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Things to do?

Posted: Wed Apr 17, 2019 12:16 pm
by DM Juan
Please add any if you know of discussions but didn't list them here yet (just a quick list so I remember, partially)

Run the pre-turn 1 sheet.
Add any military starting units (or perhaps it really ought to be before pre-game tax phase, for scouting reports, and as a cost of having a unit/ship)
Add any Longships (see above comment, likely potentially move to pre-income generation)
Work out war rules/what are we using? BirBattle, how much can I modify it easily? Re-write war rules if using it, no more levels... etc
Buildings should be done

Note that I updated City Founding. It will take a long while before it is relevant, but just for consistency.
Note that I removed scaling RP/GB bids. It was too confusing, especially on the defensive side, and wasn't working properly as intended.

Things needed to be confirmed at top of Turn Reports:
- How many resource buys do you have?
- How many settlers do you have?

Re: Things to do?

Posted: Wed Apr 17, 2019 12:27 pm
by YK - Yuri Khavlor
Were the rules for Race/Culture/Languages penalties consolidated and clarified?

Re: Things to do?

Posted: Wed Apr 17, 2019 12:27 pm
by DM Juan
Ah yes, that needs to be fixed too - thanks

Re: Things to do?

Posted: Wed Apr 17, 2019 12:30 pm
by CBC - Garand
Breeding rules for cross species?

Re: Things to do?

Posted: Wed Apr 17, 2019 12:43 pm
by DM Juan
Any non-listed option results in a sterile child, if any is born. Conception rates would be low.

Exception, probably:
Karamhul-Orogs can breed. Generally they result in either a Karamhul or Orog child (at random)
Sidhe-Goblins can breed. Generally they result in either a Goblin or Sidhe child (at random)

Scholars whisper it is because they are both actually the same races as each other...

Re: Things to do?

Posted: Wed Apr 17, 2019 12:43 pm
by DM Juan
Fixed culture/language/race penalties to be in 1 post and non-contradictory.

Re: Things to do?

Posted: Wed Apr 17, 2019 1:12 pm
by TH - The Hunt
Yeah, I'm just anxious to see the unit list so I know what WPs I need. I assume Krake's Company is 'Mercenary Infantry', but who knows...

Re: Things to do?

Posted: Wed Apr 17, 2019 1:29 pm
by DM Juan
Need to assess the ship research. I think everyone will have culturally appropriate ship access. Sidhe/goblins from Annwn/Llyrandor have Anuirean tech. Sidhe/humans from SRF have Khinasi tech. Karamhul have brecht ships

Orogs? I guess, Brecht too?

Re: Things to do?

Posted: Wed Apr 17, 2019 1:32 pm
by MS - Meaghan Smith
Given Karamuhl/Orog tendencies and whatnot, shouldn't they have coaster/barge and that's it? Not exactly known for sailing anything when you dig deep holes in the ground.

Re: Things to do?

Posted: Wed Apr 17, 2019 1:37 pm
by YK - Yuri Khavlor
RS - Rogr Smith wrote:
Wed Apr 17, 2019 1:32 pm
Given Karamuhl/Orog tendencies and whatnot, shouldn't they have coaster/barge and that's it? Not exactly known for sailing anything when you dig deep holes in the ground.
Maybe Rjurik / Vos for for them respectively. Worst ships but better than nothing.