sold
2) Farms produce food- 5 points. Every point feeds 1000 people. The rest may be stored or sold.
3) University produces knowledge- 10 points. They may be spent on your tech tree until you reach the next level (50 points) or stored and sold.
*Always round up to the nearest 100 when feeding your population or supplying your army.
Diplomat: 350 gold and is produced from a Trading and Banking capital.
Spy: 450 gold and is produced at a Barracks.
Assassin: 600 gold and is produced at a Secret Capital.
Generals: 600 gold and is produced at a University.
is this right?
42203
Post by: Lord Magnus
Template sent to Joker.
51344
Post by: BlapBlapBlap
Yeah, I'm diving out of this one. I really do not get this, plus it just doesn't seem to be role play as I see it.
53940
Post by: admiral9
Well I'm back.
53940
Post by: admiral9
Hello-lo-o?
54216
Post by: TheRobotLol
Sorry but I'm out of this RP, too busy with home/other RP stuff.
53940
Post by: admiral9
True shame.
46915
Post by: Private_Joker
Yeah, I think we should shut this down. I don't think the players really know how to do this, but was a nice idea though. Maybe try it in a different way but I can't run it.
56096
Post by: bouseherb
oh well nice try cya ya guys later
32484
Post by: zman111
nerf the compexity a bit, it was simple at first
51344
Post by: BlapBlapBlap
It really wasn't...
54216
Post by: TheRobotLol
It started complex, and only got worse..
And it wasn't an RP!
|