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Capt Wolf

Eurobricks Grand Dukes
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Everything posted by Capt Wolf

  1. Yep, love the contrasting expressions! And an excellent job with the framed painting.
  2. Revised limits on licensing properties: A builder can now license three pieces of property per month, regardless of location. This replaces the old rule that said you could only license one piece of property per month in two locations, or three properties per month in one location. Prospecting scenes are still not defined as properties - mines are, as only those are listed in the 'Types of Properties' section.
  3. So, you've been tempted to give BoBS a shot, but the whole thing is huge and you're trying to work out how to jump in now. Firstly, for now ignore the Introduction and Starting thread. To start, just create a primary character and backstory and go for it. You'll also need to pick a faction. Deciding on a faction can be a difficult decision. The first couple of posts in each of the faction threads are a good starting point. No need to read further than the first page however. The differences between them can be summarized as below: Corrington: Redcoats (inspired mainly so far by elements of historic Great Britain). Science and the enlightenment are main focuses for Corrington, and their main income is from their strong merchant fleet. Of course a dependence on merchants has meant a focus on a strong navy to protect them. Thus far they have preferred diplomacy over force. They have bonuses for educational buildings and factories. Oleon: Bluecoats (inspired mainly so far by elements of historic France). Religion, the arts and culture are the main focuses for Oleon. They also have developed a decent merchant fleet and a strong navy. Like Corrington, they seem to favor diplomacy over force. Although Oleon and Corrington were supposed to be bitter rivals, relations have been amicable thus far. Oleon has bonuses for art/culture buildings. Eslandola: Greenbacks (inspired by elements of historic Spain/Portugal, The Netherlands, and even sometimes trade republics like Venice, Milan or Lubeck). Their politics can appear chaotic, at times they appear more like a confederation of merchant barons. A trio of very powerful trade companies are the power brokers. Eslandola has bonuses for commercial buildings, and the trade companies each have unique monopoly bonuses. Sea Rats: Basically your wildcard. These men and women have rejected the 'civilized' societies and make their own way in the new world, owing allegiance to no central authority. Some try to pursue legitimate businesses, others live a life of plunder and piracy. Pretty much room here for any flavor of character you like. Sea Rats have cheaper ship licenses and bonuses for artisan buildings. Of course these are just general impressions. For a little more info on the game, go to the thread linked below; everything you need is linked there. The basics of the maritime component of the economic game system (EGS) can be found here: The basics for the land based component of the economic game system can be found here: Again, you don't have to participate in the EGS, or you can opt to jump in at a later date. Anyway, I hope this has helped and not confused matters! If you have questions, ask them in the Introduction thread or, if the questions are specific to a faction, you can also ask them in the corresponding faction thread. I think if you can choose a faction, the best thing would just be to create a character and work it out as you go. We'll all help out when it comes to licensing your first ship/property! And there are plenty of tycoons around to loan/donate some doubloons to get you started! Go here for a step-by-step guide to choosing a faction, getting your first ship, etc.
  4. Well, they aren't in action poses, so you have a point, but they tell the story well, and that's what I meant. And Harrow licking the blood off her knife is excellent.
  5. 88 DBs have been transferred to Eslandola for the Wolf.
  6. I love this build! The beach and rockwork are excellent, but it's the details like the sabers on the hut's door and the fish hanging from the pole that really make the build.
  7. Quite a looker, this one is! Excellent work! As I mentioned privately, I particularly like the lines of the bow. But everything looks good on this one. It may be your best ship to date.
  8. Great continuation of the story, and excellent job illustrating it! Minifig posing is excellent. The tavern itself is nicely done as well. Good use of different grays and masonry bricks.
  9. Excellent build! I love all the different activities you have depicted, and the irrigation system using the island's central spring.
  10. Nice clean build, instantly recognizable. I like how you've mixed colors on the roof. I would like to know more about the deities worshiped in Corrington. Do most citizens worship the same gods worshiped in Oleon, or are there other faiths? Regardless of the answer, excellent build!
  11. I like this type of build with an attractive exterior and an interior detailing the structure's function. I love the rough stone look of the chimney, and the oven itself looks the part. Excellent MOC!
  12. Excellent bell tower! You've got a nice assortment of details that others have commented on. I had been working on a lighthouse, and this gives me some ideas I can incorporate there. And I'm always interested to see how people build bells in Lego. I will join Kwatchi on his nitpick: the dome is what feels out of place for Corrington architecture. But I still love the build!
  13. Young Master Fontonajo, congratulations on taking over your family's business affairs. I have seen some of your plans, and they look like a worthy investment. The 750 DBs have been transferred to your account. Best of luck in your ventures!
  14. Or, now that I have a little more time, I can continue. Basically, the revised rules will eliminate most of the size restrictions, and the old "upgrade" rules will no longer apply. I'd advise waiting until the new fort rules are rolled out to license a fort. It should be possible to unlicense a fort as part of the change in fort rules. Whether it could then be re-licensed as a residence, I don't know, but it's a good question.
  15. Fort rules are about to change. Probably this weekend. Someone else from leadership can explain more.
  16. I have my guess as to what the Admius Legistrad is up to, but I'll keep it to myself.
  17. Captain Morgan earns his reputation once again! Would love to see this in bricks, but I still enjoyed the telling!
  18. Every player can make a difference! Seriously. This also sounds like an Eslandolan to me! Any of the factions will be happy to have you join them, and your skills and interests will contribute, wherever you land. What I will say about Eslandola is that I've really enjoyed the cooperative element in ESL, with some collaborative builds and such. The chaos that others might see with our multiple trade companies is what I think our strength is, as there always seems to be a new idea to be a part of. I've also collaborated on some stories with players outside ESL, something that playing the role of the trader facilitates. And personally, I've learned a lot by being so closely involved with other players in these builds. That's my 2 cents on the subject.
  19. @gedren_y, my apologies. Although I am a SF fan, I have not read The Warlock In Spite of Himself, so I did not get that specific reference. You are correct that you did not capitalize democrat, but capitalization is sometimes a spurious thing on the internet!
  20. If I said it was licensable, then that was a mistake on my part when filling out the form, since we can't license anything in the old world.
  21. Slander! Have some pie-in-face from a democrat! FYI, he means we are republicans in the sense that Eslandola has installed a head of state that is not a king.
  22. I may be the culprit, as I did place a build in terreli: the MCTC HQ. I would have registered the build, but wouldn't have licensed it.
  23. Well, not only don't you have to, but you can't on that form. Totally agree! Although that doesn't entirely solve things... Yep. FYI, I've had to deal with raising some troops and moving them around. Basically, when you move them, as long as you're moving a quantity of troops from a place they exist, everything works, but there's nothing in place for players to track it other than writing it down and keeping track of it themselves. And naming troops doesn't necessarily solve the problem, as a company could be broken up into platoons and sent to different locations. What we need is a record somewhere that shows the status of all ground troops (number, location, owner) that can be accessed by the players (at least for their own faction's troops).
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