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ravagon
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Australia
Sep 1999 time: 13:36
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quote: Originally posted by Kucinich
The first two options of Plague #2 and #3 are exactly the same.
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The second variant has a larger effect if you check the numbers listed.
I tend to think though that the Magical/Clerical options are around the wrong way. In most fantasy-based settings the priesthood is more associated with healing hence should have a greater effect in this case.
quote:
"Choosing Sides" should only occur to someone not the Council of Five or Castillar, obviously, but also it should only happen if the two are, in fact, at war.
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I rather like this as it is - it gives the feeling of a buildup to a larger war - lines of battle forming, alliances being drawn up and so forth before the start.
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I'd like to see a LOT more events like "A Regional Powder Keg" (and the other events in the chain) - sequences of events with somewhat complicated choices in them.
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Ditto
Still haven't had much of a chance to go through everything yet but this one just sprang to mind.
Name: The Mad (?) Scientist
Category: Misc
Effect: A travelling scholar from parts unknown has offered us his services. He proposes a wondrous (technomagical?) innovation.
--> Send him to the church. The inquisition knows how to deal with this kind of abomination.
--> We will proceed with caution. At least to the point where we can tell whether this one is fact or fraud.
(-100g)
--> This is a wondrous invention indeed! We must devote all of our efforts to this innovation with all haste. (-250g)
Effect: Full funding enables invention x researchable in y weeks at 90% cost.
Partial funding enables invention x researchable in y+2 weeks at 100% cost with the chance of a botch with hazardous consequences for the province involved. 
Also gives a chance to uncover a potential fraud before fully researching the invention.
Variants: Invention category (Military, civilian, etc), magnitude ("BFG shooty thingy. Targets go bye-bye"/ "We call it a pea-shooter sir - Not too many military applications but we think the royal kiddies will love it."), viability ("Eureka! It works!"/"What a waste of time. Hunt the fraud down and put his head on a pike!") and potential hazard ("Sir, we're cleaning up the mess on the floor in lab 13 now"/ "Volcanic eruption? You mean the Sage's didn't predict this one? It's just so hard to find good help these days...").
- The charlatan option triggers an optional "Statewide manhunt" event (funding + troops) to salvage reputation - influence loss otherwise.
Flavor Text: ¨This realm is full of many unknowns. The wilds beyond contain countless more. Who can guess in advance as to their 'benefit' [Need a better word here] or their peril.¨
Last edited by ravagon on 02-07-2004 at 08:27
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Hey guys, and apologies for the delay…got some hospitalized friends I’ve been spending time with, but borrowed access for long enough to come here and answer a few questions and stuffs!
Re: “Loyalty cap” and any other thing I am using inconsistently: Good catch! And when you see examples of that, post the mismatched uses here (just give me the event name(s) so I’ll know where to look), and I’ll dig into the guts of the doc and streamline all that as we go!
Plague options: Addressed by Rav…not *quite* the same, but close….if there’s an event to cut down the line, these slightly different duplicates will be the first to go tho.
Regional Powder Keg: Effects are the same, but you don’t have to pay the 100g…I’ll make that clearer in the event text so it gets put into place that way! 
Kudzu spell – Our forums are still down, so I can’t get to the precise description, but it’s among my favorite spells, and quite nasty….*G* Casting Kudzu on a target province puts the weed in that province, and it reduces provincial income by 10gpt. Each round it is not dealt with, it grows, and provincial income is reduced by an additional 10gpt. When provincial income reaches zero, it spreads to a random adjacent province. The only way to be rid of the stuff is to station troops there (I forget the particulars on how many) for 1 full turn per 10gpt of lost income (troops spend their time burning and hacking at the fast growing stuff, trying to contain it), and even after it’s gone, there’s a % chance that it will return (very hard to kill!). The spell was based on the plant bearing the same name that has infested all of the South, and as a plant, it has some amazing properties. In addition to being very hardy (the government, or at least the soldiers here in the military base not far from my home) has deemed it an unkillable weed, after having spent some six months doing their level best to eliminate it from the base, including some of their more potent weed killing agents and slash and burn strategies (an unsuccessful attempt, by the way)...anyway, in addition to that, it's such a fast growing plant that you can actually SEE it grow (if you're REALLY bored, that is).
Something Wicked This Way Comes: Quite right…the loyalty effect is designed to be cumulative for the provinces of the player who botched the handling of the crisis, but note that there’s only a 25% impact on loyalty for factions who did not have a hand in the handling of the initial problem (ie – all owners of provinces adjacent to the “Powder Keg” province will see “Something Wicked” if the appropriate choices are made to trigger the event….this will mean that mishandling the event gives the recipient of “Powder Keg” a 50% loyalty drop in affected provinces, and all other players with affected provinces will see a 25% loyalty drop – Primarily, this was done to prevent it from being a convenient way to “attack” neighboring factions by dropping a problem on their laps. You can still use it in this way, but you pay a hefty price yourself).
I need to clarify the event “Choosing Sides” as it was not meant to reference the factions of Castillar and the Wizards, but rather, the wizards and the Church generically, scattered all through the basin (although the comments by you and Rav make me wanna go back and create a new Castillar/Wizard event now! *G*)
Ollux is another god of the Candle’Bre Pantheon (J’honsa, Ollux, Kaylar, and Laernan). He’s the God of Madness, Chaos, the Moon, and Patron of the Nilroggi.
Under the current rules, favors from the Church cannot normally be bought (converting gold to influence), as the Church is seen as generally non-corrupted, however, I’d be open to the idea of changing this around if some compelling arguments in favor are made. As it stands, the ability to do so is a nice “rule-breaking” fate event, as it gives you an “in” not normally available to all.
Good point and good plan re: events similar to “Consolidation of Church Powers!” If you’ve got ideas along those lines, post ‘em here! Otherwise, as soon as I get the basic list of events fully fleshed out, I’ll go back thru and see what I can do in that arena! This is rather like HRE elections in EU2 for Austria. Under normal circumstances, Castillar should be a shoo-in, unless they’re trying to play a different sort of game, and ignoring their natural church-based focus. In most cases, I can’t see a halfway decent Castillari player losing the contest, but a concerted effort made by a good human player might be able to edge them out (especially if they control StroudHaven).
“Preaching the Work Ethic and CP’s” – Quite right, CP’s aren’t normally stock-pilable, however, when you’re building something, they do stockpile from turn to turn until the building completes. I’ll prolly change that event slightly tho, and give a 0.5 cp per level of upgrade of religious buildings in prov (shrine = 0.5, temple = 1, cathedral = 1.5), to put more teeth in it (may also make it regionally impacting).
“The Church Washes its Hands of the Great Nobles” – The initial thought was to put the influence hit in place so that the penalty of NOT signing didn’t seem quite so harsh, and to help bridge some of the distance in stored influence between the signers and non-signers. Also, it signifies a general “pulling back” of the Church, even from those who DO elect to sign.
Unholy Alliance – J’honsa is the HighFather of the Gods, and leader of the Pantheon, but he’s not CB’s only god, and this event was meant to give the smaller fry a bit of play.
As to nested events, I’m working on the triggered event categories right now, and many of these require one or more of the common events (already posted) before they’ll fire (example: “Betrayal” (pre-requisite—in this order—“Concubine for the King” and “Daring Theft”) 
Rav, OUTSTANDING event! Me likey!
-=Vel=-
Last edited by Velociryx on 04-07-2004 at 09:17
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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That's a very good point, re: the factions and their abilities, and on balance, I agree. However, I would say that there's a line we need to be mindful of, such that we do not box a player in by making any of the factions too dependent on their special traits and abilities. That is to say that it should be POSSIBLE (tho perhaps not altogether wise) for a Wizard player to play a largely religious game, or for Fury to be Infamous as all get-out, or for Castillar to flirt with heretical magic, though the system should support and extend the range of options each faction has if played to their natural strengths.
The factional starting abilities are a thing that have not had a second look since the board game rules were written, and in light of all the changes that have come down the pike between then and now, I think its prolly time to at least give them a looking at to see how they stack up with the new systems we've added.

-=Vel=-
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:36
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quote: Originally posted by Velociryx
That's a very good point, re: the factions and their abilities, and on balance, I agree. However, I would say that there's a line we need to be mindful of, such that we do not box a player in by making any of the factions too dependent on their special traits and abilities. That is to say that it should be POSSIBLE (tho perhaps not altogether wise) for a Wizard player to play a largely religious game, or for Fury to be Infamous as all get-out, or for Castillar to flirt with heretical magic, though the system should support and extend the range of options each faction has if played to their natural strengths. |
Definately, but this would mean that playing as Castillar doesn't just mean you have some bonuses with the church, but rather you're almost playing as the Church - you have a whole new area of gameplay opened up. And I can see the Church dabbling in heretical magic 
As another example, if you play as the (I forget what the money House is called), you actually get to play around with the financial markets.
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ApolytonGuest
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I'm a big proponent of "linked events" and "event sequences." I'd really like to see more Fate Cards that are part of a chain, where one causes others to open up as a result of choices made. The more chains -- paths down the 'choose your own adventure" story, the better, I feel. It helps the narrative flow and makes the events and choices seem causative and less haphazard.
Perhaps different chains will occur in different games, and when one event in a chain (like the demon rift chain) is opened, the more likely the other down-chain events are to occur and the less likely alternate chains are to be opened.
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ApolytonGuest
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I think I'm going to have to take the opposite tack from Kucinich on the Wizard/Church vs. Order of Mystics(Council of Five)/Castillar. I think the distinction between the two conflicts needs to be increased rather than merged. The Wizards/Church conflict covers all of the factions, and making Mystics/Castillar the exact same conflict pushes these two factions into a position higher than the other factions. I think the Mystics needs to be delineated further from the Wizards, just as the Castillar are not identical to the Church, althought the two factions can have proclivities and links to the two uber organizations. Castillar should be able to play an anti-church pro-magic game, and vice versa for the Council of Five. (Just as Deirder/Cha Dawn can go anti-native in SMAC if they choose.)
And if I'm not mistaken, Kucinich, Castillar ALREADY has access to magic from the very start. Every faction chooses a magical school, with the Order of Mystics choosing two.
Also, I think Council of Five/Council of Seven sound too a like and can be confusing. Yet, you would want them to sound similar to represent the fact that they are the upper/lower bodies of parliament. Order of Mystics makes it sound too much like just Wizards and blurrs that distinction, while not perserving the similarity in naming from the Council of Seven. Perhaps keep the "Council" part but change "Five/Seven" to something more descriptive and distinguishing for the player's memory? "Council of Mystics"/"Council of Elders"?
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