Rules

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Nov 20, 2019 7:56 pm
The unrest rules had an unintended problem due to wording. It's been corrected. ALso, some have asked what their unrest is at. I'd suspended my own calculations in light of the event that I put on hold for now, so I'm going to start tracking and listing current unrest in the current events thread, that way, no one will be caught off guard by it. If you see a problem with my calculations, please let me know.
Nov 21, 2019 4:46 pm
I'm going to open things up a bit since right now, we only have three players, and I haven't been approached by anyone else.

If you want to run a second nation, I'll let you. There's a few ground rules for this if you want to do it, and keep in mind this is completely optional.

1) You'll split your posts between the nations. That way you're not having to do twice the amount of posts.
2) The two nations cannot trade or ally with each other outside of crises, where it might be necessary for everyone to group up.

This probably only something you want to do if you want to explore another angle of the world, it's not expected, just an option.
Nov 21, 2019 4:54 pm
so many angles to explore!!! Rivellesk would be a prime candidate, functioning as an independent nation within the confederacy... but if they can't be allies...
The sea of grass and it's common elves could be interesting, but then again, when they meet it would be trade or war ;)
A new nation in the desert , maybe?

If we get a new nation, do we still get 4 development for each nation (each post counts as 2), or are development split as well?
Nov 22, 2019 4:14 am
I think it would be better to split it. I don't want people to feel like they need to keep up with two all the time.
Nov 22, 2019 9:01 am
so that means that, if I start a new nation, the Marches will lag a bit behind?
New angle or more power 🤔 (and now that I just started dedicating a post to the past!)

CESN sent a note to Falconloft
Last edited November 22, 2019 9:09 am
Nov 25, 2019 6:45 pm
CESN: Yes it is, and no, I they don't.
Dec 9, 2019 11:13 pm
There's a problem with unrest. Or more correctly, two problems. It's difficult to track, and it's just generally not fun. That being said, I'm adjusting the way it works. Until I have something final, we're not going to track it. I will think about it this week, and if you have any suggestions, I'm open to it. I just don't want to have to do a lot of math every week.
Dec 10, 2019 8:08 am
I lost track of unrest at some point and the effect of culture :(
Maybe have +1 unrest per provinces and city at the start of the turn and then bring it down by pumping culture "peace points" and using food. Larger empires would be more difficult to sustain and unrest would be a simple value. Also, it may be interesting to know how culture is being used to spying/diplomacy and what effects it has. Maybe there could be a culture roll like an invasion, so it is clear how far along diplomacy/sabotage we are?
Dec 12, 2019 2:46 am
That's possible. Let me look at that.
Dec 12, 2019 2:59 am
Possible approach:

Each province gives 1 Unrest.
Each food lowers Unrest by ten. Each culture lowers Unrest by one.
If Unrest grows to more than the threshold, provinces break away.

The threshold for Unrest risks the number of provinces inside your original province plus one per city.

For culture spends in other nations, you can spend any amount of culture over any number of weeks. Once you think you have enough saved up, you can roll a d 20. If your roll is less than YOUR SPENT CULTURE minus the other country's NUMBER OF PROVINCES IN THEIR ORIGINAL PROVINCE, the province furthest from their capital will break away. If the province borders you, it will be yours. If it does not, it undevelop until it simply goes away.
Dec 12, 2019 8:14 am
I can see that working. so if I pump 20 culture into a country I'm sure to get someone breaking away? Could that work as diplomacy?

Let's say there is a country with 6 provinces, so I could pump 120 culture to annex it diplomatically?
Dec 12, 2019 11:08 am
+ the war effort / army size ! that was an logical unrest producer ;)
Dec 16, 2019 5:19 pm
CESN: I hadn't thought about either of those, but yes, given how long the culture pump would take, I'll allow those.
Dec 18, 2019 5:28 am
I have an idea about stealing territory through use of Culture. We spend Culture to give a special type of Unrest to a specific Province. The Unrest can be removed through the targeted Nation spending province, but the normal Unrest must be cleared first before this special one is. Another way to removed the special unrest is by surrendering the province to the "corrupting" nation. The Province is then part of the agressive nation. There could be limit of Unrest that belongs to the corrupting nation, whereby Riot starts when the unrest reached a point.
Dec 19, 2019 7:42 pm
That sort of fits in with what we're doing already, so I'll probably add a way to do this.
Dec 30, 2019 11:12 pm
At the end of this crisis, we'll be needing a rework because of the changes to the rules. They're already available, but won't be used until after the crisis.

Specifically, resources and unrest have been simplified, and rules have been added to expand culturally. I will attempt to track your potential unrest each week so that you will know ahead of time what is needed to offset it.

Feedback is welcome.

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