Aftermath Reborn Rules Discussion

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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Thu Jul 11, 2013 8:42 am

Do we pay for the victory-requiring command quirks?
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Re: Aftermath Reborn Rules Discussion

Post by Pravenstern on Thu Jul 11, 2013 8:44 am

Tysha wrote:Do we pay for the victory-requiring command quirks?
It is specifically mentioned in their description that they do.
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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Thu Jul 11, 2013 8:47 am

I hate you all. /pout
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Thu Jul 11, 2013 9:23 am

So I am retooling the combat system I created so that it irons out the major bug we discovered (whereby you could do so much damage to a unit that it would over-kill, and the surplus damage in that phase would be lost).

It's now being done so that damage will cycle around twice in each phase, with the 2nd cycle redistributing any unassigned surplus damage. It will also calculate the army composition in each cycle. Therefore if your archers shoot the enemy peasant horde to pieces in the first cycle, you will not continue to shoot those ghost peasants in future cycles, but target the more juicy targets.

It also means that combat score will calculate properly.

To do this has required excel equations like this;

=IF(I4<0, -I4, (ROUNDDOWN((AttRanTaken*K4),0)/SUMIF(TroopName, B4, RangedDefence)))

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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Thu Jul 11, 2013 9:31 am

Has the spreadsheet that was linked been updated, then?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Thu Jul 11, 2013 9:32 am

No, only just got 1/6th of it working. Now to make (read break) the rest of it.

Still its the most important bit, the concept is figured out and works, I just need to copy it throughout the rest in such a way that it doesn't blow up in my face.

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Re: Aftermath Reborn Rules Discussion

Post by Valdir on Fri Jul 12, 2013 3:25 am

We might need some costs/benefits to those mercantile investments.

Will they increase base wealth for example?

Something like the fortifications perhaps?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 3:28 am

I am trying to avoid creating a rigid economic tech tree, as that just leads to an economic arms race as we had in Aftermath.

Think of these rather as small boosts that you can employ for potential benefit.

Note however, that most of those choices, if not all can potentially be a two-edged sword. For instance you run that risk of encouraging commerce and being rewarded by brigands moving in to take their cut.

When proposals are put forward and discussed, I will try to include a risk/reward factor for each, much like I did for the Watchtowers and Reserve Camps.

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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Fri Jul 12, 2013 3:32 am

What troop quality are the Outriders?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 3:35 am

Light Horsemen

For the record by the way, it was because of the discussions you had that I've worked out a way to handle the potential scouting mission, and created the Reserve Camps which allow the non-threatened counties to contribute to the defence of the region.

Both of which had never even occurred to me before, and are a great example of the flexibility this system provides.

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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 4:46 am

Oh wow.

While I was working on how to calculate when the Mystmountains raid, I think I may have stumbled on a way of handling espionage actions en-mass (and simply).

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Re: Aftermath Reborn Rules Discussion

Post by Vealdis on Fri Jul 12, 2013 4:49 am

And so the shadow wars began.
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Re: Aftermath Reborn Rules Discussion

Post by Sir Nickolas on Fri Jul 12, 2013 4:49 am

How do the turns work again time-wise?

I remember reading it somewhere and how often the Council meets, but I forgot what thread I originally saw it in.

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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 5:42 am

Turns are done weekly, with the Council meeting monthly.

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Re: Aftermath Reborn Rules Discussion

Post by Valdir on Fri Jul 12, 2013 6:05 am

If I'm correct groups/armies cannot travel further than two hexes a turn, right?

So, if I [4] want to raid the mystmountains in hex [2]..they won't be back until week three?
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Re: Aftermath Reborn Rules Discussion

Post by Sir Nickolas on Fri Jul 12, 2013 6:09 am

Sorry, should have been more specific. I meant time-wise as in lore, Pendor's timeline.

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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 6:24 am

Correct, and you'd need permission to cross Hex 9.

You can of course try and just pass through, but if there is a garrison there is a pretty good chance that they will try and intercept.

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Re: Aftermath Reborn Rules Discussion

Post by Valdir on Fri Jul 12, 2013 6:26 am

Mordred wrote:Correct, and you'd need permission to cross Hex 9.

9 and 3? Or can I assume to have enough boats to make the crossing?
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Re: Aftermath Reborn Rules Discussion

Post by Shadow-Seeker on Fri Jul 12, 2013 6:27 am

How many units can a commander command?
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Re: Aftermath Reborn Rules Discussion

Post by Pravenstern on Fri Jul 12, 2013 6:28 am

Shadow-Seeker wrote:How many units can a commander command?
2x their command.
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 6:31 am

9 and 3, yes sorry. Unless you attack 8 in which case it'd just be 9.

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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 7:14 am

Ok, so espionage.

Each County has a threat level of 1-10. The higher, the more unstable things are. Each turn, a random 0-10 will be rolled and added to the Threat, with the following possibilities;

 
1"We love the Count(ess) Day!"-1 Threat, Double Income
2Decreased Threat-1 Threat
3Decreased Threat-1 Threat
4Decreased Threat-1 Threat
5No EffectN/A
6No EffectN/A
7No EffectN/A
8No EffectN/A
9Looters-10 Gold (Beat 100 Peasants for 1/2)
10Looters-10 Gold (Beat 100 Peasants for 1/2)
11Looters-10 Gold (Beat 100 Peasants for 1/2)
12Brigands-20 Gold (Beat 200 Peasants, 100 Bowmen for 1/2)
13Brigands-20 Gold (Beat 200 Peasants, 100 Bowmen for 1/2)
14Brigands-20 Gold (Beat 200 Peasants, 100 Bowmen for 1/2)
15Rogue Knights-20 Gold, 1 Barony burned down (lose level) (Beat 300 Peasants, 100 Archers, 100 Footmen, 25 Knights for to save the Barony)
16Rogue Knights-20 Gold, 1 Barony burned down (lose level) (Beat 300 Peasants, 100 Archers, 100 Footmen, 25 Knights for to save the Barony)
17Rogue Knights-20 Gold, 1 Barony burned down (lose level) (Beat 300 Peasants, 100 Archers, 100 Footmen, 25 Knights for to save the Barony)
18Uprising!NO INCOME, +1 Threat (Beat 500 Peasants, 300 Archers, 100 Footmen, 50 Knights for 1/2)
19Uprising!NO INCOME, +1 Threat (Beat 500 Peasants, 300 Archers, 100 Footmen, 50 Knights for 1/2)
20Usurped!LOSE COUNTY - Must recapture it (Beat 1000 Peasants, 300 Archers, 300 Footmen, 100 Heavy Horsemen, 50 Knights for 1/2)

Now, you can (secretly) pay a sum of Gold / Prestige to increase the threat in a rival's province in order to cause them potentially serious problems. 

Not sure how this would be countered yet, garrisons are a possibility  (for every 200 troops, -1 Threat).

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Re: Aftermath Reborn Rules Discussion

Post by Vealdis on Fri Jul 12, 2013 7:17 am

Ok, so espionage.

Each County has a threat level of 1-10. The higher, the more unstable things are. Each turn, a random 0-10 will be rolled and added to the Threat, with the following possibilities;

Threat should not be decided random...seems foolish as there need to be something that causes it.

 
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Fri Jul 12, 2013 7:18 am

There should be an element of randomness so as to leave a little mystery behind it, 50% of that factor could be too much though, I agree.

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Re: Aftermath Reborn Rules Discussion

Post by Vealdis on Fri Jul 12, 2013 7:23 am

About 20% should be enough for the randomness. Successful raids in your hex and your neighbours hex could increase it. Sending some of your man to patrol (make them unavailable) could reduce it.
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