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Everything posted by Elostirion
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Mini-Challenge: The Grand Road of Nellisa
Elostirion replied to Elostirion's topic in Brethren of the Brick Seas
March payments have been sent.- 42 replies
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- royal commerce
- nellisa
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Settlement: Salida Este, Ferro Azure, Eslandola
Elostirion replied to Kai NRG's topic in Brethren of the Brick Seas
@Capt Wolf -
Román Fontonajo informs all Council members that the payments for January, February and March 617 AE have been made.
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- colonial council
- first cycle
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AUCTION! Selling captured vessels!
Elostirion replied to Legostone's topic in Brethren of the Brick Seas
Pinto 4T2 Elostirion 100 Nino Grande 4T2 Elostirion 100 El Pollo 3T2 Elostirion 65 Margert 2T Elostirion 30 Plump Patty 4A Elostirion 100 Tribute 4A Elostirion 100 Long Beard 4A Elostirion 100 Traders Doom 3A Elostirion 80 Little Tyke 1A Elostirion 20 Floating Eyepatch 1WR Elostirion 15 Nightmare 2A Elostirion 30 Siren's Song 5LA Elostirion 125 Brad the Pirate 3A Elostirion 81 -
@SkaForHire @Phred: Did you already have a chance to look at this?
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Fantastic. Will take my time and read it tomorrow, but I really have to leave this comment here immediately: Fantastic!
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Challenge V - Princes of Garvey - RESULTS POSTED!
Elostirion replied to Garmadon's topic in Brethren of the Brick Seas
CH 5, Cat A A Lovers' Tale - Part II | ESL | Elostirion | for Eslandola- 164 replies
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- challenge v
- mardier
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A Lovers' Tale Part II (Against Mardier) Prelude Part 1 (Bregir) Part 2 (Elostirion) Part 3 (Ayrlego) Rumours had spread quickly in town. Ricardo Alphonso de la Montague had proposed to Angelica Castellano. In the many taverns of King's Port the stories of Ricardo's proposal were already told, how he had brought a carriage with more than one thousand flowers, a ring of pure gold with the biggest ruby that had ever been found in the new world, and proposed to bis beloved Angelica from down the streets, up towards her balcony. And how she had replied, singing with the softest voice of an angel, as her name sugggests, a song to express her deep love for Ricardo, and to say yes. Marja Fontonajo knew different. She had been there. She had found Angelica Castellano in King's Port, and realised that she was the girl that Ricardo's father had talked about, the girl Ricardo was in love with. There were not a thousand flowers, nor a pretentious ring, nor did she sing. But what she had seen had gone far deeper. These two did not need any of these symbols. It was the real and honest love of a young couple. Now, a few days later, the facts were obvious. The de la Montague family had always been pro Terraversan independence. And while Ricardo's father, Hugo de la Montague, was afraid for his son, he would not oppose the marriage. General Castellano, commander of the Horse Guards, was more sceptical. He had not yet decided for a side in the Terraversan conflict, and did not like the idea of his daughter deciding for him. And then there was King Alphonse XIII of Mardier, who had been struggling to get the powerful Castsellano on his side in the Terraversan conflict. It was known that his ruthless Death Guard had already arrived in King's Port. The danger for Ricardo and Angelica had become real. At the "Grape & Goblet", a tavern and guesthouse in King's Port The Death Guard is entering the tavern, while Ricardo and Angelica are climbing down the window. But how have they gotten there? And why is blood dripping from the upper floor? Two hours earlier Marja Fontonajo saw one of the kitchenmaids hastily leave the guesthouse through a backdoor with a letter in her hand. The maid ran straight to a larger estate and handed the letter to one of the guards at the gates. The guard took the letter inside, and soon after Marja could see a Sergeant of the Death Guard assemble his men in the courtyard. Marja hasted back towards the "Grape & Goblet", where she confronted the innkeeper, but found him to be innocent. In fact, he had not even known that the young couple who were his guests were actually Ricardo and Angelica, but when he learned he agreed to help. Marja quickly ran up the stairs, and burst the door open, where she found the two lovers kissing, half naked. "Get dressed. Immediately!", she commanded the ashamed lovers. While Angelica looked at her in fear, Ricardo - though still confused - grabbed for his rapier. "If I wanted you dead you would already be.", Marja replied. "Who are you?", Angelica asked, afraid of the answer. "Your guardian. Now listen! You have been betrayed. The Death Guard is on its way. Your lifes are in danger. Now get dressed, and stay in here. When I give you a sign you leave through the window. You", she added towards the befuddled innkeeper, "get us a rope and a board to barricade the door. Now!" And looking at the lovers again she added: "Climb down the window, then run towards the back of the house, fifty metres to the left, turn right, and you will find an alleyway. Go down, at the first crossing go left, and then just follow the path till it ends. You will find a closed tavern called Othello's Folly. Climb in the second window at the back and I will meet you there and get you out of town." "But my father...", Ricardo started. "Already knows", Marja interrupted. "Now stop discussing and get ready. They will be here in a minute!" When the first soldier of the Death Guard ran upstairs, Marja gave the sign for Angelica and Ricardo to climb. Once the soldier has spotted her and starts running, drawing his saber, a bullet hits him right in the heart. Marja hasn't killed anyone in quite a while. Now, however, her only thoughts are with the lovers. And how she will leave the tavern in about thirty seconds. Downstairs the innkeeper tries to win some time by discussing the honour-code of the Terraversan guesthouse association, that clearly forbids to disclose any details about guests. The Death Guard's sergeant is already getting angry, while the next of his men cannout hold it an run upstairs. Two more members of the Death Guard are entering the "Grape & Goblet" right now. Little do they know that the room of Ricardo and Angelica is already empty... ... and that the two lovers are fleeing the guesthouse right under their nose. __________________ To be continued...
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- a lovers tale
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[OL - FB] Statue of Zeus in Astrapi
Elostirion replied to KotZ's topic in Brethren of the Brick Seas
A new player who MOCs based on the lore? That is fantastic, great work! The statue - from socket to top - is really well done. My suggestion is to look a bit more at the baseplates. Is the green under the cobblestones intentional? I find it a bit weird. I would suggest to either have some patches of grass (green flower stems) grow out to make it look as if there was grass growing between the cobbles, or just use a tan / dark tan / grey baseplate. Also the light blue being visible under the grey is a bit weird. I guess this is water, why does it flow under the grey border? Those are minor details I only saw at second or third glance. The overall MOC is really nice - I am already looking forward to your next one! -
Fantastic work here!
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Marja Henrietta Fontonajo stood on the veranda of the de la Montague ranch, a few miles northeast of King's Port on Terraversa. She knew the ranchero Hugo Gonzalo de la Montague from former... missions. Hugo Gonzalo had always been a true Terraversan, opposing the Mardierian throne. Marja had held up the relationship between Terraversan revolutionists and the Eslandolan crown for many years. But this time it was different. There was no more king Fernando. There was no more master. At least so she thought, until Hugo Gonzalo de la Montague started talking: "My son might be about to do something stupid, mistress Fontonajo." "Then you should tell him not to?" "Which father's words might stop a son's heart, young lady?" "My father did. Until he died, that was." "See?" "I guess you might be right", Marja frowned. "But what do you think he will do?" "Regarding that", Hugo replied, "I must admit I am not quite certain yet." "So what do you assume?" "At the current moment in time I assume it might be love." "Love?" "Sure, love. A heated heart leaves place for no cool mind, they say." "Why are you telling me?" "I am quite certain you know why, mistress Fontonajo?" "I won't help you. I cannot babysit your son!" "What other business hinders you, mylady? That of a broken king? Or your brother's? Highest political ambitions, they say. King of the Colonies he might want to become, or at least there are rumors? Is it this?" "No. But your son has to care for himself." "Does he really have to?" "I said no", Marja replied. "And I mean it." Hugo Gonzalo de la Montague hesitated for a while, before he replied. "Then, mylady, I am afraid I have to remind you that you owe me. Most certainly you know what I am talking about? And I guess your personal honour is still intact?" Marja's face hardened, and with a stern look she replied: "So who am I looking for?" "Ricardo Alphonso, my glorious son, a good looking..." - "Not him. Her.", Marja interrupted. "I fear I have no clue who she is." "No clue at all, Senor de la Montague? None at all?" "There might be one... thing... A housemaid had told me that she had heard him murmur a name in his sleep. Angelica, she had said." "Where can I find this housemaid?" The look in Hugo's face - when he had talked about his housemaid - both ashamed and enthusiastic at the same time, had told Marja all she needed to know. Now she had something against Hugo de la Montague. Whenever she would need it. But he had made her curious. And he was right in that she owed him. And now she wanted to find out more about this story. Time to find a girl named "Angelica" in King's Port. She had solved harder tasks before. For the first time since the fall of King Fernando she felt vivid again. Marja Fontonajo was back. ... to be continued ...
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- kings port
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Basically you can just build forts for all of the nations, but intuitively I'd say Corrington should be your go-to and the Sea Rats are probably the worst faction for you. But you should also make it dependent on your style: Corrington: Order, style, strength. (like colonial Britain) Oleon: Magnitude, architectural aspects (like colonial France) Eslandola: impressive and opportunistic (like colonial Spain, Portugal, Netherlands) Sea Rats: Pirate Forts
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Old life. Gone. New life. How? What? Where? Wandering. Aimlessly. Flowers. Embodiment of life. Which life? Old world. King Fernando. Old life. King no more. Who to serve? And how? For what? Back to my early 20s. The secret ceremony. Marja Henrietta Fontonajo, secret agent. Royal agent. Eslandola. The crown. Service until death. Noone left to serve. Not dead. Not yet. Now what? Order your thoughts, Marja. Calm down. Those flowers are beautiful. Corrington chose wisely. Island of Flowers. Good choice. Was it Montoya? Sure it was. Montoya knows to manipulate his people, the queen even. Clever guy. Or maybe even honest? See, Marja, that's the thing. You cannot even tell a liar from an honest man anymore. So what are you? Focus. The king is gone. No more service for him. Who will it be? Eslandola! Sure Eslandola! But? What is Eslandola? Warmongers! Idiots. Stupid fools. Mardier?! Swallow your pride, dumbasses. But that's loyalty, Marja. Even if they are dumb, you stay with them. Protect them. Until you die. So against Mardier. Oh yes! But where? Isla de whatever? Oh Román, you should never have gone there. Too late. But no, that's not where we decide this war. The center, sure. Isla de... Victoria? Really? No! Doom. That would have been good. Again, not where we decide it. But then where? Here, Island of Flowers? No, not... Terraversa! Break them from within. Resistance. Usurpation. Inner unrest. Mardier, here I come! But for me? Will that be my peace? Haha, peace. Settling down. Living. House on the beach. Children. Me? Guess not. Old world, you are gone. Colonies, islands. That's all there is now! My place? Where is it? No clue. Not yet. Am I running away? Again? All I can do. Ever could. Román, where are you. When I need you. Once in my life! Information. Protect it. Secrecy. Old life. New world. Who am I, but a flower. Torn apart between wind and waves. Sounding like a mad poet already? Holy crap. Time to act. Where is the next ship? Terraversa. King's Port. Sail. Back towards where the old world meets the new world the most. Am I getting insane already? Couldn't be any worse. So who am I? Island #: 5 Claimed by Corrington Nickname: Island of Flowers Geographical Features: This Island gradually slopes out from the ocean to form a hilly ridge at its highest elevation. All along the slopes are vibrant, colorful wildflowers. The Island is sparsely populated by trees, allowing a great diversity of sun-loving underbrush flowers and grasses. Nestled between two hills is a fresh-water lake deposited there by rain. Many butterflies and insects found on this island appear nowhere else in the Prio Seas. Rumors: There are large beetles on this island that appear to be made of solid gemstones. Whether this is true or not is dubious, but naturalists are clamoring to catalog the diversity of entomological specimens.
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No, you are. Thank you so much for all those small laughs!
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Both is fine, just as you wish. At leas tthat's how everyone has handled it so far. Just stay within reason and it's ok.
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Impressive work!
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Amazing. The waves are really cool, as is the city wall with its blue colouring and its general solid style. Great work, plese keep it coming!
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Settlement: Salida Este, Ferro Azure, Eslandola
Elostirion replied to Kai NRG's topic in Brethren of the Brick Seas
Colonial Cotton Plantation (Largest Rank) Iron Mine -> Cost 75 DBs (not counting prospecting costs) -> 20% = 15 DBs Medium Commerce -> Cost 40 DBs -> 20% = 8 DBs Colonial Plantation -> Cost 3.000 DBs -> 20% = 600 DBs => I hereby claim my total rebate of 623 DBs. -
Eslandola funds the construction and licensing of properties, ships and fortresses. Please claim your rewards in this thread: Type: Property / Ship / Fortress Size: Small / Medium / Large / Royal / Prospecting / Mine / Ship Class X Licensed by: noone / myself / Eslandola / xxxx Claimed Reward: XXX DBs from January 17th, 617 AE to April 17th, 617 AE - 15 Dubloons for every small property - 30 Dubloons for every medium property - 50 Dubloons for every large property - 500 Dubloons for every royal property (only 150 Dubloons for private palaces) - 15 Dubloons for prospecting - 20 Dubloons for setting up any mine from January 17th, 617 AE to April 17th, 617 AE: - 10 Dubloons for ships rated class 0 or class 1 - 25 Dubloons for ships rated class 2 - 45 Dubloons for ships rated class 3, or 80 Dubloons if sold to Eslandola - 75 Dubloons for ships rated class 4, or 150 Dubloons if sold to Eslandola - 100 Dubloons for ships rated class 5 or higher, or 200 Dubloons if sold to Eslandola Transferred so far: Property - Royal - Elostirion - 500 DBs (Cotton Island, Salida Este) Property - Royal - Elostirion - 500 DBs (Lion Hall, Montario)
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@Mike S: Fantastic map! The island in the east (Arlintina) seems cut in half unintentionally? Also when it says miles, does 1 mile equal 1,6 km? Or 1 mile = 1 km?
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That is really, really cool. The depiction of the jungle, the bay and the small town - impressive work, really love it!
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Noone had objected Joaquin Fontonajo's suggestion. Now, almost two weeks later the Council had travelled to Montario on the island of Nellisa, and had just started the first meeting in the Lion Hall. Román Fontonajo opened up the session with some warm words of welcome, but quickly started with the first real subject: Fortification. "Recently the scholars have brought clarification into how much money fortresses really cost us. I am quite certain you have all read the article. Now I think what we need to discuss most is who will pay for what in our efforts: First: I think we need to give the architects and master builders incentives to construct forts. How high should those incentives be - dependent on the size of the fortress - and who should pay those? [payment for the MOC just like with warships]. Second: Who should finance the actual construction [licensing fees] of the fortress? Third: Who sould pay the newly clarified monthly upkeep costs for the fortress? In general I see the towns themselves, the owners of the towns (so Trade Companies or Eslandola), or just Eslandola. We might also go for a mixture, so that for example construction might be paid by Eslandola, upkeep by the owner of the town, but an incentive for construction by the town itself. Or that upkeep might be paid by the owner, but 50% might be sponsored by our national coffers? I am looking forward to what you think, fellow councilmen!"
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- colonial council
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@Phred and @SkaForHire: I don't understand the settlement rules and I feel there are some contradictions within the settlement rules and between settlement rules and account balance sheet. Step-by-step: Link to the thread 1) Question: What is the meaning of "level" of a settlement? Does it have any impact? 2) Question: Raid worth: Imagine a Town has a total of 200 DBs in its coffers and is successfully raided: 30% of that = 60 DBs are being raided. A Large Town has a total of 200 DBs in its coffers and is successfully raided: 40% of that = 80 DBs are being raided. Correct? 3) Question: Trade Value Modifier: For a Town it's 80%, for a Large Town it's 70%. Let's imagine our settlement has 300 DBs Trade Value (e.g. 20 large properties) before the modifier. If it is a Town 80% = 240 DBs are the actual Trade Value that comes into effect in the MRCA? And if it's a Large Town only 70% of this = 210 DBs are the actual Trade Value that comes into effect in the MRCA? Is this correct? And if so: Why does it become worse the larger a settlement becomes? 4) Suggestion: Is there any benefit for a settlement with a high Trade Value? Shouldn't there be some kind of bonus for settlements from the MRCA? For example for every ship that visits this town the town earns 5 DBs (harbour tax)? Or 2% of the money earned by the ship. I know there is quite a high incentive on a faction-level for high trade values, but for the town itself there isn't, right? 5) Question & Suggestion: Militia Size: What does that militia do? And what does a value of 2 for a City mean? These are basically like troops? Wouldn't it make more sense to calculate militia just like "free troops" based on norma land-troops? 6) Question: Parity-rules: So let us imagine a settlement has 70 property-points licensed, and thus falls into the "City" category. However it has only one medium educational property (and no other educational properties), so it does not meet the parity requirements. Then the negative effects (Raid Worth % of Town Bank and Trade Value Modifier) come into effect, however the positive effects (Number of Forts allowed, Militia size, natural growth rate, mayor payment) do not. Is this correct? 7) Suggestion: If this is correct we should have some way in the account sheet to see it. 8) Suggestion: The account sheet columns should reflect the columns of the thread even more I suggest. 9) Question & Suggestion: Natural Growth Rate (NGR). To my best knowledge the thread does not talk about the actual effect of NGR. X% of total # of properties, as residences, yes. Small, medium or large residences? Do these residences affect: Town Bank income, Trade Value, Settlement Size? I suggest they should influence all three values, however to my best knowledge they do not affect Town Bank income (why?), they do affect Trade Value, and I do not know about settlement size. It definitely should be clarified. Again, as a mayor this should bring in some benefit, right? 10) Suggestion: Natural Growth Rate should be reflected in the Account Sheet (is it even implemented there?) 11) Suggestion: Town Bank income: Why is it 5 DBs for every property? Building 20 small residences would yield 100 DBs per month for the Town Bank. Building 10 Royal Factories would yield 50 DBs for the Town Bank. I don't think that's the best way, is it? My suggestion would be to have this dependent on the size at least (just like trade value and count towards settlement size). For example: Freebuild/MRCA-result/...: 2 DBs. Small: 3 DBs. Medium: 5 DBs. Large: 8 DBs. Royal: 15 DBs. Mine: 6 DBs. If that's too much in total, numbers might be tuned down to 1-2-4-6-10-4 or sth. 12) Suggestion: Remove the Civil Servant. I think everyone in this game is creative enough to use DBs to hire someone for whatever he or she wants them do to. In the thread it's only confusing. (Also I really don't see why town administration is such an effort to hire additional people currently). 13) Suggestion: Please validate if all the Town Bank rules are implented correctly into the Account sheet. Breshaun: 310 DBs income, 140 DBs coffers -> 45,2%. Charlatan Bay: 67.5/150 = 45%. Fatu Hiva: 10/25=40%, Lavalette: 2,5/30=8,3% (?!), Pontelli: 62,5/115=54,3%. Nova Terreli:107,5/215=50%. Shouldn't it be 50% for every settlement? Seems like too much income for: Astrapi, Breshaun, Charlatan Bay, Eltina, Elizabethville, Elysabethtown, Fatu Hiva, Fuerte Unido, King's Harbour, Lavalette, Montario, Mooreton Bay, Quinnsville, Rassilon, Salida Este, Trador, Weelond, Windfall Island. Pontelli seems to be the only settlement that earns less than it should. 14) Mistake: The example for "New Belson" is incorrect. 150 DBs, 30% of those are raided (45 DBs) => 105 DBs left. The example says 100 DBs. 15) Question: Now what I really don't understand are the coffers rules. Let me have an example: 15a) New Belson (Large Town) has a total of 50 properties licensed => 250 DBs monthly income. Let's assume coffers and town bank are at 0 when we start. Let's assume no raid happens. 50% of the 250 DBs go to the coffers, 50% is available for the major. So the mayor has 125 DBs available and decides to donate them all to his country. 15b) Next month New Belson starts with 125 DBs in its coffers. Again 250 DBs income => Coffers are now at 250 DBs, again 125 DBs available to the mayor. This time he only donates 25 DBs to his country and keeps the other 100 DBs. Again no raid. 15c) Next month New Belson starts with 100 DBs and has 250 DBs income again. According to the example in the settlement thread this would be added up to 350 DBs, which would then be divided between coffers (175 DBs added, so 425 DBs total now), and thus only 175 DBs would be available to the mayor. That means from any money the major saves until next month, 50% will vanish from the town and go to the coffers. However this is not how the account sheet works. In the account sheet the 100 DBs are still available to the major, and the 250 DBs are divided betwen available and coffers, so that the coffers will be at 375 DBs, and the major would have 225 DBs available. This is a contradiction. 15d) Let us assume the account sheet is correct. Now let us assume a raid is successful: Large Town, Raid worth is 40%. What does the attacker get? Does he get: 15d.I) 40% of the 100 DBs the major saved last month, 40% of the 250 DBs income, and 40% of the money that had already been stored in the coffers (250 DBs)? So the attacker would get a total of 240 DBs? So the coffers would only remain at 150 DBs, 60 DBs from last month would still be available, and 150 DBs income -> Coffers go to 225 DBs, and major has 135 DBs available. 15d.II) Only 40% from the money in the coffers before this month's incme? (so 40% of 250 = 100 DBs for the attacker) 15d.III) Only 40% of the money in the coffers after this month's income? (so 40% of 375 = 150 DBs for the attacker) 15d.IV) Only 40% of all the money available outside the coffers (so 40% of 100 DBs and 40% of half the income (125 DBs) = a total of 90 DBs to the attacker) 15d.V) Only 40% of this months income. Both coffers and last month's savings stay untouched (so 100 DBs for the attacker) 16) Suggestion: Please take out the coffer rules. I don't understand them at all, they make things overly complicated, and there are definitely contradictions between the thread and the account sheet. There is a Town Bank income, and 50% of this are available to the major. Easy. Or even better: reduce the Town Bank income to 50% of what it is now so that 100% of the monthly income are available to the mayor. Easy rules, easy game. 17) Suggestion: If we need the coffer rules to make raiding more attractive I suggest to simplify the rules. 17a) Income: Town Bank income as described above, 100% of that income is available to the major to use as he wishes. He can save money so that he has more available next month, and so on. In case of a raid this money is ready for the taking, modified by Raid Worth %. So if the major has saved 200 DBs and earns 60 DBs this month with his Large Town (total of 260 DBs), and a raid is successful, this raid will take 40% of 260 = 104 DBs, so that only 156 DBs are left for the major to spend for his town. 18b) Raiding: Now let us assume that raiding 104 DBs from a town is really not worth it (compared to a trade run or sth., on which I agree). We might add a rule that a Raider does not only get 40% of the money that is available, but also steals money from the citizens/properties/... This value could either be calculated based on trade value, or could equal the total monthly income (in this case 60 DBs), or any other source or way of calculation. 18c) I really just want to have the coffer rule deleted and replaced by something simple that fulfills the same purpose. 18) Suggestion: Why shouldn't a raid decrease property income in that town in that month? For example if Nova Terreli is raided, why souldn't they raid my factory, so that instead of 15 DBs yield I only get 5 DBs in this month, or maybe nothing at all? 19) Suggestion: Mayor payment should be paid by the Town Bank instead of coming from thin air. 20) Thoughts: Currently I see no benefit in having a fort. Imagine I spend all the money that is available every month (or even better just transfer it to my private pockets which cannot be raided, and then after the MRCA transfer it back). Even for Nova Terreli (let's leave out the free Royal Fort for now), the second richest town, monthly income will only be 108 DBs. If it's a City 50% of the Town Bank will be available for raiding, so after a successful raid 54 DBs would be gone. Upkeep for a Large Fort is 60 DBs per month. Even if there are multiple raids and all the money is stolen, that's only 108 DBs and still less than the upkeep of two Large Forts. Really no incentive in additional forts right now, is there? With e.g. 18) forts would make much more sense... 21) Question: Why don't the starting fortresses cost any upkeep? That is horrible for Corrington, and great for Eslandola... So IC I like it, but OOC I feel it's unfair. 22) Suggestion: Some more explanation on how the Fort-Stats work would be great. 23) Question: What happens if there are multiple raids on a town in the same month? First come first serve? Imagine we have 200 DBs available for raiding in a Large Town. Will the first raider take 40% = 80 DBs, and the second raider will take 40% of the remainder (120 DBs) = 48 DBs? Or will the second one also take 80 DBs? Or will the 40% be split between the two? Really, what will happen then? And don't get me wrong. I love the game, and I love the in-depth rulesets. However I also really like the recent changes which brought additional clarity and simplification while still keeping all the mechanics intact. I would love to have the same for Town Banks, which I think are and have been the most unclear rules in the game and haven't been changed so far. Also all those things above are only suggestions, and maybe I just didn't understand some of the rules. Looking forward to some discussion on this topic.
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That MOC has a great atmosphere to it. I really like how you managed to pack the horses, that's quite inspiring!
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A friendly note for those of you who own forts.
Elostirion replied to SkaForHire's topic in Brethren of the Brick Seas
Now come on. :-D Serious though: Wouldn't make sense. The discount on all else comes from the fact that for every MOC 50% of the cost is deleted from the game, while the other 50% go to the faction - which for the Sea Rats is not the case. Upkeep fully leaves the game, so I guess full upkeep for Sea Rats.