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 Manifest Destiny (Discussion)

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Iskar
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 5:48 am

If you want the exact outcome you need to do some serious calculating, since the faction modifiers add differently to supply and rents, but you can get a rough estimate by taking your current income, dividing it by the old tax rate and multiplying it by the new one.

E.g. some order has an income of 10000 denars per turn with a tax rate of 0.5 and they change the latter to 0.3, then their new income would roughly be
10000 denars x (0.3/0.5) = 6000 denars.

Now if you want to go one step further look at your faction modifiers. If the merchant modifier is high then, in this example they would get more than 6000 (perhaps ~6100 for the average value of the modifiers), if it is low it might turn out to be only 5900 or so. In general the simple calculation with just the tax rate ratio gives you enough of an idea, I'd say.

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Psychozoa
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 6:12 am

Ok thank you for that. How does it contribute to the Supply. If I read it correct a high Tax gives more money but less Supply and vice versa.
Can I roughly calculate it the same way.

Tax 0.5 = 10000 Denars 50 Supply ?
Tax 0.3 = 6000 Denars ~83 Supply ?
Tax 0.6 = 12000 Denars ~41 Supply ?

Another Question, we have an additional income of 6 Supply. Can we Calculate with that every Turn or is it subject to change?

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 6:53 am

Just as a comparison, the actual figures would be as follows;

(Tax / Base Supply / Surplus)
0.3 66 22
0.4 57 12
0.5 47 3
0.6 38 -7
0.7 28 -16

(Tax / Income)
0.3 11100
0.4 11840
0.5 12580
0.6 13320
0.7 14060

The additional supply is this turn only, it is the because of the way I converted banked RPs into Denars and Supply. Normally you will not be able to store it, so it is a one off adjustment.
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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 8:44 am

Here is my proposed Ducal structure;

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Psychozoa
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 9:13 am

well what can we say against the king...

1: why does Nal Tar as a free city get 3 Hexes instead of Singal only 1. That doesn't mean Singal should get 3 Smile
2: I wanted to ask that somewhere else, Can we get enough influence in Janos to build Structures there ?

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Isabel Tenorio
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 10:28 am

Nal Tar was not originally a Free City. Plus it is ruled by the Hashashim (>.>) as opposed to some dude with an ominous name.

As for Janos, it is controlled by MM and his Immortals... I will PM him about returning again, he was just bored/annoyed with the Throne Room, but hopefully he is ready to come back.
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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 04, 2012 11:39 am

Psychozoa wrote:
well what can we say against the king...

1: why does Nal Tar as a free city get 3 Hexes instead of Singal only 1. That doesn't mean Singal should get 3 Smile
2: I wanted to ask that somewhere else, Can we get enough influence in Janos to build Structures there ?

1. Nal Tar is a Duchy which had its capital granted Free City status, the title of Duke however remains with Hamid.
2. This is something we need to revise, I am trying to come up with a solution which opens the NPC cities up for development, but maintains some kind of interaction with the NPC Orders there. If anyone has any ideas about this, please do air them. Likewise how to make their sudden availably fair for all Orders.
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Pravenstern
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PostSubject: Re: Manifest Destiny (Discussion)   Mon Nov 05, 2012 7:35 pm

I just noticed something, there is no hex 6. The map just jumps over it into 7 after 5.

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Tubby McChubbles
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PostSubject: Re: Manifest Destiny (Discussion)   Mon Nov 05, 2012 9:01 pm

sssshhh! They'll kill you if they find out you know!

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Project X-Ray: A US army project to strap incendiary bombs to bats and release them over Japan. The plan was abandoned after the bats escaped and destroyed a hangar and a general's car in New Mexico.


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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Tue Nov 06, 2012 12:47 am

jocolor
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Iskar
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PostSubject: Re: Manifest Destiny (Discussion)   Tue Nov 13, 2012 11:17 pm

Do roads still cost one supply as upkeep?

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PostSubject: Re: Manifest Destiny (Discussion)   Wed Nov 14, 2012 12:36 am

Yes, and the smallest road produces at least 2, so they are profitable; though lower influence provinces might lose supply.
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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Fri Nov 16, 2012 10:35 pm

Getting stuck into the Espionage details, hope to have it done for later today. Really pleased with how it is turning out so far, its going to be a really flexible system which covers everything from attempted assassinations, raiding and pillaging to border skirmishes, even daring forrays into the home counties of each Order!

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Tubby McChubbles
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PostSubject: Re: Manifest Destiny (Discussion)   Fri Nov 16, 2012 10:59 pm

I hereby rename the Knights of the Ebony Gauntlet to The Order of the Pink Pansies!

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"As the plague hit Paris and killed thousands, in England the king held a series of splendid tournaments. In mid-February he was jousting at Reading, then later that month at Bury St Edmunds, where he appeared dressed in a huge bird costume."

"Manny! Manny to the rescue!"
-The war cry of Baron Walter de Masny

Project X-Ray: A US army project to strap incendiary bombs to bats and release them over Japan. The plan was abandoned after the bats escaped and destroyed a hangar and a general's car in New Mexico.


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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Fri Nov 16, 2012 11:26 pm

Does that make the Dragons the Awesome Order?

Currently an in-joke based on the factions I use in examples for the first draft... you'll get it when I release.

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PostSubject: Re: Manifest Destiny (Discussion)   Mon Nov 19, 2012 3:24 am

@ Iskar due to the confusion, I would make orders due for next Sunday the 25th. Gives the others time to plan, especially as I intend to release Espionage soon, and it is a pretty big feature.

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PostSubject: Re: Manifest Destiny (Discussion)   Tue Nov 20, 2012 9:56 am

Casualty details have been added to the Espionage document. Note; this bit looks really complex but really it isn't. If detected, the Attackers are going to suffer quite badly unless they have invested in Leather Armour or Chainmail optional extras (or are doing the mission openly, as would be suggested for Skirmishes!)

Essentially, the greater the success, the less damage the Attackers will take if they are discovered, while the bigger the failure the less damage the defenders will take in the eschewing scuffle.

The basics for doing Espionage;
1. Send more troops! RP's are the primary boost for Espionage Power, adding in Optional Extras should only be seen as a booster for especially fragile / important missions, because they will get expensive FAST.
2. The exception to 1. is when there is a risk of failure, in which case it pays to protect your Agents with armour.
3. Target wealthy hexes, they get a significant penalty to Security Rating because there is so much trade flowing through it.
4. Increase merchant coverage in target hexes, they are basically openings in enemy Security defences.
5. Consider Open missions if secrecy is not the key. If you are already at odds with that Order, does it matter that they know its you who is targeting them? Open missions carry a big Espionage Power bonus.
6. Invest in Red Brotherhood guildhalls, however note that doing so makes you more vulnerable to attacks too!
7. Launch scouting missions, they are pretty easy to pull off compared to some of the more malicious missions but can uncover potential weaknesses and vulnerabilities.

The basics for defending against Espionage;
1. Invest in fortifications, there is nothing better than castles for Security Rating.
2. Heavily patrol wealthy provinces, you will stand a better chance of intervening in an espionage attempt, and if you detect them will inflict more damage as a deterrence to further sneaky stuff.
3. Build Security Rating structures in vulnerable areas, like Towns. These are Sheriffs / Sentry Towers in all provinces, and in counties with a Town you can also build Town / City watch!
4. Destroy Red Brotherhood Guildhalls if you are on the defensive, though be wary that this may trigger unexpected reprisals!

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PostSubject: Re: Manifest Destiny (Discussion)   Thu Nov 22, 2012 12:23 am

Regarding the orders for the 25th. I will be gone from the 23rd until the 26th. So if the reports of our actions don't arrive before the 23rd, I humbly request an extension until the 26th or early morning of the 27th.


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PostSubject: Re: Manifest Destiny (Discussion)   Thu Nov 22, 2012 1:00 am

I think we can manage that Smile

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PostSubject: Re: Manifest Destiny (Discussion)   Thu Nov 22, 2012 3:21 am

all praise the King ...

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PostSubject: Re: Manifest Destiny (Discussion)   Sun Nov 25, 2012 5:13 am

Bi-monthly order deadline is delayed until next Sunday (1st of December), as we're still trying to clear up why the figures were not working when copied across from Excel to Google Docs.

I will be reposting the reports either tonight (unlikely), or tomorrow (more likely).

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PostSubject: Re: Manifest Destiny (Discussion)   Tue Nov 27, 2012 5:14 am

How much can you store resources in a hex?

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PostSubject: Re: Manifest Destiny (Discussion)   Tue Nov 27, 2012 8:21 am

No limit. Once resources are in your stockpile they are safe (currently being discussed by the GMs, but so far it looks like it will remain that way).

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PostSubject: Re: Manifest Destiny (Discussion)   Tue Nov 27, 2012 9:35 am

Note;

NPC Order rules have been posted in the Meta Game rules thread. They have been stewing on the GM boards for a while, I just completely forgot to announce them, sorry!

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PostSubject: Re: Manifest Destiny (Discussion)   Fri Nov 30, 2012 12:23 pm

Note;

Massive update today!

Naval Power has been added
Piracy has been added (Espionage)

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