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BattleMaster => Locals => Colonies => Topic started by: egamma on May 23, 2012, 02:41:54 PM

Title: Colony Land Reform
Post by: egamma on May 23, 2012, 02:41:54 PM
chanting Lendan Stones! Lendan Stones! make it a ferry route.

Arak Castle--stronghold
The Arakir--mountain

Title: Re: Colony Land Reform
Post by: Valast on May 23, 2012, 04:17:32 PM
I just knew I should have started my world takeover more quickly.

Honestly though...I have a strange feeling that all we in Lukon have worked for over the last years (and honestly held the realm back from going too far at times) is about to be washed away.

Title: Re: Colony Land Reform
Post by: Valast on May 23, 2012, 04:21:01 PM
eh never mind.  that is a glass half empty attitude.  I am more of a glass half full kinda guy.  unless I am thirsty then its a belly full.
Title: Re: Colony Land Reform
Post by: Tom on May 23, 2012, 05:00:29 PM
So you have an idea what we're talking about, here's my first draft:

(http://dl.dropbox.com/u/9638874/colonies_draft1.jpg)
Title: Re: Colony Land Reform
Post by: egamma on May 23, 2012, 05:31:38 PM
missing border between portion and corali forest.

Is that a new region outside giblot city? seems kinda small...same with the new mountain region and the bridge zone north of OT. I realize you have limited options.

I think there's a route from Bode Batura to Volkanita right now, it would make sense to remove it.
There used to be a road from wetham to lavraz, will that be removed as well?

Will the Arakir be a mountain region, or fortress?
Title: Re: Colony Land Reform
Post by: egamma on May 23, 2012, 05:33:03 PM
eh never mind.  that is a glass half empty attitude.  I am more of a glass half full kinda guy.  unless I am thirsty then its a belly full.

If anything, Lukon will be gaining a new mountain region.
Title: Re: Colony Land Reform
Post by: James on May 23, 2012, 06:02:54 PM
Wouldn't want to try to take the mountains to the south of Portion... The Lich King might get a bit upset...
Title: Re: Colony Land Reform
Post by: egamma on May 23, 2012, 06:14:48 PM
Wouldn't want to try to take the mountains to the south of Portion... The Lich King might get a bit upset...

I think Arak Castle should be created as a rogue region with level 5 walls and a 5000 CS undead army, that's set to stay there. Give the region a ton of gold, so that there's a "high risk, high reward" proposition.
Title: Re: Colony Land Reform
Post by: Anaris on May 23, 2012, 06:15:33 PM
I think Arak Castle should be created as a rogue region with level 5 walls and a 5000 CS undead army, that's set to stay there. Give the region a ton of gold, so that there's a "high risk, high reward" proposition.

5000 CS?

C'mon, even on the Colonies that'll last what, a month?
Title: Re: Colony Land Reform
Post by: egamma on May 23, 2012, 06:18:06 PM
5000 CS?

C'mon, even on the Colonies that'll last what, a month?

Okay, 10k CS, and make it regenerate every few days.
Title: Re: Colony Land Reform
Post by: Tom on May 23, 2012, 06:25:39 PM
There are a few new regions that were necessary to come close to the current travel options, that's why there is a small region next to Giblot city, for example - otherwise Giblot would be a chokepoint, which at the moment it isn't.

Title: Re: Colony Land Reform
Post by: egamma on May 23, 2012, 06:35:51 PM
I like it, except for the East Steepglades region. It's half rural, half mountain.
Title: Re: Colony Land Reform
Post by: James on May 23, 2012, 09:06:45 PM
3 regions between Outer Tilog City and Giblot City rather than the one we currently have... That might have made a huge difference to the wars in the past as neither realm was happy for the other to own the region adjacent to its capital... (doesn't matter any more since the realm of Giblot has now departed...)
Title: Re: Colony Land Reform
Post by: Tom on May 23, 2012, 10:21:54 PM
I like it, except for the East Steepglades region. It's half rural, half mountain.

uh, what?
Title: Re: Colony Land Reform
Post by: Valast on May 23, 2012, 10:28:14 PM
OOOH purdy colors!  :)

A good strategic map change will help.  Thank you.

As for the 10k CS in a demon possessed castle on a tall mountain... well... it would keep Lukon busy for a while but to be honest we would take it in a couple of months unless the world was set against us.  It would certainly drain our resources to do it though!
Title: Re: Colony Land Reform
Post by: feyeleanor on May 24, 2012, 12:39:13 AM
Put a stronghold in Drenga and split Ammersfield in two so the distance to Giblot is slightly longer :o
Title: Re: Colony Land Reform
Post by: Ketchum on May 24, 2012, 02:25:10 AM
Tom, good map. +1

That undead army of 5K or 10K CS will not stop Lukon, that much is for sure. How about that place being a new realm? It will bring much added spice to Colonies island 8)
Title: Re: Colony Land Reform
Post by: egamma on May 24, 2012, 05:12:06 AM
uh, what?

The phallic looking rural region between Helsera and Wirkfyr appears to be part of the east Steepglades region--I guess it's because of the perspective hiding the river, and the fact that river borders aren't drawn on the map.

And you REALLY should adjust the shape of that region. I'm not the only one seeing a mushroom, am I?
Title: Re: Colony Land Reform
Post by: Solari on May 25, 2012, 12:54:35 PM
You are now on board a ship to the Colonies. It will take you a few turns to reach it. Once you arrive there, you will have an opportunity to choose the realm you want to join.

Giggity.  :D
Title: Re: Colony Land Reform
Post by: Gustav Kuriga on May 25, 2012, 05:06:53 PM
You are now on board a ship to the Colonies. It will take you a few turns to reach it. Once you arrive there, you will have an opportunity to choose the realm you want to join.

Giggity.  :D

I have a feeling someone's going to be doing KRB in a certain region...
Title: Re: Colony Land Reform
Post by: Ketchum on May 28, 2012, 02:43:14 AM
Omg, she coming isn't she? The Evil Witch :P

Solari, which realm do you go? ::)
Title: Re: Colony Land Reform
Post by: Solari on May 28, 2012, 03:39:48 AM
Omg, she coming isn't she? The Evil Witch :P

Solari, which realm do you go? ::)

Haven't arrived yet, and haven't decided. I am open to persuasion!
Title: Re: Colony Land Reform
Post by: egamma on May 28, 2012, 03:20:47 PM
Haven't arrived yet, and haven't decided. I am open to persuasion!

Go to Lukon, and split the realm with dessention and strife! You deserve to the Duke of Portion, and don't stop until the title's yours!
Title: Re: Colony Land Reform
Post by: Solari on May 28, 2012, 11:43:42 PM
Go to Lukon, and split the realm with dessention and strife! You deserve to the Duke of Portion, and don't stop until the title's yours!

Too late.  I've graced Oritolon with my presence.
Title: Re: Colony Land Reform
Post by: Ketchum on May 29, 2012, 02:03:50 AM
Too late.  I've graced Oritolon with my presence.
Heh. And I offer you wine :P
Soon enough you will witness the internal politic there 8)

With regard to Colony Land reform, perhaps take into consideration the Travel Times as well? ???
Title: Re: Colony Land Reform
Post by: egamma on May 29, 2012, 06:52:58 PM
Heh. And I offer you wine :P
Soon enough you will witness the internal politic there 8)

With regard to Colony Land reform, perhaps take into consideration the Travel Times as well? ???

travel times were cut 40% a while back, how much more do you think we should do? another 20%?
Title: Re: Colony Land Reform
Post by: egamma on May 29, 2012, 06:56:23 PM
Back on topic...

I think adding a townsland or stronghold to the map, particularly in the north-east, would be interesting.
Title: Re: Colony Land Reform
Post by: Revan on May 31, 2012, 03:18:01 PM
Not strictly land reform, but a sea route between Warmanoras and Sovonoval would be good. That would inject a little more dynamism in the south. In the past when Alowca was an independent realm, it was boxed in. One way in and one way out. Once upon a time, Giblot was similar and the result was bridges in Briarull and Helsera to give more options and make things a little more dynamic. Could have the same down there. It would mean Alowca was less of a remote outpost to reach for hostile realms and if ever there is an independent Alowca again, you have potentially a much more viable realm. Maybe nothing will ever happen even with a sea route, but at least put in a little something to get mischievous minds wondering! ;-)

I like the sound of a stronghold in Drenga. It always was a notoriously hard region to keep hold of for Giblot. It's like it has its own independent spirit. It would also be nice to give Minas Thalion somewhere to latch on to ;-) Anything to maintain a little Colonies diversity. At the moment we are seriously looking at just three realms controlling all the cities on the Colonies. We're all in danger of becoming victims of our own success.

Just trying to figure out the new regions:

Arak Castle and The Arakir are merged.
Hulaferd splits in two.
Giblot splits in two.
Corali Forest/Nidalery splits in two. (Or they each had a bit carved off them for a new region. Either or.)
Steepglades splits in two. (At first I too thought the new region was split by a river but actually, it's fully connected by land and just misses the river. Seems like it makes it slightly longer to go round into the old Giblot heartlands and/or for armies marching out of Giblot to go and put the Assassins back down to three regions, hehe)

It actually does all look like a very interesting change. My only suggested change to the draft (other than the sea route!) is to split Adaria in two as well. Then you will have at least two regions distance between every city/stronghold on the continent. The distance between Lukon/Portion seems to be the only remaining anomaly on that count.

Edit: On further inspection, it looks harder to make a 'natural' geographical division in Adaria compared to all the other regions. Even so, that little bit just, just above Lukon over the river could be closed off as a small region and called the Glades of something or other. It looks vaguely flowery there anyway.
Title: Re: Colony Land Reform
Post by: Ketchum on June 01, 2012, 11:30:46 AM
1) Regarding Alowca City, it is one way in, one way out. Make it become two way perhaps? Like how Alebad City has South Gate and North Gate ways.

2) Travel time cut down 20%, add a couple more new regions to compensate for the travel time cut.

3) Put up a new realm at the Arakir with option to join new realm, given to all realms.
Title: Re: Colony Land Reform
Post by: vonGenf on June 01, 2012, 01:25:41 PM
3) Put up a new realm at the Arakir with option to join new realm, given to all realms.

I'm not sure what you mean here?
Title: Re: Colony Land Reform
Post by: Revan on June 03, 2012, 05:30:44 PM
Yeah, I don't think we need any novelties alongside the Colony Land Reform. Stuff like regions stacked with militia or what have you. But I would happily welcome some GM-driven events involving the Lich King when it happens. That could be fun ;-)
Title: Re: Colony Land Reform
Post by: steelabjur@aol.com on June 05, 2012, 01:21:30 AM
There's a small peninsula off of South Bakker, I wouldn't mind seeing it become it's own small region, perhaps a townsland (I seem to be thinking that there are very few of these in the Colonies), The Assassins could use another region and their choices nearby are rather limited and poor.
Title: Re: Colony Land Reform
Post by: Ketchum on June 06, 2012, 03:23:25 AM
Yeah, I don't think we need any novelties alongside the Colony Land Reform. Stuff like regions stacked with militia or what have you. But I would happily welcome some GM-driven events involving the Lich King when it happens. That could be fun ;-)
+1.

Perhaps Assassins need more regions, seeing their capital is in unsuitable position to expand further :)
Title: Re: Colony Land Reform
Post by: James on June 06, 2012, 10:04:47 AM
Perhaps Assassins need more regions, seeing their capital is in unsuitable position to expand further :)

Assassins should go back to what they were at the start, just have a couple of regions and stay politically neutral to every other realm, simply selling their skills to the ones that pay the gold...
Title: Re: Colony Land Reform
Post by: Valast on June 06, 2012, 07:04:12 PM
Assassins should go back to what they were at the start, just have a couple of regions and stay politically neutral to every other realm, simply selling their skills to the ones that pay the gold...

That was some good times.
Title: Re: Colony Land Reform
Post by: Ketchum on June 08, 2012, 04:27:19 AM
Assassins should go back to what they were at the start, just have a couple of regions and stay politically neutral to every other realm, simply selling their skills to the ones that pay the gold...
+1. With one extra condition, that all Assassins infiltrators caught, should be deport to other Islands instead of execution for those banned. Or we could have another "Portion execute all Assassins until no more brave infiltrator" brewing all over again ;D

I vividly remember reading how Assassins send infiltrators to takeout all Portion Government members and causing  the command to collapse. Unfortunately yet again, I have not play Battlemaster during that time :(
Title: Re: Colony Land Reform
Post by: Valast on June 08, 2012, 04:30:00 PM
I vividly remember reading how Assassins send infiltrators to takeout all Portion Government members and causing  the command to collapse. Unfortunately yet again, I have not play Battlemaster during that time :(

Ahhh yes.  That was a fun time.

I do not remember the amount of gold that Valast hired the Assassins for but at the time it was a good rate for a out of work realm of infiltrators.  It may have been something like 50 or 100 gold per attack.

That would have been the end of it too.  Just a few hits here and there... but Portion chose to execute an infiltrator the  first chance it got... and second... and third.  End result was that my little plan to hire the Assassins became an all out war of Assassins against Portion.

Had it not been for that distraction the Assassins would be much more powerful today.  That is why Valast worked to keep them on his side as much as possible.  He was a crazy old coot but apparently had a heart.












Title: Re: Colony Land Reform
Post by: Tom on June 08, 2012, 07:21:21 PM
That would have been the end of it too.  Just a few hits here and there... but Portion chose to execute an infiltrator the  first chance it got... and second... and third.  End result was that my little plan to hire the Assassins became an all out war of Assassins against Portion.

Yeah, the problem is you need to be able to keep it up. And since assassins can't kill someone, the threat potential just isn't there.
Title: Re: Colony Land Reform
Post by: Tom on June 25, 2012, 10:00:54 PM
Second draft, a few borders changed a few huge regions split:

(http://dl.dropbox.com/u/9638874/colonies_draft2.jpg)
Title: Re: Colony Land Reform
Post by: Zakilevo on June 25, 2012, 10:03:04 PM
Have you ever considered making the fortress in the top left corner blocking the way to the region north of it? it would be more useful that way in my opinion. what is the point of a stronghold when you can go around just as easy?
Title: Re: Colony Land Reform
Post by: James on June 25, 2012, 10:05:30 PM
Also a bridge across the open sea in the south?
Title: Re: Colony Land Reform
Post by: feyeleanor on June 25, 2012, 10:22:39 PM
Frundi looks a bit big.
Title: Re: Colony Land Reform
Post by: egamma on June 25, 2012, 11:24:01 PM
Frundi looks a bit big.

It matches the coloring on the map.

Also a bridge across the open sea in the south?

See my first post. Yes!
Title: Re: Colony Land Reform
Post by: feyeleanor on June 25, 2012, 11:32:58 PM
It matches the coloring on the map.

True, but it gives the sense of Wetham being a much more remote city than its peers.
Title: Re: Colony Land Reform
Post by: Ketchum on July 03, 2012, 02:07:09 AM
I see there is a small mountain on west of Assassins city. Can't it be split to 1 mountain region or something? ???
Title: Re: Colony Land Reform
Post by: Psyche on July 15, 2012, 11:07:56 PM
Any news? I'm excited for whenever this goes into effect.
Title: Re: Colony Land Reform
Post by: Ehndras on July 16, 2012, 01:18:22 AM
I must ask, what program is used to make that map? I run a number of RPs and forum-based games on a roleplay website for writers and that map looks positively beautiful yet simple, much better than the crap I usually see. Is that hand-made, a privately-owned program (self-made, unreleased, etc), or a program you acquired or bought for use?
Title: Re: Colony Land Reform
Post by: Psyche on July 16, 2012, 02:15:37 AM
If I'm recalling correctly, it's the map make for the game Age of Wonders.  I think the borders and other layers are done separately, but graphics are AOW.
Title: Re: Colony Land Reform
Post by: Ehndras on July 16, 2012, 04:20:53 AM
THAT's why I recognized it! Yeesh, I haven't played that in years o_O
Title: Re: Colony Land Reform
Post by: Tom on August 22, 2012, 08:17:07 AM
The new regions are now visible in the region list and dynamic map, but they are not yet active. A few more steps need to be taken before they are.

Title: Re: Colony Land Reform
Post by: Tom on August 22, 2012, 08:17:37 PM
It is done. Welcome to the new Colonies. :-)
Title: Re: Colony Land Reform
Post by: Vellos on August 22, 2012, 10:33:50 PM
Maps on the Wiki need updating.
Title: Re: Colony Land Reform
Post by: Valast on August 23, 2012, 01:05:56 AM
Woohoo!  I like nude colonies!
Title: Re: Colony Land Reform
Post by: Tom on August 23, 2012, 08:15:41 AM
Maps on the Wiki need updating.

It's a wiki - so feel free to do it. ;-)
Title: Re: Colony Land Reform
Post by: Ketchum on August 24, 2012, 09:25:44 AM
It is done. Welcome to the new Colonies. :-)
+1 :)

Tom, will we need to do a new TakeOver or the new vacant region lordship referendum is starting automatically by the game? This if the region already under a particular realm~~
Title: Re: Colony Land Reform
Post by: Tom on August 24, 2012, 10:08:20 AM
+1 :)

Tom, will we need to do a new TakeOver or the new vacant region lordship referendum is starting automatically by the game? This if the region already under a particular realm~~

All newly added regions were inserted as rogue regions. Some are entirely inside existing realms, but I didn't want anyone to cry foul.