• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Nation Building Rebirth of Tyrium

[QUOTE="Cookie the Brave]Umm.. I know you guys all live in the US or EU or wherever but I'm an Aussie. What time would it be for me?

[/QUOTE]
you're 14 hours ahead, so like 2 am?
 
@Rand it's 11 AM, AEST. +10 hours Greenwich time.


That means 2 am Monday for me.
 
Last edited by a moderator:
Cookie the Brave] [URL="https://www.rpnation.com/profile/18646-rand/ said:
@Rand[/URL] it's 11 AM, AEST. +10 hours Greenwich time.
So you're 13 hours ahead of EST, so for you it would be 1AM when he requests us to be here...
 
I'm just gonna be that guy and bring up the important things such as Naval mechanics and Trade mechanics. This will include (but not be limited to); trade routes, craft bonuses, trade documents and of course naval warfare.
 
Fighting


Fighting is when a small group of enemies clash. The conflict is not a nation-wide conflict, and may or may not cause international problems. During a fight, the players decide who will begin the fight by who has the surprise advantage. If one player lets the other player start first, that is also a way to decide who begins the fight.


When attacking, roll a d20 to see if you hit, then add your dexterity modifier (Hit chance modifier). The resulting number has to be higher than the enemy's AC in order for you to land a strike. Then you roll for damage. After you have done this for all your troops, the enemy has a chance to save himself.


The defender has the chance to block the attack. Blocking is used against a single opponent. If one enemy throws an attack, and you wish to block that attack, you roll a d20 and add your block modifier (dexterity modifier), and if the resulting number from the roll is higher than the enemies roll you block the attack.


The defender may also dodge. Dodging is different from blocking. Dodging is used when you are attempting to avoid damage from multiple enemies. You roll 1D20 and add your dodge modifier, and compare the result to the results of the enemy attack rolls one by one. If every attack roll is lower than the dodge roll, you dodge all of the attacks. If your dodge roll is lower or equal to their attacks, then you are hit by all of them.


Rolling 20's in a fight. If you roll a 20 in a fight, it is guaranteed success. A 20 on an attack roll means that you got a critical hit, and you deal 3x as much damage, and automatically hit. A 20 on block or dodge rolls mean that you automatically avoid all damage (Unless they rolled a 20 on the attack).


TRADE


Trade is an important economical factor between nations. Trade routes can transport a variety of goods such as food, weaponry, clothing, jewelry, and many other items of interest. Trade outward is designated by the color of the kingdom, trade inwards is represented by color of a different kingdom. The stars represent capitols where trade is flowing in and out of. In order to start trade, you must successfully start caravans going between multiple nations.


With trade, you are able to increase certain stats in your 'Economics' section in the mechanics tab, depending on the resources you are trading. If you are trading gold for agriculture, you increase in agriculture, and the other increases in gold. If you are giving arms for gold, one increases in arms while the other increases in gold. Before you start a trade route, designate which stat points will be changed.


The points you put into the trade related sections (Ingoing, outgoing and good) are very important. You can not have more ingoing/outgoing trade routes than the amount of points you put in them. You may not also receive/send more goods than the amount you put in "goods". You may not also trade more of a stat than you actually have. For example, if you put 10 in the farms section, you can trade up to 10 food.


Mechanics


Categories;


Army: (1/2 Ranged + 1/2 Melee + 1/2 Magic)


Navy: (1/2 Warshpis + 1/2 Boarding Ships + 1/2 Transport Ships)


Scouts: (1/2 Rangers + 1/2 Horseback + 1/2 Infiltrators)


Assassins: (A select few that are able to change the tide of wars. They directly attack leaders.)


Guards: (Men who defend their leaders and cities.)


Sub-Categories;


Army


[*]Ranged: (For every point you put in here, you gain +10,000 soldiers, for every 20 pts, you gain +2 stat pts, +6 max.)


[*]Melee: (For every point you put in here, you gain +10,000 soldiers, for every 20 pts, you gain +2 stat pts, +6 max.)


[*]Magic: (For every point you put here, you gain +5,000 magic users, for every 20 pts, you gain +2 stat pts, +6 max)


Navy


[*]Warships: (For every point you put in here, you gain +10 ships for every 20 pts, you gain +2 stat pts, +6 max)


[*]Boarding Ships: (For every point you put here, you gain +50 ships for every 20 pts, you gain +2 stat pts, +6 max)


[*]Transport Ships: (For every point you put here, you gain +50 ships for every 20 pts, you gain +2 stat pts, +6 max)


Scouts


[*]Rangers: (Used to plot out the land. +50 rangers for every point spent, +5 to stat points)


[*]Horseback: (Used to locate the enemy. +50 scouts, +5% accuracy for every point spent)


[*]Infiltrators: (Used to determine what enemy leaders are doing. For every point spent, +1 infiltrator, infiltrator gains, for every 2 pts, you gain +2 stat pts, +6 max)


Assassins


[*]Killers: (Kills a target during the night, using sneak attacks. For every point, +1 assassin. Assassins have -4 to strength points, +4 to sneak points automatically.)


[*]Watchers: (Keep eyes on a target, determines their location. For every point spent, +1 watcher.)


Guards


[*]Melee: (For every point, +2,500 guards, for every 20 pts, you gain +2 stat pts, +6 max)


[*]Ranged: (For every point, +2,500 guards, for every 20 pts, you gain +2 stat pts, +6 max)


Categories;


Arms: (1/2 Armor + 1/2 Weapons + 1/2 Arrows)


Trade: (1/2 Outgoing + 1/2 Incoming + 1/2 Goods)


Agriculture: (1/2 Food + 1/2 Farmers)


Population: (1/2 Population + 1/2 Public Opinion)


Subcategories;


Arms


[*]Armor: (See Overview tab for info)


[*]Weapons: (See Overview tab for info)


[*]Arrows: (For every point spent, +5 arrows per archer per archer)


Trade


[*]Goods: (How much you benefit from each trade route. For every point, +1 point given and received.)


[*]Outgoing: (For every point, +1 outgoing trade route)


[*]Incoming: (For every point, +1 incoming trade route)


[*]Gold: (How rich your nation is, for every point add 1,000,000 gold)


Agriculture


[*]Fields: (For every point, a hundred acres devoted to farming.)


[*]Farmers: (For every point, 10,000 people devoted to farming.)


Population


[*]Public Opinion: (For every point, +1 to quelling rolls against mobs)


[*]Population: (For every point, +100,000 people.)


How I think Player character creation should work


Players have 80 points to spend


Appearance:


Health:


Info



Name:


Age:


Race:


Gender:


Height:


Weight:


Eye Color:


Hair Color:


Stats


Constitution:


Intelligence:


Charisma:


Strength:


Stealth:


Agility (Characters ability to react quickly/reflexes, not their speed):


Dexterity:


Weapon


Weapon:


Damage:


(Max damage for PLAYERS CHARACTERS is 3 levels higher than your nations arms rating)


Armor


Armor (Max armor rating is 3 levels higher than your nations arms rating):


AC:


Speed:


Health Points:


Magic: (Int modifier)


(Spells here, if any)


1.


2.


3.


Climb: (Str modifier)


Swim: (Str modifier)


Persuade: (Cha + Int modifier)


Intimidate: (Cha + Str modifier)


Block: (Dex modifier)


Dodge: (Agil modifier)


Attack (Chance of hitting): (Dex modifier, minimum is -2):


Dmg boost: (Str modifier)


How I think the "Arms" bonuses should work


I made it so small one handed weapons (Dagger) get a set sneak attack damage, since assassins use daggers/small one handed weapons. I also added a max AC. I also made the higher level Arms get less bonuses, but they still do better and have a higher minimum damage.


The dmg bonuses increase exponentially


Weapons;


1-10-
Your nation is deficient in crafting weapons and armor. Your people are so behind in technology they still use stone age weapons and tools. You also may run out of weapons, armor, or ammunition during a prolonged conflict.


Damage cannot exceed 1d8.


Small One-Handed-1d2, (2D2 sneak) dmg


Medium One-Handed- 1d4 dmg


Two-Handed- 1d6 dmg


Polearm- 1d8 dmg


10-19- Your nation is deficient at crafting items, and can forge crappy bronze/copper items. You can barely arm your men during a war, but that is in the norm.


Damage cannot exceed 1d10.


Small One-Handed- 1d4, (2D3 sneak) dmg


Medium One-Handed- 1d6 dmg


Two-Handed- 1d8 dmg


Polearm- 1d10 dmg (+1 dmg)


20-29- Your nation is moderate in crafting items, and can forge good bronze/copper items, but your nation struggles with iron. Your armor is ade of Bronze and leather. You do not need to worry about running out of weapons or ammunition during war.


Damage cannot exceed 1d12.


Small One-Handed-1d6 dmg, (2D4 sneak)


Medium One-Handed- 1d8 dmg


Two-Handed- 1d10 dmg (+1 dmg)


Spear/Polearm- 1d12 dmg (+2 dmg)


30-39- Your nation is average in crafting items, and can forge great bronze/copper items and decent iron items. Yor armor is good, but nothing specialYou do not have to worry about running out of weapons or armor.


Damage cannot exceed 2d8.


Small One-Handed- 1d8, (3D3 sneak) dmg


Medium One-Handed- 2d5 dmg (+1 dmg)


Two-Handed- 2d6 dmg (+2 dmg)


Polearm- 2d8 dmg (+2 dmg)


40-49- Your nation is superior in crafting items, and can forge amazing bronze/copper items and good iron items. You do not have have to worry about running out of weapons.


Weapons cannot exceed 2d10.


Small One-Handed- 2d4, (2D6 sneak) dmg (+1 dmg) (+1 block)


Medium One-Handed-- 2d6 dmg (+2 dmg) (+1 block)


Two-Handed- 2d8 dmg (+3dmg)


Polearm- 2d10 dmg (+3 dmg)


50-59- Your nation is legendary at crafting items, and can forge amazing Iron itmes. Your nation can devote extra time to making your weapons, giving you slight bonuses.


Weapons cannot exceed 2d12.


Small One-Handed- 2d4 dmg, (3D4 sneak) (+2 dmg) (+1 block)


Medium One-Handed- 2d7 dmg (+3 dmg) (+1 block)


Two-Handed- 2d8 dmg (+3 dmg) (+1 block)


Polearm- 3d8 dmg (+4 dmg) (+1 block)


60-69- Your nation is masterful in crafting items, and can forge legendary iron items. Your nation can devote extreme time and effort into crafting items.


Weapons cannot exceed 3d8.


Small One-Handed- 2d6 dmg, (3D6 sneak)(+3 dmg) (+2 block)


Medium One-Handed- 2d8 dmg (+4 dmg) (+1 block)


Two-Handed- 3d6 dmg (+4 dmg) (+1 block)


Polearm- 4d6 dmg (+5 dmg) (+1 block)


70-79- Your nation is almost unmatched in crafting items, and can forge unique items. All characters can now have a magical weapon. You have so many weapons and armor, that each man can have as many and any kind of weapon they want.


Weapons cannot exceed 4d8.


Small One-Handed- 2d8 dmg, (3D8 sneak) (+5 dmg) (+2 block)


Medium One-Handed- 2d10 dmg (+5 dmg) (+2 block)


Two-Handed- 3d10 dmg (+6 dmg) (+1 block)


Polearm- 4d8 dmg (+6 dmg) (+1 block)


80+ Unmatched in crafting items, all characters now have unique and magical armor.


Weapons cannot exceed 4d8.


Small One-Handed- 2d8 dmg (+5 dmg) (+3 block)


Medium One-Handed- 2d10 dmg (+6 dmg) (+2 block)


Two-Handed- 3d10 dmg (+8 dmg) (+1 block)


Polearm- 4d8 dmg (+8 dmg) (+1 block)


ARMOR;


1-9- Your nation is deficient in crafting armor. Your nations has yet to unlock even the basics of armor. Your troops, if they even have armor, adorn layers of hides to protect themselves, or crude and britle leather armorIn any prolonged conflict, there will always be soldiers who do not have any armor, around half.


AC cannot exceed 10


Shield: +1 to block, +0 AC


Hide Armor: 1-8AC Move speed: 35ft


Crude Leather Armor: 9-10AC Move speed: 40ft


10-19- Your nation is poor at crafting armor, having only the ability to craft hide armor, good leather and only basic Copper armor. During a prolonged conflict, can arm most of their soldiers, but not all of them.


AC cannot exceed 12


Shield: +1 to block, +1 AC


Hide Armor: 1-8AC Move speed: 35ft


Leather Armor: 9-10AC Move speed: 40ft


Copper Armor: 11-12AC Move speed: 35ft


20-29- Your nation is barely sufficient in crafting armor, and can barely arm their soldiers in a prolonged conflict. You nations has unlocked the secrets of bronze armor.


AC cannot exceed 14


Shield: +2 to block, +1 AC


Hide Armor: 1-8AC Move speed: 35ft


Leather Armor: 9-10AC Move speed: 40ft


Copper Armor: 11-12AC Move Speed: 35ft


Bronze Armor: 13-14AC Move speed: 30ft


30-39- Your nation is moderate at crafting armor, and can forge enough to arm all of their soldiers during a prolonged conflict. Your natuion has mastered bronze and leather.


AC cannot exceed 14


Shield: +2 to block, +2 AC


Hide Armor: 1-8AC Move speed: 35ft


Leather Armor: 9-10AC Move speed: 40ft (+1 dodge)


Copper Armor: 11-12AC Move Speed: 35ft


Bronze Armor: 13-14AC Move speed: 30ft (+1 block)


40-49- Your nation is superior at crafting armor, and can forge enough armor to arm all of their soldiers during a prolonged conflict. Your men have unlocked the secrets of iron armor.


AC cannot exceed 15


Shield: +3 to block, +2 AC


Leather: 7-8, Move speed 40 ft


Hide Armor: 1-8AC Move speed: 35ft


Leather Armor: 9-10AC Move speed: 40ft (+2 dodge)


Copper Armor: 11-12AC Move Speed: 35ft (+1 block)


Bronze Armor: 13-14AC Move speed: 30ft (+1 block)


Iron Armor: 15AC Move speed 25ft (+1 block)


50-59- Your nation is legendary in crafting armor, and has extra time to devote to making the armor better, adding small bonuses. Your nation has learned how to use iron to make basic chainmail and Half Plate armor.


AC cannot exceed 16


Shield: +3 to block, +2 AC


Leather: 7-8, Move speed 40 ft


Hide Armor: 1-8AC Move speed: 35ft


Leather Armor: 9-10AC Move speed: 40ft (+2 dodge)


Copper Armor: 11-12AC Move Speed: 35ft


Bronze Armor: 13-14AC Move speed: 30ft (+1 block)


Chain Mail: 14-15AC Move speed: 30ft (+2 block)


Half Plate Armor: 16AC Move speed 25ft (+1 block)


60-69- Your nation is masterful in crafting armor, and has time to craft masterpieces that guard their owners efficiently and gracefully.


AC cannot exceed 17


Shield: +3 to block, +2 AC


Hide Armor: 1-8AC Move speed: 35ft


Leather Armor: 9-10AC Move speed: 40ft (+2 dodge) (+2 sneak)


Iron Armor: 11-12AC Move Speed: 35ft (+2 block)


Chain Mail: 13-14AC Move speed: 30ft (+2 block)


Half Plate: 14-15AC Move speed: 30ft (+2 block)


Full Plate: 16-17AC Move speed 25ft (+2 block)


70-79- Your nation is almost unmatched in crafting armor. All characters now have unique armor.


AC cannot exceed 18


Shield: +3 to block, +2 AC


Leather: 10-11, Move speed 40 ft (+3 sneak) (+2 dodge)


Chain Mail: 12-13, Move speed 40 ft (+1 dodge) (+2 block)


Scale Mail: 14-15, Move speed 35 ft (+2 block (+1 dodge)


Half Plate: 16-17, Move speed 30 ft (+2 block)


Full Plate: 18-19 Move speed 25 ft (+2 block) (+1 intimidate


80+ Unmatched in crafting armor, all characters now have unique and magical armor.


AC cannot exceed 18


Shield: +4 to block, +2AC


Leather: 11-12, Move speed 45 ft (+4 sneak) (+2 dodge)


Chain Mail: 13-14, Move speed 45 ft (+2 dodge) (+1 magic)


Scale Mail: 15-16, Move speed 40 ft (+2 block) (+1 persuade)


Half Plate: 17-18, Move speed 35 ft (+3 block) (+1 intimidate)


Full Plate: 19-20 Move speed 30 ft (+3 block) (+1 intimidate)
 
Very interesting suggestions. I agree with almost all of them. But I see that you have added Agility. How does that work? Dexterity and Agility?
 
Last edited by a moderator:
Rand said:
Very interesting suggestions. I agree with almost all of them. But I see that you have added Agility. How does that work? Dexterity and Agility?
Dexterity is your ability and skill in using tools and weapons


Agility is your speed/reflexes


completely different
 
I love how everyone's casually making sure that merchant nations can no longer be allowed to support a decent attack force or guards.. Just getting us ready to be slaughtered in the invasion I guess..
 
Last edited by a moderator:
[QUOTE="Cookie the Brave]I love how everyone's casually making sure that merchant nations can no longer be allowed to support a decent attack force or guards.. Just getting us ready to be slaughtered in the invasion I guess..

[/QUOTE]
My suggestions allow trade nations or be strong, u just need to get trade going.


just like in real life


 


[QUOTE="Cookie the Brave]I love how everyone's casually making sure that merchant nations can no longer be allowed to support a decent attack force or guards.. Just getting us ready to be slaughtered in the invasion I guess..

[/QUOTE]
If you play your cards right, u can get a good amount of arms and weapons
 
Last edited by a moderator:
@Bobisdead123 That's exactly why I'm here at 1:30 in the morning. While the only people capable of making high levels of weaponry and armour are our enemies, it would make sense that looting and purchasing of different armours and weapons would be possible. I propose that the armour isn't so much measured by the material of what it's made of so much as the level of skill in the craft and the people's ability to utilise it correctly. An orc wouldn't be able to use a Thelgrim shield the same way as a Thelgrim soldier for example.
 
Cookie the Brave] [URL="https://www.rpnation.com/profile/18776-bobisdead123/ said:
@Bobisdead123[/URL] That's exactly why I'm here at 1:30 in the morning. While the only people capable of making high levels of weaponry and armour are our enemies, it would make sense that looting and purchasing of different armours and weapons would be possible. I propose that the armour isn't so much measured by the material of what it's made of so much as the level of skill in the craft and the people's ability to utilise it correctly. An orc wouldn't be able to use a Thelgrim shield the same way as a Thelgrim soldier for example.
Your ability to use weapons and shields would be determined by your dexterity. If an Orc had enough dexterity, I.e. Skill using items, the Orc could use the Thelgrim shield.


From my suggestions, the more you put into weapons and armor, the higher skill your smiths are in creating armor and weapons, so you get better results. But if your soldiers have low dexterity, they won't be able to use it as effectively since they will have a harder time hiring people with weapons.


although anyone can use armor, as long as your strong enough.


Orcs could use Thelgrim weapons and stuff. They probably wouldn't use them as well but they can use them. (if they managed to get some)


 


Bobisdead123 said:
Your ability to use weapons and shields would be determined by your dexterity. If an Orc had enough dexterity, I.e. Skill using items, the Orc could use the Thelgrim shield.
From my suggestions, the more you put into weapons and armor, the higher skill your smiths are in creating armor and weapons, so you get better results. But if your soldiers have low dexterity, they won't be able to use it as effectively since they will have a harder time hiring people with weapons.


although anyone can use armor, as long as your strong enough.


Orcs could use Thelgrim weapons and stuff. They probably wouldn't use them as well but they can use them. (if they managed to get some)
In real life, the quality of weapons is measured by its materials and the smiths skills. We should reflect that in this RP.


no matter how good at fighting u may be, you can't make a knife knife anymore deadly to a knight in armor. (ignoring going for chinks in armor and such, but that's reflected in characters dexterity)


You can't make your armor stronger by being good at using it either
 
Last edited by a moderator:
So, I'm gunna make a post on how I think terrain modifiers should work.


Flat area - no bonuses/penalties


Hill - Defender gets +1 block. And plus 1 hit chance


Attacker gets -1 hit chance


River crossing- Person who doesn't cross gets +1 hit chance


Narrow path (area where you cannot send all your troops in at one, a valley fight etc) - The battle ratio is now 1:1, battle as of numbers are equal


Archer ambush (archers ambush from atop a valley or on a mountain - Attacking Archers get +5 to hit, def don't archers get -3 to hit. Enemy archers are immune to attack for a round


 
Forest ambush is same as archer ambush


 
But with melee units
 
Last edited by a moderator:
@Bobisdead123 I'll leave the forging of items and discussion of such things to the nations who plan to forge weapons. I on the other hand will spend my time here focusing on the things that matter to my nation. Things such as trade.


Trade routes:


I suggest that trade routes are not only established but require time to build or create. A trade route should also be faster or slower to traverse depending on the materials of the road. If a road is made of nothing more than dirt, trade routes should take a long time. This could make a day travel take up to three or so days due to the poor quality of road. A brick paved road on the other hand would make a day travel take only twelve or so hours. Effectively cutting transport time in half.


This would also see a new feature added under the trade's section.


"[*]Outgoing: (For every point, +1 outgoing trade route)


[*]Incoming: (For every point, +1 incoming trade route)


[*]Goods: (How much you benefit from each trade route. For every point, +1 point given and received.)


[*]Routes: (1/2 outgoing + 1/2 incoming)"


This routes feature would have a knock on affect to the 'distance' section of neutral nations. Instead of being.


"[*]Distance: (1/2 Agriculture)" It would become "[*]Distance: (1/2 Agriculture - 1/2 Routes)"


Class of route:


1-5, Your roads are barely marked out of the overgrowth or dust that litters the ground. These roads are prone to having pot holes and extremely rough terrain making fragile goods near impossible to transport.


6-15, Your roads are made of dirt with scatterings of gravel. Though these roads are bumpy, they're easier to traverse than the country side and often lack pot holes. They are clearly used and easier to be followed between borders and nation cities. Small piers are located near bodies of water and often allow the odd sailor to stop by and offer their merchandise.


16-20, Your roads are made of cobble stones. These roads are far less bumpy than other roads and allow larger supplies of fragile goods to be moved. In addition, these roads are clearly marked and render being lost in the country side near impossible. Heading from one nation to another is almost a guaranteed feat.


Small ports are also in use, offering up store houses in scarcity to allow the easier storage and transfer of supplies along the roads from these towns and into the capital cities. More naval merchants will begin to appear and offer larger amounts of goods.


21-24, Your roads are made of rugged bricks and allow a smooth and safe travel for merchants and horses. Multi-linked caravans find it easy to use these roads and often draw in the odd adventurer looking to sell some odd trinkets. Roads of this quality tend to attract the occasional highway bandit.


Small ports are upgraded and become decent hubs of trade. They have a decent amount of storage and offer a small array of local businesses to increase profits from adventurers and merchants. These coastal towns come at a downside of being more likely to contract a foreign plague.


25+, Your roads are made of smooth bricks and are the envy of many merchant folk. These roads provide easy travel for all, with our without shoes. Horses enjoy the flat ground and wagons find them to be the easiest to use. These roads draw in many passers by and encourage the occasional stall to sprout up near farms or towns.


All ports become harbours and offer a large amount of storage. Local businesses come in abundance and offer significant benefits to economy. These coastal towns also offer many foreigners to enter and go as they so please bringing with them new ideas and habits. This can cause disloyalty or massive financial benefit.


1-5, No benefits to trade. -2 military movement, limitation of +1 to any trade bonus.


6-15, Minor benefits to trade. -1 military movement, limitation of +2 to any trade bonus.


16-20, Average benefits to trade. Unaffected military movement, limitation of +3 to any trade bonus.


21-24, Advanced benefits to trade. +1 military movement, limitation of +4 to any trade. +1 to gold and public favour.


25+ Significant benefits to trade. +2 military movement, limitation of +5 to any trade. +2 to gold and public favour. +0.5 to population.
 
Last edited by a moderator:
Cookie the Brave] [URL="https://www.rpnation.com/profile/18776-bobisdead123/ said:
@Bobisdead123[/URL] I'll leave the forging of items and discussion of such things to the nations who plan to forge weapons. I on the other hand will spend my time here focusing on the things that matter to my nation. Things such as trade.
Trade routes:


I suggest that trade routes are not only established but require time to build or create. A trade route should also be faster or slower to traverse depending on the materials of the road. If a road is made of nothing more than dirt, trade routes should take a long time. This could make a day travel take up to three or so days due to the poor quality of road. A brick paved road on the other hand would make a day travel take only twelve or so hours. Effectively cutting transport time in half.


This would also see a new feature added under the trade's section.


"[*]Outgoing: (For every point, +1 outgoing trade route)


[*]Incoming: (For every point, +1 incoming trade route)


[*]Goods: (How much you benefit from each trade route. For every point, +1 point given and received.)


[*]Routes: (1/2 outgoing + 1/2 incoming)"


This routes feature would have a knock on affect to the 'distance' section of neutral nations. Instead of being.


"[*]Distance: (1/2 Agriculture)" It would become "[*]Distance: (1/2 Routes - 1/2 Agriculture)"


Class of route:


1-5, Your roads are barely marked out of the overgrowth or dust that litters the ground. These roads are prone to having pot holes and extremely rough terrain making fragile goods near impossible to transport.


6-15, Your roads are made of dirt with scatterings of gravel. Though these roads are bumpy, they're easier to traverse than the country side and often lack pot holes. They are clearly used and easier to be followed between borders and nation cities. Small piers are located near bodies of water and often allow the odd sailor to stop by and offer their merchandise.


16-20, Your roads are made of cobble stones. These roads are far less bumpy than other roads and allow larger supplies of fragile goods to be moved. In addition, these roads are clearly marked and render being lost in the country side near impossible. Heading from one nation to another is almost a guaranteed feat.


Small ports are also in use, offering up store houses in scarcity to allow the easier storage and transfer of supplies along the roads from these towns and into the capital cities. More naval merchants will begin to appear and offer larger amounts of goods.


21-24, Your roads are made of rugged bricks and allow a smooth and safe travel for merchants and horses. Multi-linked caravans find it easy to use these roads and often draw in the odd adventurer looking to sell some odd trinkets. Roads of this quality tend to attract the occasional highway bandit.


Small ports are upgraded and become decent hubs of trade. They have a decent amount of storage and offer a small array of local businesses to increase profits from adventurers and merchants. These coastal towns come at a downside of being more likely to contract a foreign plague.


25+, Your roads are made of smooth bricks and are the envy of many merchant folk. These roads provide easy travel for all, with our without shoes. Horses enjoy the flat ground and wagons find them to be the easiest to use. These roads draw in many passers by and encourage the occasional stall to sprout up near farms or towns.


All ports become harbours and offer a large amount of storage. Local businesses come in abundance and offer significant benefits to economy. These coastal towns also offer many foreigners to enter and go as they so please bringing with them new ideas and habits. This can cause disloyalty or massive financial benefit.


1-5, No benefits to trade. -2 military movement, limitation of +1 to any trade bonus.


6-15, Minor benefits to trade. -1 military movement, limitation of +2 to any trade bonus.


16-20, Average benefits to trade. Unaffected military movement, limitation of +3 to any trade bonus.


21-24, Advanced benefits to trade. +1 military movement, limitation of +4 to any trade. +1 to gold and public favour.


25+ Significant benefits to trade. +2 military movement, limitation of +5 to any trade. +2 to gold and public favour. +0.5 to population.
I like the idea, but if routes limit how many bonuses you can get, isn't the Goods section useless? And the bonuses u get are so low it doesn't have any effect
 
@Bobisdead123 No, (in my idea) the goods are the level of items you have to trade. If your goods are at a level 2 standard and someone else has level four, they are well within their rights to demand double the supply you have to offer. Goods is the quality and quantity of goods you have to offer where as the routes section is simply limiting what you could potentially trade with said goods.


My idea is to encourage more routes to be established with nations or use a route with a nation efficiently to trade what you need and that only.
 
Last edited by a moderator:
Im here, sorry I am a bit late. Was playin an intense match.


 
Good suggestions guys.
 
Last edited by a moderator:
I'm also thinking that we should introduce a time stamp feature. That way we don't have to get side tracked and confused about trips. For example, Nah'zeen has been in the desert for close to a week or two because of the time jumps but in actual RP it's only been a day or two. A time stamp would allow the jumps to occur and us to keep track of the jumps occurring.


I'd suggest we pick a stable, random year and some fictional months. This would allow us to keep our time period but not force us to remain in a certain actual year.
 
Cookie the Brave] [URL="https://www.rpnation.com/profile/18776-bobisdead123/ said:
@Bobisdead123[/URL] No, (in my idea) the goods are the level of items you have to trade. If your goods are at a level 2 standard and someone else has level four, they are well within their rights to demand double the supply you have to offer. Goods is the quality and quantity of goods you have to offer where as the routes section is simply limiting what you could potentially trade with said goods.
My idea is to encourage more routes to be established with nations or use a route with a nation efficiently to trade what you need and that only.
I don't get it


I agree with the routes, but not so much the good, which I dotn understand.


I think the level route you have should determine how many goods you can trade and receive. For instance, say you have a level 1 (1-5 route) route. For each nation you can send say, 5 goods/stats total and receive 5 goods/stats total.


 
And therefore goods is only your rating, not a bonus modifier.


 
1-5, Max outgoing/ingoing trade value is 6. -2 military movement, limitation of +1 to any trade bonus.


6-15, Max ingoing/outgoing trade value is 12. -1 military movement, limitation of +2 to any trade bonus.


16-20, Max ingoing/outgoing value to trade is 20. Unaffected military movement, limitation of +3 to any trade bonus.


21-24, Max ingoing/outgoing value is 26. +1 military movement, limitation of +4 to any trade. +1 to gold and public favour.


25+ Max ingoing/outgoing value is 36. +2 military movement, limitation of +5 to any trade. +2 to gold and public favour. +0.5 to population.
 
Last edited by a moderator:
Aviendha said that he/she would be on later today. So I think this discussion will be a long one. @Cookie the Brave don't worry, trade will be strongly represented through Aviendha if you leave the conversation.


Here are my thoughts;


Stats:


You get 80 points to spend.


Dexterity and Agility will be used.


Dexterity is the amount of training you have, how well you use weapons and armor.


Wisdom will also be added. It is also how well you use weapons and armor. Wisdom is for seasoned soldiers, dexterity is for new soldiers. Wisdom is for characters, and is much better than dexterity. Wisdom is a stat that ban be earned through battles. The more battles a character survives through, the more wisdom he gets. Depending on the battle, he can get 1-3 points increased in it.


Agility is dodging.


Strength is blocking.


Abilities:


Attack is either strength or agility. (you can choose for each character)


Climb is agility + strength


Swim is agility + strength


Sneak is sneak (obviously)


For the character sheet, I think I am going to add Rank and Role. Rank is how high in the chain of command your character is, so like; Lord, General, things like that. Role is what your character does in his nation, such as Merchant, Mercenary, Soldier.


Here is my idea for the new Nation CS. It's much more in depth.


Nation Name Here




  • Copy and paste the map onto paint. Circle the region you are taking in red. Regions can be big or small, but remember that other people are going to play, so don't be greedy.


    Description: Put a brief description of the scenery here.


    Capitol: (include positives and negatives of location)


 
Last edited by a moderator:
@Bobisdead123 I like your idea of trade system in co-operation with my route system. I think it makes sense and would be easy for late comers or even ourselves to understand.


@Rand Good. Hopefully @Aviendha can also represent the naval side since I'm feeling rather tired. If I go quiet it's because I've fallen asleep.


Also, in addition to your nation CS idea. I think we should have an additional tab to it stating critical locations or expand on the already existing 'Kingdom Information' tab with mentions to exotic/exclusive fauna, flora and mineral types (if any are present). I believe this would encourage people to introduce animals that would be used as potential war units (Many-arrows in mind) or for financial reasons (Kygar in mind).
 

Users who are viewing this thread

Back
Top