[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?
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you're 14 hours ahead, so like 2 am?
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you're 14 hours ahead, so like 2 am?
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So you're 13 hours ahead of EST, so for you it would be 1AM when he requests us to be here...Cookie the Brave] [URL="https://www.rpnation.com/profile/18646-rand/ said:@Rand[/URL] it's 11 AM, AEST. +10 hours Greenwich time.
Dexterity is your ability and skill in using tools and weaponsRand 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?
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.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.
In real life, the quality of weapons is measured by its materials and the smiths skills. We should reflect that in this RP.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)
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 effectCookie 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 don't get itCookie 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.