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Topics - Uzamaki

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East Island / Nivemus vs. Perdan
« on: February 17, 2013, 06:56:43 PM »
Nivemus versus Perdan!

In this corner, we have the defender, the upstart, the young buck, the tribal realm Nivemus!

And in this corner, we have the strong, the defending middle weight champion, the veteran Perdan!

Come one, come all, place your bets on this conflict!

That being said, the games are about to begin! Perdan has 20K in Gadlock or Salta and Nivemus is moving to defend. We'll see how this goes. :D

2
BM General Discussion / Population damage and repair
« on: October 12, 2012, 07:27:55 PM »
Rejected for multiple reasons.

One, we already consider peace in calculating the population growth rates. Two, your extrapolation is wrong because growth is exponential, depending on the current population, so a larger city will also grow faster (in absolute numbers).

Three, the real problem that might need fixing is stuff only coming "online" at certain amounts of production, which is a useful shortcut but not terribly realistic for everything.

The first reason, that's great! Perhaps it could be increased to have more tangible effects?

Second, I know that it is. However, for both larger and smaller cities, that growth is still not enough. It still takes far too long for the peace cycle to end and a new war cycle to begin.

Not sure about three, because even when certain things become 'online' if their infrastructure still takes damage from the decreased production caused by population reduction, it doesn't really help too much.

EDIT: Perhaps I didn't make this clear enough in my request. This rebuilding problem is both a perception problem and a game problem. Perception-wise, people are getting bored and frustrated and if we just say 'well, it's already growing' that isn't going to help. And then I have already listed the benefits for the game if this were to be added.

3
Feature Requests / REJECTED: Increase pop. growth in cities during peace
« on: October 12, 2012, 06:20:49 PM »
Yes, I know ideas similar to this have been proposed in the past(for example, here: http://forum.battlemaster.org/index.php/topic,3154.0.html) . However, I would like to add a more realistic approach to it, and hopefully one that satisfies both those who want city pillages to remain something you can't take lightly, and those who want to see their realms rebound faster so that they can get out on the battlefield.

Title: Increase pop. growth in cities during peace

Summary: Increase the population growth in cities during peace time to add a more dynamic and realistic feel to the game while also compromising for both those who want slower rates of growth and faster rates of growth.

Details: It takes an appropriate amount of time for rural regions to recover(and not so short a time either, as I know there are still a few rural/badland regions that still need to hit 100% in Nivemus), or, at least, an appropriate amount of time considering one consensus is that, although this is Battlemaster, we still want to make sure that strategy, in particular the total war strategy many use, continues. However, cities, which are the hubs of gold and infrastructure, take forever to recover.

For example, Oroya, Nivemus' richest city as well as it's biggest, has a maximum population of 21500 population according to the wiki. In the 8 months that Nivemus has had this city(and trust me, we have taken all of the precious few routes we could to help the city to grow at a maximum rate), we have gained perhaps 2/3s of the population needed to reach full population. This means that a smaller-medium city(as Oroya is fairly small considering it is smaller than at least 16 regions when at full population, 12 cities, 1 townsland, and 3 rural regions) would take roughly slightly under a year's time to recover. Many times, this means an entire realm will need well over a year before they can even think about warring someone. This currently has many people frustrated, myself included, as to the length of time, and I can only imagine how frustrating it will be for Eponllyn to restore Ibladesh, especially considering this restoration process literally could be a thing that takes years. This isn't even mentioning the fact that many of these realms that are born out of these wars into these war torn territories are often on shaky ground diplomatically speaking(e. g. Dunnera, Eponllyn, Armonia, Nivemus), and therefore are pretty defenseless for quite a while.

Also, cities and rural regions I have found tend to recover at around the same rate, but cities have a larger maximum population, and therefore take a much longer time to be the producer that they should be for a realm. However, cities have always been hot beds of well... hot beds. Cities have had 'looser morals' and higher birth rates throughout time. City folk reproduce like rabbits: eventually there are so many feeding them is the problem. In fact, more often than not, empires had problems feeding their cities than problems with cities being completely decimated. A certain level of this decimation must be retained, to preserve the strategy, but we must alleviate the frustration on the players that want to do battle, that want to make war, that want to play Battlemaster in their realm.

So, here is what I propose. We increase birth rates a good bit in cities during peace time. This peace addendum also adds a more realistic feel to it, as when the men are off fighting and dying in war, population growth rates should go down, especially in cities where a lot of the infrastructure is based. Just look at WWII and then the baby boom afterwards. While at peace, so long as a realm can be in a rebuilding state of mind, it can be relieved that it is doing everything it can to becoming a stronger realm. Add that reason to all the others I have said before, and that is the reasoning we should increase the population growth in cities during peace.

Benefits:

1. Decreases time between war cycles.

2. Helps cities recover faster based on realistic principles.

3. Does not increase population growth across the board, and therefore a decimated region/realm will probably still be decimated for quite a while.

Possible Exploits:

Not necessarily an exploit, but it could cause a lot of realms to die young because if you keep that new realm with weakened regions in war, it will not be able to receive the benefits of this addition. Not sure if this will happen, but thought it deserved to be mentioned.

4
Dwilight / Terran trials
« on: August 17, 2012, 05:05:50 PM »
Shino is on trial in Terran based on a forged letter... We will see if he can prove it forged though.

Erasmus is finally put on trial for treason. Surprised it never happened earlier.

5
Title:

Increase Number of Peasant Followers a Temple Can Serve

Summary:

Increase Number of Peasant Followers a Temple Can Serve

Details:

I have a Priest on the EC that, since the population/region rebalance, has had to deal with this problem. Before, for rural regions, a primitive temple would pretty much solve your problems. But not anymore. Take Salta for example. It now has a population maximum of 11800, which would require a medium temple(12000) to fit all of them into a temple, or a small temple(7500) otherwise. Therefore, while the population was rebalanced, the number of peasants a temple tends to wasn't rebalanced. This could also possibly hurt newer religions as now, more than ever before, you need even more generous donors to make a viable religion.

Benefits:

Temples tend to more peasants without having to spend so much more money.

Possible Exploits:

Bringing those dastardly, demonic peasants back to the spiritual side of things!

6
East Island / EC Uncovered Statistics
« on: July 06, 2012, 05:02:19 PM »
Thought it would be fun to see how EC stacked up Land Wise to Dwilight, and I was thoroughly suprised. Two of the realms here are bigger than Morek! Also, I'm not counting Fontan, because they are almost dead and are a one city realm.

Land Rankings:
1. Sirion: 90,079
2. Caligus: 60,513
3. Nivemus: 47,373
4. Perdan: 37,646
5. Eponllyn: 28,184
6. Armonia: 27,042
7. OI: 25,561
8. Westmoor: 24,339

Average region size ranking:
1. Nivemus: 4,737
2. Sirion: 3,465
3. Caligus: 3,362
4. Eponllyn: 3,132
5. Armonia: 2,704
5. Westmoor: 2,704
7. Perdan: 2,353
8. OI: 2,324

Population Density:
1. Perdan: 8.17
2. Westmoor: 6.70
3. Armonia: 4.33
4. Caligus: 3.99
5. Sirion: 3.76
6. Eponllyn: 2.96
7. Nivemus: 1.65
8. OI: 1.59

Potential gold income per noble*:
1. Eponllyn: 270.95
2. Perdan: 261.55
3. Caligus: 248.84
4. Sirion: 233.26
5. OI: 206.42
6. Nivemus: 205.69
7. Armonia: 198.41
8. Westmoor: 158.81

*These numbers were the realm page gold number/nobles


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Questions & Answers / Clanning Scenario
« on: May 05, 2012, 10:28:10 PM »
This is a hypothetical situation.

Suppose their is a player who plays with 5-6 of his friends, all of them just putting in a character or two in a realm. These guys are a little band of players, and apparently influence each other enough that they all just joined a realm at the same time and perhaps influence each other more than that.

In that situation would they be a multi-player clan and therefore be in violation of Battlemaster rules?

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