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Topics - BarticaBoat

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I'd like to open a discussion about the effect of discord on the BM community - gaming events that occur because of discord actions, the role of hyperactive players in pressuring development of the game, and the alienation of those who do not wish to participate in the very heavy activity that discord demands.

I have spent a month on the discord to see for myself what occurs. It seems to be the same group of self-congratulatory players who creat an echo chamber of opinions which alienate those who do not play the same way. I rarely could voice an opinion without being diminished, dismissed, or mocked. I'm not a delicate guy but it is frustrating to see these players not consider that if anyone is feeling the way I am means others can feel that way and that they need to consider why these environments occur.

Discord is not mandatory to play BM. We can form friendships with BM as the medium and too often it feels like those of us with less activity are discarded as playing wrong.

Feature Requests / Distance Penalties
« on: May 18, 2020, 05:35:16 AM »
Instead of adding tons of rules around alliance blocks and who is at peace with who and why I can declare war, why don't we increase the penalties for units being distant from their realm/allies? Also add control penalties for being at war with very distant realms - calculate a theoretical centre of the realm based on capital and geometry and then region penalties are proportional to distance to the other realm's centre. Perhaps in case of allies, the penalty is modified such as based on proximity of the allied realms, ally distance to enemy and your distance to the enemy. The formulas would require some refining but I think the end result would be realms are forced to engage in wars on their own borders or are unable to project force across the continent.

Think of the psychology of it: instead of modifying rules and enforcing change in how people play, modify the constraints of the system so people adapt. Being told you're doing things wrong is an overall negative experience while being given new constraints is not offers the opportunity to explore new possibilities. I can extrapolate on any of my ideas if there is interest in this.

Dwilight / Dwilight Statistics
« on: December 13, 2019, 07:03:53 AM »
realmdensityGDP (gold)GDP (silver)net fooddemense sizemilitarization
Luria Nova11.45841.80.51-1680.8199900.69%
Tol Goldora4.78190.750.58978.539541.83%


Arnor is typical of Dwilight realms as a largely urban population with vast outlying lands to support them. The nobles are the wealthiest in the continent and the peasantry struggle to support themselves as mostly subsistence farmers and makers of simple wares. Vast noble houses control trade with the unoccupied plains to the south and food is imported judiciously to support a ravenous population. Militarization is slightly above average reflecting their position relative to monster migrations across the continent and the need for a dedicated warrior class. Their war with Sol to the south persists due to distance, disorganization, and Lurian support.

The ancient theocracy of Astrum is the most densely populated area of Dwilight reflecting their near century of existence. They are just outside of the upper echelon of wealthy realms but their opulence is distinct from any other realm besides Arnor and Luria Nova. Their peasantry are either crushingly poor serfs, urban craftsmen of respectable means, or comfortable gatherers of raw materials for these crafts. This dichotomy is likely due to entrenchment of power structures and wealth amongst nobles and their connections with powerful and ancient merchant guilds. Like most realms Astrum is a net importer of food although their situation is not particularly dire. Astrum has a deeply entrenched military class which engages in protection of the realm from natural threats. Despite this, their ability to project force can be poor.

The small enclaves of Avernus represent a throwback to original Dwilight settlements. Urban with average wealth, Avernus has settled on lands that naturally protect them from monster threat. The peasants live much like the Arnorians to the south, but unlike them Avernus is more peaceful. Powerful mining guilds occupy Mt. Black Nastrond, the true economic engine of the realm, with wealth unimaginable to their farming neighbours. Their warrior class is benevolent and seen as protectors, occasionally marching from their lands, but not often. They have an average noble density for Dwilight and are also importers of food. Despite the history of the Saxons, Thulsoma, and the Bloodfruit, Avernus is a comfortable frontier realm.

The long history of D'Hara has seen them come to a second Golden Age, although historians will argue whether or not this prominence is a boon. Inhabiting the Tomb Islands D'Hara has always been a concentrated realm. Now with Marorient and Maroccidens colonies once more, they have changed from being a merchant republic and fully embraced their return as the Dragon Kingdom. The gold does not flow as freely for the nobles, instead remaining in the hands of the most famous merchant class in all of Dwilight. The nobles now reflect a warrior-administrator class with smaller nobles houses than usual but they are still quite powerful and distinct from common castes. The peasantry of D'Hara are some of the richest in all the civilized realms and few engage in agriculture. A meal out is a distinctly D'Haran endeavour, unfathomable to peasants anywhere else. Working as clerks, merchants, importers, sailors, D'Haran peasants maintain the mercantile spirit of old despite the hardening of noble hearts. Supported by these practices, the nobles and their warrior class underlings engage in some of the most dedicated and hardworking military structures in Dwilight. Martial ways have become a way of life for them and D'Hara is ready to exchange former soft power for hard steel.

The Lurias have been occupied as long as any region in Dwilight and Luria Nova is the inheritor of all its traditions. Their wealth is still supreme and Lurians are known for having more money than ideas to do with it. Their peasants stagger to support the extravagance of Lurian courts being only able to trade within the realm and their few allies. The density of Luria Nova is only surpassed by Astrum, their ancient foe, and reflects the century of colonization by various successors of Pian en Luries. Despite the natural richness of the lands, Luria Nova has the most dire food situation in all Dwilight and starvation does occur with some frequency in cities. This is due to their historical isolation and staggering population rather than a fault of their noble overlords. The noble houses of the Lurias are the most magnificent in the world, their manners and speech dictate fashion the world over no matter how hated they are. This opulence and wealth reflects a simple fact: the Lurias are naturally amongst the safest lands in Dwilight. Compared to other lands their sentinels are lax and living a strictly military life is laughed at as childish and absurd. It has been true since the first days of Dwilight, the deadliest battlefield is a Lurian court.

Not all can live well. Sol is a tiny backwater barely distinguishable from uncivilized Dwilight. Their nobles are distinguished by blood and prestige rather than wealth as they are amongst the poorest nobles in the civilized world. Their lands are mostly fields with little in the way of tradeable resources besides the forests of Weinschenk. This burden is also their only treasure, Sol is one of the few breadbaskets in Dwilight. The peasants are as wealthy as peasants in D'Hara or Astrum but there is little merchant activity. Instead they directly barter livestock, seemingly endless food, and lumber for what they need from lands afar. The small size of the realm makes this surplus irrelevant to larger realms. Starvation is unknown and their only worries are sporadic raids from enemy realms and protecting the rural estates from monster incursion. A natural martial way exists to defend themselves but their armies are limited by the distances, the rural nature of the lands, and the highest concentration of noble houses outside the true frontier realms.

Deep in the Divide Mountains Swordfell sleeps. The lands are distinctly spacious compared to most realms, straddling an inbetween as barely civilized settlements. The nobility do not lack for gold but the peasantry work hard to survive off largely subsistence agriculture so that their sons may one day make a fortune working the mines. The nobles are of moderate power and there is ample food for the peasantry. Though the original battle to settle the mountains was difficult and took many decades, the walls and fortresses of Swordfell now make it the safest lands in all of Dwilight. Manning the walls is sometimes seen as unnecessary and ingenius ways of utilizing terrain decreases the amount of warriors to support. This is a double edged sword, for as far as it is to reach them it is as far for Swordfell to make an effect militarily. Swordfell has produced some of the greatest intellectual minds in Dwilight history due to this combination of factors.

The newest and most anomalous realm is Tol Goldora. A backwater the likes of Sol, it is not uncommon for peasants to not realize what flag flies over their lands. Tol Goldora has the smallest noble houses in all of Dwilight and their nobles are warriors foremost, with administration being an afterthought. They are the poorest nobles and regarded as brutes and raiders by the peasants who are among the poorest in Dwilight. Heavy taxes and levies support the most concentrated military effort in the world, the one for their own survival. The nobles are warriors, and few warriors are not nobles. This single minded focus on survival belies the fact that these are the most bountiful civilized lands in the Dwilight and the food surpluses would make Goldorans as rich as easterners if they could end the war with Westgard. Truly a colonial frontier, their future lies solely in the outcome of this war.

Finally, the shield of humanity, Westgard. A tightly urban realm reflects that the ancient lands here were once the most feared monster migration route before the long days of Astrum. The nobles are not wealthy unless they are high nobles with connections abroad and they are a diverse group of warriors, administrators, and sometimes merchants. What makes the lands dangerous is their wealth and Westgardian peasants live amongst the best lives in the civilized lands. Natural resources abound and every Westgardian seems to be peddling fine wares to a stupid D'Haran with more gold than sense. However, the food situation in Westgard is dire as the prime farmlands are difficult to hold against monster invasions and the highly martial nature of their society is their only way to survive the harshness of this reality. They never claimed to choose an easy path, but their path is amongst the most difficult.

Strikingly, Dwilight is unexploited. By every measure, compared to so-called uncivilized Dwili, the civilized peasants sweat under the yoke of nobles to be starving and poor. The only realm that improves the lives of the peasants is Westgard, compared to the civilized lands they live luxuriously but this is only marginally better than the Dwili. The poor must dream of running off into the wilderness to seek their fortunes. In the average realms, the militant nature of the settlements renders this idea absurd. In Luria Nova and Swordfell, to leave is to accept a far more dangerous life than they could likely handle. Solarians do not need to leave, they are living basically in the uncharted reaches, and Goldoran live in constant fear of Westgard. Dwilight is highly tragic in this regard. Civilized - but at what cost?

Roleplaying / The Final Tale of the Old Toren
« on: December 03, 2019, 04:59:23 AM »
They say a proper duel should be fought at dawn, but I could be dead by dawn, Turin thought as he gazed at the Western sky. The sun dipped beneath the horizon and at last the great zealot could see his beloved Holy Blood Stars. He breathed deep as he gazed upon them. One last look, the thought, then I will be with you. I’m coming Boreal, Rowan all you heroes and martyrs of old.

Out of the corner of Turin’s eye a glare disturbed his reflection, there could be no doubt in his mind what he saw. This was aura of a living legend. He’d seen it in years past shining across the battlefield like a beacon. This was the victor of innumerable tournaments. How many mighty knights had been slain by his hand in duels such as this? The name of this ancient warrior struck fear in the hearts of foes and admirers alike, Karibash ka Habb.

Behind the great swordsmen marched a troupe of warriors eager to see their master in action. Karibash sneered at Turin upon approach.

“Well if it isn’t the sniveling whelp Turin, seems your fear of ignominy has finally overcome your fear of death,” he mocked.

“Lord Karibash, your hatred is as constant as the light of the Blood Stars, it warms my heart,” Turin replied.

He drew his sword. He thought he’d abandoned its ways years ago when he took up the cloth, he’d even broken if off at the hilt to signify his dedication to the church, but circumstances had changed. The smiths of Astrum forged it anew and now he was ready to do battle. One last time, Turin thought. Karibash drew his sword as well.

“Well then, shall we have at it or do you need someone to drop a mace,” Karibash taunted.

“I think that’s proper,” Turin replied

“Captain bring forth a mace!” Karibash bellowed.

His man strode forward. He held the weapon aloft and let if fall. Turin’s foe seemed to be upon him the same instant he heard sound of the mace hitting the ground. Turin staggered backwards, his sword flailing wildly to deflect Karibash’s many deadly blows. In the course of the melee he lost his balance and dropped to one knee, his blade still held aloft.

“Get up weakling!” Karibash demanded.

Turin rose, he had scarcely a moment to gain his footing before Karibash was upon him again. This time he side stepped. Karibash deftly pivoted. Now Turin could see the Bloodstars over his foe’s shoulder. He breathed deep again and a great calm washed over him.

Karibash lunged again and their blades clashed, but this time both found flesh. Karibash’s sword grazed Turin’s thigh, and as it did Turin brought his own blade down on Karibash’s wrist, severing it in twain. Hand and sword clattered to the ground in a spray of blood. Without a cry, without even a wince Karibash reached for his sword with his left hand, but Turin stomped on the weapon so it could not be recovered. He hesitated a moment, the tip of his sword aimed at Karibash’s throat.

“Do it you coward!” Karibash shouted, “you are only killing a man!”

Turin clenched the hillt of his sword ever tighter until his hand shook, then with a cry of rage he plunged the blade into Karibash’s heart. The blood spatter mixed with his crimson robes. He panted unable to believe what had just happened. Turin looked to the Torens, fearing they might slay him in turn.

“No matter,” their captain said.

Turin stared back, puzzled

“do you not understand his last words?”

Turin shook his head.

“You have only slayed Karibash the man, Karibash the legend, the god, lives on,” the Captain explained.

And with that the troupe gathered up the body of their fallen leader, leaving Turin to watch, bewildered and lost.


“You are only killing a man.”

Karibash knows it is over. How far he has fallen. Ignored the aches and pains, pretended to be the fearsome warrior he once was. His heart, if it could fight, would slay any god. His body has failed him. He has seen what lies beyond. In fevered dreams as he lie dying he once gazed upon fearsome Tor. What will he see this time?

Neralle, a land long lost. His mother, berating him for allowing a bun stolen from him. The trees spanning to the sky. How tall they seemed then. The war, so close but somehow so distant. Perhaps he will see his mother. Perhaps his father. He remembers the stern look that masked a cheerful glint in his eye. The man who named him, from whose family his nobility is claimed. Not a god of war, you are named for war, his father would tell him. His father’s clan leave their dead in the desert to be scavenged. Returned to the world. They are not Toren. Perhaps his dear older brother, Xanio, lost so long ago. Karibash cannot remember his voice, only that cheerful glint in his eye. Karibash was not destined to shine like him. Karibash always knew he was Toren, made from granite.

Turin looks as if he will cry. A teary eyed whiner will strike down Warborn Torrarin. Lovely. Perhaps... perhaps he won’t do it... perhaps he will hesitate and the Old Toren will survive again... perhaps...?

The blade plunges into his chest. He recalls this feeling, from the fields of Lesthem. He smells the blood, the mud, the agony. Tor promises the faithful everliving life, to be unstoppable in battle. Was he unfaithful? His whole life devoted to Tor, none else had plunged into the mysticism he had, none else had worked so hard to glorify the Dead God Who Rose Again. Karibash knows what is next. He can hear the rushing in his ears. Half a moment of life. Perhaps two or three breaths.

A gasp. One breath.

“No matter.”

What peculiar words. Why, this seems to be a great matter. Everguard is finally lost. The Old Toren draws his last breaths. How could this be anything but a great matter? The world is rushing around him now, spinning, as if he is falling but cannot stop falling. All he had done, for nothing. His Saga ended. So fell the great warrior, crushed by an old foe. He had failed Tor. He had failed everyone.

A rattling inhale. Two breaths.

All his work, gone. So many children, bastards, he forsook. Selfish. To be so selfish for so long. But he is granite. His will is irresistable. None could stop him. They tried. Why did they not try harder? Who knew he would be so moved in the last moments. The trances, the altered states, he had done what they said the great men of old did. He was in direct communion with Tor, a conduit of His will. So how could he fall in battle? Everguard would never rise again. A failure. He failed. As if to punctuate Karibash feels his body slam into the dirt. He is staring at an unending expanse of blue rimmed by darkness. He is too weak to blink. His mouth is dry.

A crackle as his diaphragm spasms to draw in air. Three breaths. Lucky.

The Veil. What lies beyond. Will Karibash see it? Last time he dreamed of far off lands that faded to black to reveal the presence of Tor. He had worked so hard for Tor. The only thing he cared for with all his heart. Mother would be proud. Where had the Veil been?

The fish does not know it is in water until it breaches the surface. Men do not know they are alive until they breach the Veil. Karibash had been to the Veil. So close. The moment between life and death. Was this not that moment? The sky. The void. There all along. Just above him. Karibash feels the glitter in his eye. So simple. Tor had given him this final lesson, the true lesson, to ascend. The void was here all along. The Veil, just above.

Finally he understands.


The service in Astrum was modest and sombre. The true journey lay ahead. Karibash had made known in no uncertain terms where he was to be laid to rest. A death march stretched for a league, they say, and Toren from far away came to witness it or pay respects to his name, Warborn Torrarin, whose Saga took days to sing. By foot and longboat the travelled for three weeks. They entered the Shrine of Seeklander far diminished in number, the body concealed. But the Toren in the Shrine knew.

Deep in an ancient chamber of the lost Temple of Tor, the remaining Toren place the throne of Everguard. In his finest robes they leave the body of Karibash seated. Upon his head the crown of Everguard, glittering with emeralds. Laid on his left a sceptre, on his right a chipped sword, in his lap a shield of oak. Upon his neck a pendant to Tor. A child of stone, returned to the stone.

So is the last resting place of Karibash, Last King of Everguard.

Helpline / Buying region, region was poached?
« on: February 11, 2018, 08:06:33 PM »
Bought a region to resolve at the turn, got the successful message, but the enemy appointed a lord before the change (I assume) and the region did not flip. Shouldn't it still have flipped as I had put in the command earlier?

Helpline / No family home?
« on: June 13, 2017, 12:56:42 AM »
The family is currently waiting for the first hero to emerge from its line. Please note that the home region, i.e. the place where your family comes from will be randomly choosen from the realm that you enter with your first character.

So can I A: choose a region since it seems you finally cleared up people with homes in sunken continents, and B: change a bunch of names since it's a new (family) home?  8)

Feature Requests / Ambassador nerf/diplomacy rework
« on: June 01, 2017, 06:22:03 AM »
Ambassadors have become invaluable tools of war: let's add some juice to this.

As I understand ambassadors have a boost on the effects of their diplomacy, cool. But who are they ambassador to?

Make ambassadors be tied to an allied or federated realm, on the agreement of both realms. Make alliances and federations break if the realm average sentiment to a realm doesn't meet X. This reduced the risk of alliance blocks, they'll naturally crumble over time without an ambassador to support the alliance via diplomacy in both realms.

It also gives embattled realms the opportunity to grease palms and maybe bribe an ambassador out of office for one who isn't so apt to use their skills against them. Adds intrigue.

Feature Requests / Under Debate: Advy scouts
« on: May 19, 2017, 05:44:40 PM »
Add a risk of capture for advies who scout a region for snooping around military establishments.

South Island / Taselak.... Eternal winners?
« on: April 22, 2017, 07:17:20 PM »
All in for the Taselak victory party with pickles and eel for all (no rum allowed).

Feature Requests / Approved: Fix the preview button
« on: February 10, 2017, 09:30:42 AM »
Maybe make it so if you click preview it doesnt clip the source text at 5000 characters so we dont lose 2 hours of RPing.

East Island / East Continent Statistics
« on: September 29, 2016, 06:44:09 AM »
First stats:

realmdensityGDP (gold)GDP (silver)net fooddemense sizemilitarization
Minas Nova3.24593.670.68973.48104962.12%
Vix Tiramora5.6593.190.78466.1891631.49%
Obsidian Islands0.61512.12239.268555.44%
East Continent3.99449.280.752109.871941.62%

To summarize:
Xavax is prosperous with a large military class (legiones imperi) and a very dense abundance of noble houses. These houses are not very wealthy, reflecting a large merchant class in the cities which compete with the patrician nobility. The realm is largely rural in character, but the farmers live comfortably, likely reflecting more intensive and profitable agricultural practices such as wine and cheese making and orchards rather than solely growing staple crops.

Fallangard is a little poorer than average, possibly due to the ongoing war. Due to the war there is a considerable military class. There are more noble houses than average but these houses are not very wealthy, again probably due to the war. The population density is approximately average for the continent, more rural than urban but not starkly so. These farmers grow mostly staples with some animal husbandry to make extra silvers.

Alara has been hit hard by the war and the populace is suffering for it. There is an average amount of noble houses which are poorer than average from financing this costly war. The realm is a single city and as such is highly urban. Poverty is rampant and the few farms outside the city walls grow mostly staples, craftsmen in the city are either working towards the war or bartering their wares for food.

Minas Nova has profited from this war (without Ejaar Puutl their GDP in gold is 399) but their populace being largely rural has not seen these benefits. The few noble houses dominate trade and wealth: there is likely no native merchant class in Semall nor craftsmen besides military smiths. This gold goes towards financing an extensive military class, who are below only the nobility in wealth and prestige. The farmers grow largely staples which are taxed to support the military class, supplementing their food with unprofitable animal husbandry, likely goatherding or a few chickens.

Perleone (before the Xavax siege in Ibladesh) is a wealthy and prosperous, highly urban country. There are fewer noble houses than average but the high life in their cities is extravagant with very wealthy nobility, an extensive merchant class, and a booming craftsmen class. Military life is not considered prestigious and is definitely not as profitable as engaging in trade. Farming is highly efficient and reflects highly profitable wine and cheesemaking as well as rich nut and fruit orchards.

Perdan is a large and densely populated rural country. Their noble houses are old and powerful, though not necessarily wealthy. Military life is largely unheard of and their armies are likely peasants mass recruited from their considerable population instead of a professional military class. There is probably a very large and wealthy merchant class in the cities. The lands of Perdan are average and the farmers work hard but probably do not suffer often or for very long.

Vix Tiramora is a wealthy and centralized democracy. Their noble houses are powerful and extravagant and their peasantry live comfortably, able to plant fruit orchards and raise animals to supplement their incomes. Trade is dominated by the noble houses though peasant craftsmen in the city live well. Military life is routine, a necessity to survive but not exalted like in other realms.

Sirion is a prototypical feudal realm, large with very powerful and ancient noble houses. Though there has been growing numbers of craftsmen in the cities, there is not a substantial merchant class to combat the power of the elite noble houses. The peasants do not suffer and military life is not the norm.

Caligus is largely rural and mountainous but the farmlands and woodlands are bountiful and prosperous. There are many noble houses competing over extensive mining and smithing in the mountains and badlands. These rough men comprise a formidable and powerful military class.

The Obsidian Islands are distinctly not feudal. Outside of a few large settlements is barren wastes. There is substantial farming in the stronghold and extensive fishing and aquaculture in the badlands. Despite the poor quality of the lands, the peasantry are wealthy and comfortable and craftsmen are common and celebrated for their works which are exported from the islands. There is an enormous military-noble class which collect dues and taxes via noble heritage, but are otherwise considerably poorer than nobility elsewhere. They are the most economically equal country in the continent.

Oligarch is a poor, urban country. While the farmers of Dulbin live without remarkable difficulty, the city is characterized by widespread crime and slums and Greatbridge by crushing poverty. An average number of noble houses are separated from the masses by virtue of no native merchant class, their wealth is superior only to the Obsidian Islands military-nobles. Crafts in the city are added to the war machine or bartered directly for food, trade is minimal. In Greatbridge only hardy staples are grown, while Dulbin has some milk and egg production which is usually sold directly to the city as well as decent hunting grounds.

Nivemus is a rich and highly rural feudal realm. The peasants live comfortable lives from rich fishing grounds and hardy staples accentuated by profitable pasturelands. It is likely that Nivemus consumes the most meat in the continent, exporting beef, eel, and swan elsewhere. Their cities are small, operating mostly as trade posts for the farmlands and fishing grounds. This trade is dominated by highly powerful noble houses rather than a merchant class.

Eponllyn is another impoverished urban country. Under their strict, foreign military nobility, the peasants grow solely staples to feed their extensive military class. There is little trade and the only escape from the crushing poverty of farming is to be taken by one of the military pressers and march in their armies. The noble houses are many, characterized less by wealth than by lineage and their history of military campaigns.

Shadowdale is prosperous and urban, with a noble class mostly disinterested in the workings of the realm. Under their lax hand, the free market has actually benefited the populace. While being a farmer is still difficult due to poor soil, craftsmen in the city and merchants are able to accumulate considerable wealth joining the circus-like courts and intrigue of Shadowdale. As befits their nobles, military life is not cherished, the powerful noble houses prefering to engage in intrigue which is the talk of the continent.

What stands out to me most is that Xavax is very similar to a roman republic/early roman empire, Perleone was probably really nice to live in before Xavax came, when my character calls Minas Nova squalid hill nobility and dirt farmers he is actually pretty correct, Perdan is like old Russia, Sirion is exactly what you think, and the Obsidian Islands strike me as a less bountiful feudal Japanese daimyo-realm!

Second Stats:

realmdensityGDP (gold)GDP (silver)net fooddemense sizemilitarization
Minas Nova3.45420.20.48647.08104910.88%
Vix Tiramora4.8502.90.75816.7480981.61%
Obsidian Islands0.611512.12237.888635.55%
East Continent4.07451.50.741537.773671.54%

Analysis time:

With the loss of their western rurals to rebel forces, Xavax now exhibits a density just about the East Continent average. The nobility have seen their wealth increase an insignificant amount, likely due to the loss of noble houses combined with the loss of regions. The peasantry are still wealthier than the average, though they have suffered somewhat from the war effort. The war effort has been significant: even with the loss of noble houses, militarization of the realm is significantly in excess of the East Continent average, the reported value being due to a major battle with Alara. It is debatable how much longer Xavax can maintain this war, being grossly outnumbered and outmanned, but it is unclear if the war machine has peaked.

The war has drastically changed life in Fallangard, showing the second highest militarization rate in the continent behind the noble-warrior caste in the Obsidian Isles. Density has remained average, noble wealth is still below average, but figures for peasant wealth have increased on an increased demand for wargoods and the loss of poor rural farmers. Demenses have decreased in size with the loss of countryside. The war effort is all encompassing in an attempt to drive back the quintuple alliance but certainly unsustainable.

A shift towards a more normal population density for Alara reflects the reclamation of their former rurals ravaged by Xavax imperialism. Noble wealth has fallen sharply and demense size more modestly due to an influx of nobles clamouring for conquered holdings of the Imperium. Peasants are still impoverished, their wealth increasing insignificantly. Most telling is militarization, the reported value is deflated due to a major battle with Imperium forces, but the number has still dropped significantly from two months ago. The Alaran effort has succeeded in stalling the war long enough for their allies to intervene, but lacking decisive action to end the war Alara may fall.

Aside from an insignificant increase in population density, Minas Nova has not fared well after intially profitting from the war. Noble wealth has fallen in the absence of more noble houses and the impoverished peasantry have suffered greatly. Their wealth has plummeted to the second lowest in the continent as presser gangs round up able bodied men and farming has moved strictly to rationable grain and cured meats in an effort to maintain net food production. Militarization has plummeted to the lowest in the continent. It appears the Novan war machine is failing and without allied assistance they will surely be crushed.

Stagnation has gripped Ibladesh following the Xavax occupation. Though the city was liberated, the armies of Perleone have not recovered and now reflect one of the lowest militarization rates in the continent. Noble wealth has increased but it appears that this is mostly due to the loss of some noble houses rather than a true economic change. It is unclear how Perleone will continue to contribute through this war offensively, but the strategic importance of Ibladesh as a fortress is certain.

Density and noble wealth have increased as the Perdan war machine gears up. Militarization has increased modestly, but in a nation of this size that reflects a substantial amount. Presser gangs have efficiently rounded up able bodied men into the armies, slightly decreasing peasant wealth, but it is sustainable and well within the capacity of Perdan. Swift action is required of the Lions of Perdan to save their southern allies and stem Xavax aggression; it appears they are well on their way to accomplishing their goals.

The situation is similar in Vix Tiramora. While density, wealth, and demense numbers have fallen, this is a reflection of the conquered Fallangard countryside rather than any true losses. Even with increased population, militarization has increased to above continent average representing their crucial military contributions. Along with their Perdanese allies, they are on their way to saving the south.

Sirion has stayed the same. Numbers have literally barely budged. And... well that is all. Business as usual.

Caligus has more or less stayed the same. Militarization has fallen from 3rd to 4th, likely due to a reconfiguration of militia.

The noble-warrior caste of the Obsidian Isles has somehow increased their militarization even further; besides this, life remains largely the same.

The conquest of First Oligarch has brought them to their knees. Noble wealth has sank with the loss of their countryside, but impressive gold stores have brought them from 8th to 3rd highest militarization. They will not succeed without outside assistance, but it will be a bloody and hard-fought end.

The war has slightly increased the wealth of Nivemus. Aside from this, militarization has fallen from lost militia. They have been quite successful in their war.

Eponllyn has expanded and profited from Oligarch lands. Noble wealth has increased and the yoke of foreign military nobles has fallen hard on the peasants as their prospects decrease. Militarization has fallen solely due to increased population and the warrior class is still extensive.

With a migration away from the city to new farmlands, Shadowdale has reached greater prosperity than before. Trade is flourishing and quality of life has improved for everyone.

My observations: the War of the Quintuple Alliance/War against Xavax Aggression is nearing a precipice. As it stands, the alliance will succeed but if it is not soon then the southern allies will fall. The only thing that is certain is that the south will be devastated for decades to come. The war against First Oligarch is coming to a close. The end is certain, but the timeline is open. It will likely be bloody if it is prolonged and bloodier if swift.

Third stats:

realmdensityGDP (gold)GDP (silver)net fooddemense sizemilitarization
Minas Nova3.36593.670.65926.9108840.89%
Vix Tiramora4.94494.10.77525.477461.77%
Obsidian Islands0.61134.22.10237.87688.30%
East Continent4.16455.860.72873.376011.57%

EC has too much food, a -500 bushel deficit would drive further conflict.

Roleplaying / Assorted tales of Godric Warbornsson
« on: July 31, 2016, 10:35:53 PM »
The battle raged for quite some time. As the sun rose the foggy plains of Aeng became awash in blood and the screams of men whose days were to be short. The day was notable for the relatively clear skies, though any local would know by midday the clouds would return and leave these lands grey and bleak. At this time one could see the distant forests of Noritor and Enubec. The meandering rivers, swamps, and plains of Aeng offered the feeling of a land but tenuously part of the continent, at any moment able to be consumed by the plentiful waters.

The silence in Aeng is oppressive. Even as his cavalry charged the rebel lines Godric could barely hear the thunder of hooves. It was to be unnerving to his foe, then, for the horsemen were visible through the burning fog but the sound did not arrive until their eyes burned into their foes, hooting and screaming as axes flew and they crashed through the frontline men-at-arms. Godric Warbornsson saw his prey, King Starfall.

As he let loose his axe into their lines and drew his pike, Godric felt him. His armour was unmistakable, but the vita of the men was what truly betrayed them. The guard clustered to protect their lord, Starfall himself claimed to be an archer more than footman, their energies betrayed them. And Godric could feel himself feeding from it. The whispers of an Old God penetrate the fog.

He encountered what could be lazily described as a calm, but more akin to a stillness or emptiness or nothingness. In the moment Godric could feel all the vita of the battlefield, his own vita feeding and oppressing everything around him. His eyes met Starfall's and Godric knew him as if they were brothers, the oppressing stillness of Aeng letting him feel through him. The moment lasted less than a second but it felt a lifetime.

Godric snaps his attention forward as his horse is gored by a rebel spear, his own pike having found the gut of another man, and the cracking ribs of the other man his horse has just trampled. He is half thrown and half manages to aim himself away from flying directly into the mass of rebels, drawing his axe and snarling as he cuts down a man and withdraws to safety. His men retreat to protect their lord.

Godric does not know his father well. Most of his education has been from Toren tutors and opportunities to be alone with his father are scant. He is dark and scary. The Old Toren cuts another slice from his apple and stabs the dagger into the table to draw runes.

"Your thralls. They will call existence líf, or if pious, fjör. To you those words are līf and feorh."

Godric begins to speak but catches himself. His father snorts.

"I know. Līf is life and feorh is where food comes from. But in our old tongue, these words are liba and fehrwo. Liba is líf is līf. But fehrwo is the nourishing tree. A lesser god than Tor. And you can listen to it and as a servant of Tor make the tree kneel and feel the nourishment of all things. Not in your belly but in your heart."

The runes are slowly carved. Godric ponders his father's words intently.

"And this," Warborn Tórrarin points to a final word, "this is libjana. In the old tongue it means to live, but it also meant to cling or persist. Do not forget that. Toren do not die, we endure.

Feature Requests / Looting reform
« on: July 07, 2016, 01:32:03 AM »
We need to reform looting to make it more of an even game. Right now, no looting option beyond looting for tax gold is usable because of peasant mobs, and looting for tax gold is overpowered.

I propose these looting options:

Loot for tax gold: loot minor nobility, wealthy merchants, and tax offices for their gold. The productivity is related to the wealth of the region, region type, and how much tax gold is collected. The downside is that these targets have substantial guards and if your unit lacks enough CS are likely to sustain casualties or even be totally driven away. Obviously cities and townslands are the most profitable with badlands the least. This option also targets the same people who are administrators, morale, loyalty, and productivity are not directly affected but realm control will drop swiftly. This will also not tend to cause peasant mobs to form. Only a few people will die.

Pillage and maraud: attack the populace, stealing what you can and burning what you can't steal. This is less profitable than stealing taxes, but peasants generally don't fight back until they organize into mobs. This option decreases the soft cap on productivity, morale, and loyalty to both the home and attacking realms. Realm control won't suffer too badly. More people will die. This is most profitable in cities, mountains, and townslands in that order. Emigration will increase.

Steal grain: attack granaries and farms, trying to steal as much as you can. There is a CS check based on population, falling below the check causes them to repel the looters and cause casualties, meeting the first check but not the second causes some casualties and proportional amounts of grain stolen or burned so the looters can't have it, and meeting the second check causes complete theft without loss via burning, some peasants will die.

Kill rape burn: attack populace directly without stealing much. Nets little gold but is effective at killing off the population. Population, morale, and loyalty will directly suffer, productivity will have a lowered hard cap due to lowered population. This will increase emigration. The peasants are not likely to fight back appreciably, because by the time they form mobs there are too few.

Damage military infrastructure: same as before.

Loot an isolated village or caravan: same as before but there is a delay in how long the looting message goes out based on region type. A caravan lost in badlands may not be reported for a week.


Roleplaying / Xavax - Judge, Jury, and Executioner
« on: June 02, 2016, 08:53:13 AM »
Roleplay from Torxanib Godric Tórrarin ka Habb
all nobles of Greater Xavax
At a makeshift gallows in Tota the Arbiter prepares himself for the small crowd assembled. They are mostly peasants, with some soldiers mixed in. The first prisoner is brought out, Arrow of Perdan. He clears his throat and addresses the onlookers as his captain places the noose around her neck.

"Arrow of Perdan. You have been charged with subversion of the Xerarch and inciting treason. You are found guilty. Further, a case regarding a direct insult against Ser Lionel Kinsey, Strategos of the Xerarch's Court has been heard and you are again found guilty. You are to be hung until you are dead. This is binding arbitration and cannot be appealed." Godric looks back at Arrow. He is struck by how young she is, beautiful in a way peasant girls should not be. She does not look at him, instead gazing at the fields beyond. He looks away before his mind wanders. The second prisoner is brought out and placed in the noose.

"Krelian of Perleone. You have been charged with subversion of the Xerarch and inciting treason. You are found guilty. You are to be blinded and then hung until you are dead. This is binding arbitration and cannot be appealed." Before Krelian can begin to protest, a hot poker has been jabbed into his eye sending him into howls of pain. The crowd gasps as his other eye is gouged out. He struggles and screams in pain but is helpless against his bindings. Again Godric looks towards Arrow, tears beginning to form in her eyes as she ignores the screams, still looking at the fields and forests. He looks away and shakes his head.

"Arrow of Perdan has requested to not be hooded for the execution." Godric swallows before continuing, "under authority of the Xerarch her request is granted." The Arbiter then nods at his captain who places a hood over Krelian, whose bellowing has not ceased, and tightens the nooses for both prisoners.

The Arbiter allows a solemn moment. "Gods have mercy on you." In an instant the floor is removed and both fall with sickening snaps. Krelian struggles for a few minutes before finally expiring.

Godric walks down from the gallows and looks back at Arrow. Her eyes are fixated on the fields and forests she professed to love. He pauses a moment.

Helpline / Lost gold and h/p
« on: December 23, 2015, 12:55:06 AM »
Went from ~8900 gold to 2200 and lost a significant amount of h/p... feels lame. Was this supposed to happen?

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