Rebellion in the land of Veska.

Alright, Just tell me when you're done with it so, I can finish up this turn post.

I take it back. I'll leave my post as is.

1.) I can't think of anything else to do atm and I'd rather not delay the turn and game for the others if I can help it.

2.) I'm honestly against this decision to allow multiple buildings per major action. At the very least, it should be gated away behind some serious research.
 
You 'liked' Zed's post but he has several buildings marked as 0 cost.

I didn't actually read it yet. I saw that he had posted, liked and Quoted it, and went back to work on the post that I had been working on. Hadn't read it yet. But, upon looking.

@Zedalb

All buildings require at least 1 WR to build. I know I said this at an earlier date.

I take it back. I'll leave my post as is.

1.) I can't think of anything else to do atm and I'd rather not delay the turn and game for the others if I can help it.

2.) I'm honestly against this decision to allow multiple buildings per major action. At the very least, it should be gated away from some serious research.

Thank you and I'll take what you've said under consideration. As stated in the First post this is a new game Size of a game for me. I allowed the three buildings per Major Action because I figure that would be the bottleneck where everyone would get bored and irritated about the rate of the play and leave.
 

Fair enough. This is my first time participating in a GS-RP, so it's not like I'm very experienced in these things either.

It's a very 'gamey' idea, but I was thinking...why not separate buildings into properly marked Tiers and have each major action be worth 3 'building points' for example? So a Tier I building (unless specifically stated) would cost #WR + 1 BP. So if we have the WR, we can stack them high and build SIX Tier 1 buildings in a turn if we can afford it - and are willing to spend both major actions on them. Once we get to Tier II, the BP cost also goes up. Tier III, 1 building per major action. Tier IV? You better get started on that BP research or you'll have to spend BOTH major actions to build one Tier IV building. So on and so forth.

Just throwing darts and seeing where they land, I guess.

EDIT: Alternately, I, personally, am fine with 1 building per major action. Whatever works.
 
I take it back. I'll leave my post as is.

1.) I can't think of anything else to do atm and I'd rather not delay the turn and game for the others if I can help it.

2.) I'm honestly against this decision to allow multiple buildings per major action. At the very least, it should be gated away behind some serious research.

Honestly, I'd be fine with them being their own actions, each . I'm pretty much the only one with the permanent economy to build so much anyway.

However, my issue if with the only having two major actions.

Right now the pace of the game due to that is kind of glacier with 1 building at a time.


Which ties into the economic issues.
 
Also, whoops forget I can't quote of say what was in PM's.

All I can say is that is now being discussed in PM.

Absolute worst case scenario, it's 3 buildings and I still had 3 WR so it makes 0 difference this turn and I simply don't have any savings next turn.
 
Fair enough. This is my first time participating in a GS-RP, so it's not like I'm very experienced in these things either.

It's a very 'gamey' idea, but I was thinking...why not separate buildings into properly marked Tiers and have each major action be worth 3 'building points' for example? So a Tier I building (unless specifically stated) would cost #WR + 1 BP. So if we have the WR, we can stack them high and build SIX Tier 1 buildings in a turn if we can afford it - and are willing to spend both major actions on them. Once we get to Tier II, the BP cost also goes up. Tier III, 1 building per major action. Tier IV? You better get started on that BP research or you'll have to spend BOTH major actions to build one Tier IV building. So on and so forth.

Just throwing darts and seeing where they land, I guess.

EDIT: Alternately, I, personally, am fine with 1 building per major action. Whatever works.

It's an irritating problem that I've spent a good amount of time on and have come up with this as the best answer to the problem. I'm not totally happy with it but, I feel that it is probably the easiest solution. For now. Especially since all of these buildings are pretty basic in construction and use.

Honestly, I'd be fine with them being their own actions, each. I'm pretty much the only one with the permanent economy to build so much anyway.

However, my issue is with the only having two major actions.

Right now the pace of the game due to that is kind of glacier with 1 building at a time.

Which ties into the economic issues.

You'll get more actions as the game goes on don't worry.
 
Wait, with us building more than one building at once can I add a mill to my building list for this turn? I know it's a bit late but it shouldn't affect anything to much.
 
Building system that I should have posted earlier.
Okay so, here is the building system in total.
First: you are able to build three buildings each Major Action.

Two: No matter what you have that takes away from costs all buildings still cost at least 1 WR

Three: Every building after the first gives a little less. With WR producing buildings it's a -2 from the WR production and if it takes costs away it takes 2 from their as well. Basically if it has a number take 2 from it.

Four: there are three, technically four, ways to gain new buildings, 1) Reserach: this is when you come up with something I didn't think of and so, habe to make-up on the spot. 2)increase your population to open the next tier of buildings, the next tier opens at 250 then 500, 750, 1,000, 2,000, 3,000, 4,000, 5,000, 10,000 and so on. Keep in mind this is your total population in all the towns you control. 3) you can find blueprints in select enemy camps and towns to build specialty buildings. And then you can share blueprints, and buildings you researched with each other once you meet.

And Five: Some buildings require wealth to build A long with WR you haven't reached any of those yet.
 
Wait, with us building more than one building at once can I add a mill to my building list for this turn? I know it's a bit late but it shouldn't affect anything to much.

A shame your busy in that battle and didn't meet me like I think you were trying to.

I need this turn, to finish my infrastructure, and get a real unit.

After that I will start exploring and looking for allies and such.

Yes, their are specific buildings that do it without changing the unit into another unit but, you can upgrade your Miltia with the Training Ground into whatever that unit is.

"Minor Action 1: Your Militia is a disorganized mob of undisciplined, untrained, and under-equipped. They're going to need more training and better equipment to be anything better than they already are. (Militia can be upgraded to Man At Arms with a Training Ground.)"


You mean a general men at arms right? I'm looking for a medium - almost heavy infantry role, separate from the other one.
 
A shame your busy in that battle and didn't meet me like I think you were trying to.

I need this turn, to finish my infrastructure, and get a real unit.

After that I will start exploring and looking for allies and such.



"Minor Action 1: Your Militia is a disorganized mob of undisciplined, untrained, and under-equipped. They're going to need more training and better equipment to be anything better than they already are. (Militia can be upgraded to Man At Arms with a Training Ground.)"


You mean a general men at arms right? I'm looking for a medium - almost heavy infantry role, separate from the other one.

I'm talking about the Men-at-Arms that are in the PM under the Training Ground.
 
It seems like the only strategy is to use up all actions on building resource buildings and damn the lesser returns each time. I guess it makes sense but Its kinda disappointing that's all we can do.
 
It seems like the only strategy is to use up all actions on building resource buildings and damn the lesser returns each time. I guess it makes sense but Its kinda disappointing that's all we can do.

Nah minor actions tend tie generate a lot of income. I think we are expected to take the innative for war fighting on our own.

I do wish leveling up our town was more clear.
 
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