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File 156125389360.jpg - (1.55MB , 2880x2160 , civq.jpg )
129715 No. 129715 ID: 482fee

Alright so it's been voted back in https://www.strawpoll.me/18101240
that the next sidequest will be a civquest. First one I'm actually running, and the system I got isn't totally done, so I'm gonna shoot some questions about it here. If you wanna answer or chip in your own feedback, feel free.

Also I'm posting whatever I sketch since I'm sick atm, and more of my time is spent doodling on whatever scrap of paper I got and less on the tablet. So here goes.
55 posts omitted. Last 50 shown. Expand all images
>>
No. 133452 ID: fd2dfa
File 159506394080.jpg - (435.21KB , 1601x2085 , imp.jpg )
133452

This was trickier than I thought and took waaay too much time to get the alignment right. Still not 100% correct when made into a font, but fuck it close enough. Basically the written trade language used by humans, daoine, avar, and most folks in the region. Provided they know how to write.
>>
No. 133456 ID: b1b4f3

>>133452
Capital letters are the same as lowercase?
>>
No. 133462 ID: fd2dfa

>>133456
It's a simple written language, there's no concept of capital or lowercase. The purpose is for Impraithic to be picked up by anyone. Except Guk. He's quite illiterate...
>>
No. 133508 ID: 4f51b2

So, what’s the plan in Guk’s quest tight now? We kill all the people in the fort?
>>
No. 133509 ID: df76b1

>>133508
Find 3-4 Gamin, take their stuff, which we use as bait when we ambush a bandit patrol. Bandits freak, follow the trail and attack the Gamin. Assuming heavy casaulties on both sides, another sect of ghost skins gets involved, and attacks whoever's weakest. Then the tribe deals with whoever's left.

I might be missing something, but it's a Gormoamhi plan, which means room for improvisation.
>>
No. 133529 ID: fd2dfa

>>133509
This basically. Also sorry for the delays. I'm dealing with finals(not mine) and it's eating up a lot of my time.
>>
No. 133544 ID: 6e6f32

>>133529
Grading them worse than taking them I presume?
>>
No. 133549 ID: fd2dfa

>>133544
Something like that.
>>
No. 133793 ID: 4f51b2

Does Nietch shows up in any of the other Family quest?
>>
No. 133811 ID: fd2dfa

>>133793
She's in the earlier Family Biz chapters. 4, and 5 if I remember correctly. Be warned that was back when my skills were kinda shit and I drew with a mouse instead of a tablet.
>>
No. 133813 ID: df76b1

Gukquest is an CRPG Delmart bought from a totally-reputable fetish shop, isn't it?
>>
No. 133814 ID: fd2dfa

>>133813
Revealing Delmart's purchase history is a violation of company policy
>>
No. 133963 ID: 6e6f32

With the library done, I went and found all the previous policies we were offered but didn't take.

Turn 1
1) Dismantle Royal Infrastructure: All money generating improvements increase gains by 10

2) Defense Force: +1 Standing armies

Turn 8
1) Bonded Auxiliaries: Unlocks slave auxiliaries. New Auxiliaries are unlocked based on foreign lands raided and what races are captured.

2) Reformed Servitude: Output from assigned slaves is now 4 instead of 2

Turn 11
1) River Clan Sponsorship: Unlocks Rezmodla Clan House, giving your envoys experts in Rezmodla language and politics. Allows the trade of resources and slaves with friendly families.

3) Found Gorod Line: Found Gorod Line

Turn 15
1) Gold for Irons: Opens the Slave Market for trading slave populations, can buy slaves directly from friendly families.

2) Scrshk fortifications: Allows a city to build 'Scrshk-proofing' improvement to reduce chances of Scrshk ambush.

Turn 16
1) Reclamation Standards: Unlocks action, ‘Reclaim’ to occupy ruined settlements.

Turn 21
1) Found Trade Guild: Can build warehouses to store tradegoods in different cities. Can build Guildhouses to increase income from trade routes.

3) Entice Craftsmen: Allows creation of Crafter's Workshops based around available raw trade goods. Processed trade goods are worth more on the market and Weaponsmiths can be comissioned to craft better wargear for the leklos.

Turn 23
1) Harness the Wyrd: Build a Karving institute. Can recruit basic unit 'Chained Karvlings'. Further policy and upgrades can recruit Karver officers.

3) Mountainside Sponsorship: Gain Tuk'Drav interpreters.

------------

As a note, it appears the effect of Bonded Auxiliaries can be replicated by having a functioning House of Higher Servitude and an Undercroft.

Also a question: The value of Defense Force appears to have increased over time with new units and an increased leklos size. Is the policy still even available? If so, what would this army look like?
>>
No. 133996 ID: fd2dfa

>Is the policy still even available?
Of course.
>what would this army look like?
Whatever you put in it. If you're referring to size, that's dependent on future reforms
>>
No. 133998 ID: 158d8e

>>133996
Oooooh. I get it now.
I was in aware there was a maximum standing army limit.
What is the base standing army limit, and what generally affects it?
>>
No. 134016 ID: fd2dfa

>>133998
The current limit is at 3. Owning a province (I mean taking control of the whole province, not just the nodes) increases it by 1, reforms increase it by 1. Further reforms and concessions by the patron family increase the army size
>>
No. 134262 ID: 7a1a17

A head's up. I'm moving now. Internet has been spotty, and what I'm not just fiddling around at a cafe, I'm using my phone as a tether to connect(not very economic). Still working on updates, but my schedule will be more erratic than usual.
>>
No. 134263 ID: 4f51b2

>>134262
Good luck with the moving.
>>
No. 134268 ID: df76b1

>>134263
Yes this.
>>
No. 134269 ID: 6e6f32

>>134262
I wish your move be as painless as possible, and that your new neighbors be neat, and not annoying.
>>
No. 134614 ID: 7a1a17
File 160915375725.gif - (1.70MB , 275x206 , 1551401759792.gif )
134614

I just realized my short detours are actually longer than the usual chapters. Well fuck
>>
No. 134673 ID: 094652

I'd like more detailed descriptions and menus in the Civgame; we don't use the full extent of our powers because many of us don't spend years becoming experts in 4X, so we make simple short-term decisions because that's what we're used to when interacting with quest characters on a personal level.
>>
No. 134675 ID: 6e6f32

>>134673
This

Like for real I spend way to much time on 4x and Grand strategy, while also formulating ideas for this quest for hours whilst at my boring, mindless job. I don't even know all the rules.

Like, what does industry do?
Is construction speed and max parallel construction limit influenced by Pops? Unassigned Pops? Industry? Holding being improved within? What even is the current max parallel construction limit?

How does food work? What is the base production per holding without upgrades? How much does each pop eat per turn? or is it per season?
We have food stored. It's been depleting thanks to the siege, and we've been rationing automatically. Besides pop loss, what's the effect of rationing? Could we have opened the food stores freely and queued the farm improvement?

That's just what comes off the top of my head. I'm sure there's more.
>>
No. 134684 ID: df76b1

As long as our general suggestions are interpreted as the actions of moderately proficient Civ players, I'm fine.

I'm not a Civ player. I know what I want to do, but not the proper mechanics for it.
>>
No. 134700 ID: 7a1a17

>>134673
Alright I'll tweak the 'template' post to be more descriptive.

>>134675
I think it will be easier to leave those sorts of descriptions here so they don't get buried in updates. Though I may have to retcon that at some point. I've run civ games before but this is my first time with a homebrew system and the balance is kinda...broken. It's one of the reasons the civquest is taking longer to update as I'm looking at my mechanics and trying to decide how to properly scale it up.

Also I'm brainstorming an old quest idea I never ran because I'm insane

>>
No. 134717 ID: 7a1a17

>>134675
Okay so to address this
>what does industry do?
By itself? Nothing. It's essentially how many points of industry you generate per turn. Every structure costs a certain amount of industry(the cost changes the more improvements you build, soldiers you hire, towns you own, etc. I keep the value on my end because it keeps changing. The more things you have, the more the next project costs. That's not to say everything has the same base cost. So something simple like the trading post will cost more than what it takes to recover injured units, but less than upgrading the city.

>Is construction speed and max parallel construction limit influenced by Pops?
Actually population affects industry value. Assigning a population unit to an industrial improvement adds a bonus to your industry score. Unassigned pops are essentially idle and do nothing but generate small revenue by existing. Slave populations are worth double the amount of citizens but consume wealth rather than produce. Unless assigned to a wealth improvement. Idle slaves do nothing but consume wealth, but there are possible policies and improvements that make idle slave bonuses just as worthwhile as working them.

If you do parallel projects, your industry is divided evenly between all projects until the cost is met.

>What even is the current max parallel construction limit?
Effectively until you have enough improvements the industry is divided until 1 point is given to each project per turn.

>How does food work?
Every turn your citizen population is below the food produced, it grows by 1.
>What is the base production per holding without upgrades?
10 for cities.
>We have food stored. It's been depleting thanks to the siege, and we've been rationing automatically. Besides pop loss, what's the effect of rationing? Could we have opened the food stores freely and queued the farm improvement?
Food can be stored with future upgrades. If any of you played Endless Legend or Endless Space, it's kinda like that.

Actually one of the big problems I'm still having to balance things out is upkeep. Juggling all the stats have left me neglecting some things, and others aren't quite scaling with player progress. Which is why I might just revamp the stats and mechanics. However even if I do, it won't happen until after you guys start moving into other provinces.
>>
No. 134723 ID: 7a1a17

Alright, I added some descriptors to the menu options. Tell me if you think that's enough.
>>
No. 134774 ID: 031458

>>134723
I foresee these being very useful, thank you!
>>
No. 134795 ID: 7a1a17
File 161235174645.png - (972.10KB , 1400x1050 , 177.png )
134795

This update took a hell of a lot longer than I wanted. This was the closest I was hoping for, with a sort of fade to parchment like in Total Warhammer. Didn't work. Eventually I said 'fuck it' and posted this with some quick shit I did in PS. Here's the original before the animated effect.
>>
No. 134796 ID: df76b1

I think it turned out beautifully.
>>
No. 134899 ID: 094652

So does Waya develop a fuckable nipple now?
>>
No. 134900 ID: 6e2528

>>134899
This is the question that needs answering XD
>>
No. 134902 ID: df76b1

All nipples are fuckable if you have the tenacity.
>>
No. 134903 ID: 7a1a17

>>134899
I'm afraid of the repercussions if I answer this
>>
No. 135128 ID: 7a1a17
File 161621865953.jpg - (227.30KB , 1400x1600 , Venian Profile pic.jpg )
135128

Alright so call it poor time budgeting, but I've taken a detour on the quests to start making stuff for the wiki(if I ever do get to updating it). It's also been giving me some time to practice and develop my style, since it's still sort of transitioning right now. Anyway, new updates should happen tomorrow
>>
No. 135129 ID: 7a1a17
File 161621867621.png - (715.51KB , 1400x1600 , Gyoji profile pic.png )
135129

At least one of the quests
>>
No. 135130 ID: 7a1a17
File 161621869218.png - (694.41KB , 1400x1600 , Iagn profile pic.png )
135130

If I remember.
>>
No. 135131 ID: 041c52

>>135129
Cute dress.
>>
No. 135133 ID: 218941

>>135128
Neat armor
>>
No. 135353 ID: 7a1a17

Finally managed to get an update in. I swear my job has this nasty pattern of doing nothing for days and weeks at a time, then BAM! Metric ton of crap I have to get through in a couple days. Pain in the ass.
>>
No. 135372 ID: 9aaeef

>>135353
I know that feel, don’t worry.
>>
No. 135413 ID: 7a1a17
File 161960218691.jpg - (186.94KB , 963x907 , 20210426_214043.jpg )
135413

Fuck, my computer had a...a problem. I don't even know what caused it, but I couldn't even do anything on my machine for more than a few seconds before the whole thing froze. Long story short, I had to basically reinstall my OS. But the kicker was that the freezing happened right as I was going to save my progress on the updates. All that work was gone. A real spirit breaker that.

Anyway, it's all back now. Hoping I get no more surprises this month. And here's a doodle I did while waiting for my computer to get unfucked. A mountain elf and her daoine compaion. I might introduce them later into Guk Quest or Family business or I may not.
>>
No. 135414 ID: 7a1a17

I'm starting to feel like I'm just making more excuses than updates.
>>
No. 135415 ID: 9aaeef

>>135413
They are pretty, if they show in Guk quest they better prepare for a rude mating.
>>
No. 135420 ID: 031458

>>135414
Shit happens maen.
We appreciate the work you do for us in these quests.
I personally feel lucky that you are providing us with updates at all.
Thank you.
>>
No. 135429 ID: df76b1

I completely concur with the overall theme of shit happens.

And yes, thank you for all that has come before.
>>
No. 135499 ID: 9aaeef
File 162065539725.jpg - (2.00MB , 4032x3024 , 7B0D6A5F-33D8-4CB1-ADA2-7A1BB61F3CCE.jpg )
135499

I copied one panel from Guk quest, hope you don’t mind.
>>
No. 135670 ID: 7a1a17

Alrighty just got Clip. I'm still getting used to it, and the tablet is still fighting me to use it. So I'm going to be experimenting a little until I can get into a 'groove' I guess? Excpect some updates to look funky. Well funkier than usual.
>>
No. 135671 ID: 7a1a17

>>135499
That's fine by me.
>>
No. 135708 ID: 7a1a17
File 162323121261.jpg - (150.05KB , 889x977 , 20200917_183817.jpg )
135708

Damn my hands are all shaky now. I can't draw the Family History update like this.
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