Uniting All Under Heaven (Kingdom AU CK2 Quest)

[X] Turns are worth half a year

I want us to at least have two half a year turns so that it will even out.
 
[X] Turns are worth a full year.

Works for me (@Taka convinced me).

I did have a question, though. For each action in the update, you listed a variable 'Chance of Success' like this:
Chance of Success: 80/60/40%
Many of our rolls met the 40% criteria, but gave us no more benefit than a baseline "+1 to [stat]". Is there a reason you started out by giving out traits for better rolls, then limited everything to stat upgrades?
 
[X] Turns are worth half a year

I have to say that i want at least a second half year turn and that we then can change to the 1 year system.
 
I mean army's like the Roman Empire legions and like Alexander's pike army.

He's said we can customize our armies.

Also remember that the Qin had the 'Go-Ku' organizations afterall. One go-ku was a squad of 5 men led usually by a veteran of a previous war. They were also formed in a voluntary basis by having people pick which squad to be in.
 
Many of our rolls met the 40% criteria, but gave us no more benefit than a baseline "+1 to [stat]". Is there a reason you started out by giving out traits for better rolls, then limited everything to stat upgrades?

At the time, those stats are merely a placeholder so I can figure out whether this will be for half a year turns or full year turns. I originally intended for the stats following martial to be similar in that respect in that they would have a value of novice (1/10) to account for the progress of your study and training, however seeing as I would be asking all of you whether or not you would prefer to change the system, I simply left the stat changes there until I could figure out what you all wanted for a turn system.

Depending on what you choose for the turn system, I will later give you added traits that are appropriate to the training you receive with a certain amount of progress noted, like how due to your crit with the sword training the 2/10 meant you covered three levels of novice sword skills.

Admittedly as long as you reached the needed 20 you would get a stat increase, once you got past the other rolls those were to determine your progress in the actual study and subject. Only for natural crits do I hand out extra traits, as in traits not strictly associated with your training like the Natural Swordsman trait.

So in short, I am merely hedging at the moment because the rest of the traits after martial are more dependent on what time frame you choose the quest to run on compared to the martial training since that training is less dependent on it since you can actually improve that in battle. I still plan on making edits either way in order to make the turns run more smoothly.
 
I have to say that i want at least a second half year turn and that we then can change to the 1 year system.

For the most part, I was planning to rectify this by simply modifying the gains you received in the first turn to match whatever system you chose. So if you chose the full year system I would simply add more stats and progress to the gains you made this turn since most of it turned out well for you.

As for the full year system itself, I think I will rectify some of the problems with imbalanced stats by making it so that there is hard cap on the stats you can earn by simply training itself. Such as the max you can gain in any stat naturally is 20 for your base score, as that is what I would have rolled for on a 1d20 if you chose the skip to becoming a soldier option. Any other stat gains would have to be through traits, which can be earned through either getting a natural crit on a roll, 90 or above, or through natural progression such as the mastery levels required for certain skills such as swordplay and tactics.

I mean army's like the Roman Empire legions and like Alexander's pike army.

He's said we can customize our armies.

You can and will have the ability to customize your unit as you progress.

The problem with making a Roman style army or Macedonian phalanx is not that you don't have the necessary knowledge of metallurgy or weapon making to do so, it is that the logistics at the time of maintaining the large armies the Warring States had would have made it untenable on such a scale.

So in practice you could equip your soldiers in the style of a Roman Legion or Macedonian phalanx, but it would be coming out of your own finances since the state only pays for the soldiers stipend. Furthermore anything like a phalanx would only work once your unit has a certain amount of men, because a pike wall of 100 or 1000 men won't do much when the battle line itself is composed of around 40,000.

But, once you become General you can have your troops, if they are your personal unit, be equipped and trained however you would like. Just understand that while you may be able to command armies of over 100,000 one day as a Great General, your personal troops would only be around 10,000 to 20,000 at most for which you could try these changes on.
 
[X] Turns are worth a full year.

4 years old?

Riboku has a very good memory and coherent thought process for a 4 year old. Yeah, better to just fast forward a bit.
 
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