An RPG detailing the aftermath of the events of PoP3 and the events before PoP4
 
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 The New Meta-Game

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Mordred
Dragon of the North
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Join date : 2011-08-19
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Location : London

PostSubject: The New Meta-Game   Thu Nov 01, 2012 2:59 pm

So, we are nearly, nearly, nearly there now. The new spreadsheet is complete, most of the data has been input, and the numbers have more or less been crunched. I know that we already did the Faction Relations once, but with some new insight I would like to revisit it (plus start them off balanced, as they have a far greater impact than they did).

Below is the "base" relations depending on your actions in game thus far. You have 0.5 points to allocate on top of this.

Zealots - Only used by the Dawn, Eventide, Silvermists and Gauntlet. This details the level of dedication your Order is showing in their ideological / religious struggle. Because these Orders have established goals they have earned this additional category, however it is a double bladed sword. Pursue your ambitions and the Zealots will reward you, but forego them and you will feel their wrath. Let this number drop too much, and you risk people deserting your Order... or worse. Zealots allow the Order to allocate recruitment ratios, and give a full Supply bonus.

Loyalists - How much the King likes you. He is a great power in the land, and his influence can sway others to support or cause them to undermine your Order. Loyalists allow the Order to allocate recruitment ratios, and give a full supply bonus.

Peasants - How much the people of Pendor like you. They carry the burden of physical activity throughout the land, and some Orders might try and make their lives easier. The Local Nobility are often considered the other end of the spectrum, activities to aid the peasants will likely upset the Nobles, and vice versa. Upset them too much, and you can expect uprisings, but keep them on your side and you will enjoy widespread popular support during times of strife. Peasants offer 100% Retainers, and a full supply bonus.

Local Nobility - How much the minor nobility of Pendor like you. The local nobles retain a vast swathe of power and authority throughout the land thanks to the feudal system. Upset them too much, and you can expect them resist your influence, or worse call their banners and actively wage war against your Order. Nobles offer 100 Knights, and a full supply bonus.

Merchants - The mercantile classes are on the rise now that the Kingdom is at peace, and the merchant guilds are growing increasingly powerful. The traders sit on vast hoards of cash, and their friendship can be an easy path to wealth, but earn their eninimity and you will struggle to raise funds during times of need. Merchants offer no recruitment at all, but are the only faction to adjust Denar earnings.

These factions are likely to change over time, for instance we might tweak their individual recruitment rates, or even weight their resource bonuses. However, at the moment only merchants modify denar production, while the other factions all affect supply production and recruitment opportunities.

SilvermistGauntletDawnEventideLegionGriffon
Zealots0.10.1-0.20.100.0
Loyalists0.20.10.10.10.20.2
Peasants0.20.10.20.10.10.1
Nobles-0.050.10.10.10.10.1
Merchants0.10.10.10.10.10.0
This sums to:
Knights modifier0.00.1-0.10.10.10.2
Retainers modifier0.30.10.30.20.10.1
Distributable modifier0.40.30.40.40.60.3
Total0.70.50.60.70.80.6

Ignore the recruitment modifiers listed in the chart for now. Please get these figures back to me ASAP, tomorrow would be great!
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Mordred
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PostSubject: Re: The New Meta-Game   Fri Nov 02, 2012 9:16 am

No matter, I have applied these myself.
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Saeros
Voice of the Nobility
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PostSubject: Re: The New Meta-Game   Mon Nov 05, 2012 9:58 pm

Is that the most up to date table? I mean, with the results of Aelfwine's issue already considered?
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Mordred
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PostSubject: Re: The New Meta-Game   Tue Nov 06, 2012 12:46 am

No, none of those effects have taken place yet.
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Iskar
Peasant turned Lord
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PostSubject: Re: The New Meta-Game   Wed Nov 14, 2012 11:26 am

We have decided to open up the NPC counties (Windriders, Immortals, Ravenspear and Noldor) for the player orders. They can now be patrolled, claimed and developed with buildings just as any other unclaimed hex, but with one addition: The NPC order will remain in the respective hex and may from time to time ask the occupying player order to help them with certain issues in exchange for the continuously tolerating the player order in their city/castle. For the game mechanics that means that at the start of each season we will roll a 1d100 for each occupied NPC county. If the value is above 80 the order will ask something from the occupying player order. What exactly they ask is determined by another 1d100 and the following:

Ravenspear:

1-5 : Espionage on enemy Order (esp. on the Order with the lowest relations, where there is a tie, the Player Order may choose. Proceeds to go to the NPC group)
6-20 : Require a building built (scriptorium or library). May exceed the building limit. Only one required, but no further requirements for 2 more turns.
21-50 : Investment of 50 Denars per Influence point required to buy books for the university (halved if the order has a library)
51-100 : Escorts for scholars required. 1000 RP of troops per chapter house level. Gives +1 influence, bot no additional security.

Windriders:

1-5 : Raid on enemy Order
6-20 : Require a building built (bazaar or a road).
21-50 : Investment of one spice per 10 influence (rounded down) to fuel D'Shar trade.
51-100 : Help in policing the steppes required. 1000 RP of mounted troops per chapter house level. These will be considered for Security Rating calculations.

Immortals:

1-5 : Skirmish with enemy order patrol
6-20 : Require a building built (city or town watch or a training ground)
21-50 : Investment of one iron per 10 influence to equip troops (halved if the order has an armour or weapon smith)
51-100 : Help in patrolling the southern coast against the cult required. 1000 RP of non-mounted troops per chapter house level. These will be considered for Security Rating calculations.

Noldor:

1-5 : Skirmish, raid or espionage against the Gauntlet (Aeldarian dominant). Possible alternative: Hunt down renegade Noldor. (Ithilrandir dominant)
6-20 : Require a building built (sheriff or sentry outposts)
21-50 : Investment of one timber (>10 influence), + one granite (>20 influence), + one flax (>30 influence), + one iron (>40 influence), + one marble (>50 influence) to help with resource shortages.
51-100 : Help in patrolling the eastern forests. 1000 RP of ranged troops required per chapter house level. These will be considered for Security Rating calculations.

If the player order fails at the task set to them they loose influence in the respective county and risk getting thrown out by the NPC order. Of course orders can also choose to forcibly remove the NPC order but the latter will not simply back away and will fight with zeal and determination since loosing their only city would mean the extinction of their order.

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