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SkaForHire

Eurobricks Grand Dukes
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Everything posted by SkaForHire

  1. Just remember, you can't sail that sucker in the MRCA without actually buying a license and the money going to the game's bank. (Which actually goes back to your factions.)
  2. Sadly, when I bought up a ton of soldiers and muskets, I forgot to buy cannon!!! This may make things interesting down the road. Quite correct. Hence why the term "vessel" is used in most of the rules. Just like Corlanders are also corries (which seems to have become more popular)
  3. I feel like the gold rimmed and silver rimmed banners are like magiceye pictures, if you stare at them right, you see it in 3D and it is clear. I think I jokingly called the one with the waves (oleban5) the heavenly banner in the leadership forum.
  4. I always liked this version better anyway: There are like 5 more up there if you scroll right and left in my Flickr. Oleon has a lot of options for banner haha. oleban3 by skaforhire, on Flickr oleban5 by skaforhire, on Flickr
  5. I wasn't meaning to sound irritated or anything, I think I was just pretty tired by the time I wrote that post at 1Am
  6. Maxim kind of hit this, but it really is the amount of work it will take to run the system. Scarst and I ran a few different systems, and this is the one which involved the least complicated amount of work. Its just too much work to have fluctuating trade values on every settlement. That would make the most sense, but just can't do it right now. There will be other motivations later on that will lead people to other ports, but for the first few months, we are keeping it simple so people can get a taste of the MRCA rules. To question one, the simple answer is that the system works exactly as it is intended (if you want to see the full conversation for this, you have access to the Brethren court, I explain it in there somewhere, but I have no idea where). We don't want to discourage people who want to build more than two free builds a month, but don't want to make it that those people can just run away with the DBs, while some people who can't build as much suffer. It is a mechanism to keep people building and on the other end to keep people from being frustrated that they are losing ground. Question two - You just have to post a fig for the 25pts. It does not have to be a great MOC, but can get you started right away. Question Three - Microbuilds are fine for free builds.
  7. I actually had to reread what I wrote a while ago, you are right, all ships to benefit from the protection of one another must travel on the exact same route.
  8. Our salty rock in the Sea of Storms: Tiberia start by skaforhire, on Flickr
  9. The Jewel of Oleon: lebellan begin by skaforhire, on Flickr The version with grid will be in the map section shortly.
  10. The Nest of Thieves. Nest Of Thieves beg by skaforhire, on Flickr The one with grid will be in the map section in a few minutes.
  11. This is correct. You could actually build it on any of those islands, but they would be way more risky. I predict that Berelli will be fought over for years to come.
  12. Already answered, but Tiberia is in the new world. I have LeBellan and Nest of Theives maps completed and ready to post, Tiberia is the next on the list. Mardier is in a state of Civil War, but Terraversa is open to all who want to trade there. They do have their own fleet, so raiding their home waters might not be the best idea this early in the game! Garvey is always open for trade, as they are often thought of as smugglers to the rest of the Peninsula. Much of the Sea Rat's booty gets laundered through Holder's Rock, the one Garvey Island. Namere, Carno, Altonia are all on a high state of alert, they worry that the Mardier civil war will spread into their lands. But they do each have a few small trade vessels traveling into the New World. Varcoast and Pontilla are allied against Oleon right now, but not at war. They worry that Oleon may invade them for more land. Pan, Telvok, Saleek all are on good terms with Oleon and New Oleon, you may see some of their ships in the new world as well. You make see some Mokolei Empire and allied states' ships in the new world, but not very many.
  13. This is currently the plan we are working under, merchants can drop out of a faster escort's convoy at their final destination, but members of a flotilla would not receive support if they left their flotilla (be it escort or more traders) Those are a part of the rules that are secret right now, but there is a process how ships in flotillas fight. It usually pairs by size if possible (giving the benefit of the doubt to all your captains that they know which ships to attack in a multi-ship combat) Ships with higher PO are able to fight multiple opponents. Escort flotillas will fight predator flotillas first before the merchants are attacked.
  14. Lord Alexander Toyle, master of the Southern Corrington Science Observatory, after hearing of this story from a friend who trades with MAESTRO, wrote the following to the editor of the Corrington Gazette. Although we know it has been a long time since the Vikings of the Great Raider have been as close to the Peninsula as Oleon, it is unlikely that these vikings MAESTRO has found circumnavigated the globe. Whereas the world is surely round by our calculations of the night sky and the curve of the earth, it is just too far for the vikings to have traveled in their primitive ships. We estimate that at its greatest circumference, the world is more than 15,000 miles. Even in the northern latitudes, I feel that the Vikings could not have mad it to New Terra via their craft by sailing west. Thus, it is my theory that these vikings (if they are the same northmen that we know to be part of the Raider's domain) actually came east, either by intention or by accident.
  15. If some body is a web programmer and is interested in taking a shot at a better system of reporting that would allow us to customize, so be it. We could just make certain traits worth an amount of DBs and you could buy whatever you desired. However, without a much more advanced way to calculate the MRCA, I just can't do individual numbers on every vessel. You are all right, these are technically secret right now. The distance / trade successfulness modifier chart will probably change periodically, so that is the main reason why it is secret. It adds a bit of mystery. But, I can say that 1 zone is far less than 7 zones (the current max, so an 8 zone journey will still only yield the same as a 7 zone journey on the roll chart. Hint Hint... don't take the extra chance of an eighth zone).
  16. Garvians are known to cross the line once in a while. But, they would be mostly NPC Sea Rats. So, yeah most of them would not be attacking other pirates to begin with. (On another note, this is going to allow us to create NPC bad guys For example, perhaps "Black Barney the Terrible" and his ship Diamond Jack have been terrifying the high seas for months, taking ships and it gets reported in the newspapers. Finally, somebody takes down Black Barny, and becomes famous for it! Now of course, Black Barney doesn't have to be an NPC, he could be a feared player Sea Rat who has build a reputation, but having a few NPCs in the game helps add more story to the world.) It will, in fact you may see some privateering opportunities for some of these nations in the future.
  17. Distance is calculated in zones, IE: more chances to get raided. If you travel three zones to three wealthy ports, the profit modifier is lower than if you traveled 8 zones to get to three medium wealthy ports. Also, the mainland ports are going to be static in their number, and will only grow slowly, whereas ports in the New World grow as builders build. Your port (when it makes it onto the trade list) is already up to trade value 15. Maxim kind of hit it here, right now those are going to be the most lucrative, protected, and perhaps raided if the Sea Rats or a rouge member of another faction wants to try it. Everyone knows that that is where the trade will be! In 6 months it will be spread out because of incentives (perhaps rum islands give x2 DBs one month?) war, more pirates, closed ports, etc... One of the benefits of joining early in the project is getting to travel the somewhat "safer" seas. Yep. Your skiff needs to be in a zone with two ports.
  18. Free licenses cannot be bought from another player because then the player could just claim another. As for the discount question, this wouldn't work in the game mechanics to keep everything balanced. However, as asked later in the thread, you could always use the free license, and then re-license it to a bigger ship later, although I kind of agree that that MOC is more than a class 3, and is probably a slightly better armed Class 5 F. (Not necessarily a schooner, since it is square rigged -- and the best "real life" labeling is probably a caravel.) IT is perfectly fine for an organization, trade partnership, company, fellowship, etc... to own a ship, but it will be registered in one of those members names as the "lead owner" or "Executive Officer" of the trust that holds the ownership. In game terms, that person gets all of the loot, and will have to distribute it via the simple payments webform. Which also means they could hold on to it and not pay out if they wanted. As for the situation at hand, if this was a Class 5 F ship, it may be worth the investment of the 8 parties needed to hit the 350DBs, because it has a large cargo value and can visit 4 ports. It will probably need escort however. That is a fat target early in the game. Although... I am not sure how many Sea Rats will be out raiding -- but the current rules (which many are kept hidden to keep the mystery) call for the "populating" of each zone with a certain amount of pirates. So again, protection will be needed.
  19. That is actually Scarst's plan. He has already worked out risk charts, he just needs the capital to insure vessels.
  20. I know it is strange, but just two ports. This is more game mechanics than reality. I suppose the in world explanation is that it takes longer to find some body to sell your goods to in port if the goods are coming from a port only a hundred miles away. The market would be saturated (another reason why the further you travel, the more money you make because the goods you are carrying are rarer)
  21. Yes, both Scarst and I are working on a merchant ship for this month, we should do a large convoy with all three royal warships as escorts. (each can convoy up to 5 ships)
  22. I said this already, but I really enjoy this fort! Great job!
  23. A cargo value of 0 will never produce any DBs on a trade run. Essentially the math is (total trade value of all ports visited X Distance modifier X cargo space percentage) So if you visited three ports and the total value was 400, and you only went three zones to do so, there is a roll of success, lets say the value came out to be 70%, so you would have 400 x .7 = 280. Your cargo hold is 2, so then it is 280 x .2 = 56 for the trade run. It can be quite lucrative, or not so lucrative, depending on the luck. The MRCA is high risk gambling, especially with bigger vessels. You can always take treasure from another ship without cargo space, it is considered that you might be towing that ship in or putting a prize crew on it. Sometimes you will be able to sell the ship as well for more DBs. Anywhere you want, and you don't have to pick up where you left off the last month. In this iteration of the rules, it just makes it simpler to start.
  24. I would assume not in Bastion, since that is your faction -- but that is your faction leader's call. Also, factions have the option to charge rent to foreigners, but they don't have to.
  25. I agree, that looks correct. Remember (to everyone), yield is not granted until the end of the next month, but you can still "borrow against it" as in your example.
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