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unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
Patrucio, your descriptions are awesome. It would be excellent if you would do italian nobles. I'll strive to post a new version of KftS today and include all NPC realm peoples in it as well as England. Then you could add the nobles you made for players into that version and we would be nearing completition.
 

Hyzhenhok

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Thanks, Pat.

On another note, I realize that things are going a bit slowly with this, so I'm volunteering in case you need another hand working on the scenario. I have time - just put me to work.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
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EDIT: DL removed. :)

I'll put techs into two sets, 1st for most NPC kingdoms, 2nd for heathens and borderlands.

1st set:
Code:
	advances = {
		shortbow = yes
		soft_leather = yes
		chained_leather = yes
		shortsword = yes
		longspear = yes
		battering_ram = yes
		hill_fort = yes 
		small_castle = yes
		two_field_system = yes
	}

2nd set:
Code:
	advances = {
		shortbow = yes
		slinged_javelin = yes
		soft_leather = yes
		chained_leather = yes
		quilted_coat = yes
		handaxe = yes
		shortsword = yes
		longspear = yes
		battering_ram = yes
		hill_fort = yes 
		small_castle = yes
		defensive_terrain = yes
		offensive_terrain = yes
		two_field_system = yes
		wood_plows = yes
		stonepit = yes
		road_building = yes
		the_sevel_liberal_arts = yes
	}

Then add small castle into all set 2 tech provinces as improvement and the set 1 capitals (I'll point them out in a list). Also add forestry, to counter the income penalty from small castle in capital moving sense.

Code:
	improvements = {
		hill_fort = yes
		small_castle = yes 
		forestry = yes
	}

Set 1 province ranges: 1-16, 18-20, 33-54, 60, 64-65, 135, 152-207, 211, 221-222, 227-231, 237-242, 244-245, 264-303, 305, 333-348, 362-363, 376, 381-386, 389-391, 436-441, 446, 460-469, 498-511, 812, 826-827, 997

Set 2 province ranges: 371-375, 377-380, 387-388, 392-427, 470-497, 512, 536, 542-544, 546-811, 813-825, 828-848

Set 1 capitals: 1, 5, 7, 11, 12, 13, 20, 35, 36, 43, 44, 45, 47, 48, 49, 52, 64, 152, 157, 158, 159, 160, 169, 171, 175, 180, 181, 182, 184, 185, 190, 197, 199, 200, 204, 207, 221, 228, 237, 242, 266, 267, 272, 274, 275, 282, 286, 287, 293, 297, 299, 301, 335, 336, 338, 339, 348, 381, 391, 437, 440, 461, 463, 465, 469, 498, 499, 501, 503, 505, 827
 
Last edited:

unmerged(27106)

Innocent Bystander
Mar 24, 2004
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Speaking of techs, we still need to settle what we want to do with mercantile duchies. I still think that mercantile provinces need some tech aside from business contracts and annual sailing that boosts their economies. IMHO, Mercantiel duchies should have a higher bonus to income than any other type of county. I still think that the agricultural improvements are appropriate, but I am open to other options.

Note, I do think that the capitals are balanced. It's the non-capital provinces that I think need further consideration.
 

Hyzhenhok

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Okay, I've finished the techs. I need a messenger or e-mail adress to get the file back to you, Byak.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
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Well, how about this rework of techs:

Feudal gets Leather level 1, Chain level 1, Slashing level 1, Piercing level 1, Farming Techniques level 1 and Noble Customs level 1

Ecclesticals gets Chain level 1, Crushing level 1, Mining level 1, Architecture level 2 and Relics level 1

Mercantile gets Crossbow level 1, Leather level 1, Piercing level 1, Handicraft level 1, Power level 1, Commerce Institutions level 1, Trade Practices level 1, Fairs & Routes level 1 and Profane Art level 1

This would case all duchy types get weapons and armour for the two unit types given by their class power (Light inf & Knights from Nobles, Light cav & Heavy inf from Clergy, Archers & Pikemen from Burghers), economic techs according to the duchy type (agriculture for feudal, churches with tiles for ecclesticals and trade techs for mercantiles) and a loyalty improving tech for the main class of their type (nobles, clergy, burghers).

In this planning, I admit that mercantile starting techs don't seem as good economicwise as other guys techs, but they have very nice base in Handicraft and Commerce Institutions as both give very good money buildings in level 2. All provinces of the duchy would get these techs. Capitals would get Small Castle (feudal, with tech), Tile Factory + Church (ecclestical) or Road Network (mercantile).

Then royal demesne duchy would get feudal wartechs + Crushing and Crossbows level 1, feudal economic techs + Mining and Power level 1 and Noble Customs level 1. Capital of royal demesne duchy would get feudal capital bonus (small castle).
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
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Hyzhenhok said:
Okay, I've finished the techs. I need a messenger or e-mail adress to get the file back to you, Byak.

Wonderful. I have AIM (byakhiam), ICQ (328925130) and Messenger (byakhiam@yahoo.com) account, if one of these would work for you and if not, send it to me with mail, my address is that with Messenger account.
 

unmerged(27106)

Innocent Bystander
Mar 24, 2004
439
0
Byakhiam said:
Well, how about this rework of techs:

Feudal gets Leather level 1, Chain level 1, Slashing level 1, Piercing level 1, Farming Techniques level 1 and Noble Customs level 1

Ecclesticals gets Chain level 1, Crushing level 1, Mining level 1, Architecture level 2 and Relics level 1

Mercantile gets Crossbow level 1, Leather level 1, Piercing level 1, Handicraft level 1, Power level 1, Commerce Institutions level 1, Trade Practices level 1, Fairs & Routes level 1 and Profane Art level 1

This would case all duchy types get weapons and armour for the two unit types given by their class power (Light inf & Knights from Nobles, Light cav & Heavy inf from Clergy, Archers & Pikemen from Burghers), economic techs according to the duchy type (agriculture for feudal, churches with tiles for ecclesticals and trade techs for mercantiles) and a loyalty improving tech for the main class of their type (nobles, clergy, burghers).

In this planning, I admit that mercantile starting techs don't seem as good economicwise as other guys techs, but they have very nice base in Handicraft and Commerce Institutions as both give very good money buildings in level 2. All provinces of the duchy would get these techs. Capitals would get Small Castle (feudal, with tech), Tile Factory + Church (ecclestical) or Road Network (mercantile).

Then royal demesne duchy would get feudal wartechs + Crushing and Crossbows level 1, feudal economic techs + Mining and Power level 1 and Noble Customs level 1. Capital of royal demesne duchy would get feudal capital bonus (small castle).


I'm fine with this. Taking away tile factories from normal ecclesiastic provinces does put mercantile provinces at an advantage over them, and I'm glad we worked in some farming tech in (which I really wanted to see implemented as a starting tech.)

Now all I have to do is change all the provinces I already edited and we're set on techs. ;)
 

unmerged(27106)

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Mar 24, 2004
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Solmyr said:
Aren't tile factories required for churches?

They are.

Lvl 1 mining is required for tile factories, which they will be getting, and level 2 architecture is required for the churches, which they'll have. The main difference is that we're not building the tile factories for them. They'll still have the potential to build churches in all the ecclesiastic provinces, they'll just have to spend more to do it and it will take longer. The Ecclesiastic capital will still get tile factories and churches to start out, though.

On the flip side, they get compensated with some weapon techs they didn't have initially. I think that is also reasonable, as the Church in this time wasn't exactly pacifistic.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
Well, for easier copy paste:

Code:
	advances = {
		soft_leather = yes
		chained_leather = yes
		shortsword = yes
		longspear = yes
		hill_fort = yes
		two_field_system = yes
		divine_rights = yes
	}
Non-capital feudal province techs.

Code:
	improvements = {
		hill_fort = yes
		small_castle = yes 
	}
	advances = {
		soft_leather = yes
		chained_leather = yes
		shortsword = yes
		longspear = yes
		hill_fort = yes
		small_castle = yes
		two_field_system = yes
		divine_rights = yes
	}
Feudal capital province techs and improvements.

Code:
	advances = {
		chained_leather = yes
		handaxe = yes
		hill_fort = yes
		stonepit = yes
		basilican_structures = yes
		brickwork_structures = yes
		relics = yes
	}
Ecclestical province techs.

Code:
	improvements = {
		hill_fort = yes
		tilefactory = yes 
		church = yes
	}
Ecclestical capital improvements.

Code:
	advances = {
		slinged_javelin = yes
		soft_leather = yes
		longspear = yes
		hill_fort = yes
		saltrefinery = yes
		road_building = yes
		minor_merchant_houses = yes
		business_contracts = yes
		annual_sailing = yes
		sculptures = yes
	}
Mercantile province techs.

Code:
	improvements = {
		hill_fort = yes
		roadnet = yes 
	}
Mercantile capital improvements.

Code:
	advances = {
		slinged_javelin = yes
		soft_leather = yes
		chained_leather = yes
		handaxe = yes
		shortsword = yes
		longspear = yes
		hill_fort = yes
		two_field_system = yes
		stonepit = yes
		road_building = yes
		divine_rights = yes
	}
Royal demesne non-capital province techs.

Code:
	improvements = {
		hill_fort = yes
		small_castle = yes 
	}
	advances = {
		slinged_javelin = yes
		soft_leather = yes
		chained_leather = yes
		handaxe = yes
		shortsword = yes
		longspear = yes
		hill_fort = yes
		small_castle = yes
		two_field_system = yes
		stonepit = yes
		road_building = yes
		divine_rights = yes
	}
Royal demesne capital improvements and techs.
 

Sterkarm

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So would time for this be somewhere around Saturday 0300 GMT?
 

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As the game apparently will be played on Saturday mornings local time, I think I'll step out of the game. 2 Saturdays of 3 I am at work, and usually I have the morning shift.

Good luck and good gaming to you all :)
 

unmerged(27106)

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Mar 24, 2004
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Jarkko Suvinen said:
As the game apparently will be played on Saturday mornings local time, I think I'll step out of the game. 2 Saturdays of 3 I am at work, and usually I have the morning shift.

Good luck and good gaming to you all :)

Well, that saves me needing to type up Italy, I guess. ;) I'll just go ahead and enter the Italian NPCs I made up, then, to save you the necessity of making them up, Byak.

As far as time goes, I still favor us Americans waking up early on Saturday to play, but I'll go along with whatever the majority decides on. If we play later at night, I can play longer. However, I also like the idea of not making our European friends wake up really early all weekend long.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
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Well, at what times can people play during weekend? Jarkko too?

Here is my availability:
Friday evening (1800 - 0000 GMT) (Somewhat good as well)
Saturday morning (0300 - 1000 GMT) (This works best)
Saturday afternoon and evening (1000 GMT - 0000 GMT) (I'd prefer some other time though)
Sunday morning (0300 - 1200 GMT) (If we end Sunday Morning game for this)

If we can't find a good time on weekend, should we find time on week?
 

Sterkarm

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Patrucio said:
Well, that saves me needing to type up Italy, I guess. ;) I'll just go ahead and enter the Italian NPCs I made up, then, to save you the necessity of making them up, Byak.

As far as time goes, I still favor us Americans waking up early on Saturday to play, but I'll go along with whatever the majority decides on. If we play later at night, I can play longer. However, I also like the idea of not making our European friends wake up really early all weekend long.

Well, I can't wake up earlier on Saturday, but I could stay up later on Fridays.

We can't go with a time during the week, as neither me or Hyz can make it, but I might like to suggest something during Sunday night...
 

unmerged(27106)

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Mar 24, 2004
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Byakhiam said:
Well, at what times can people play during weekend? Jarkko too?

Here is my availability:
Friday evening (1800 - 0000 GMT) (Somewhat good as well)
Saturday morning (0300 - 1000 GMT) (This works best)
Saturday afternoon and evening (1000 GMT - 0000 GMT) (I'd prefer some other time though)
Sunday morning (0300 - 1200 GMT) (If we end Sunday Morning game for this)

If we can't find a good time on weekend, should we find time on week?

Like I said, I'm fine with any early or late time. During the day, I generally need to take care of my kid.

As for weekdays, I believe Solmyr said he is unavailable during the week.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
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Well, seems that with our schedules only sunday morning is good for all. Unfortunately we have Sunday Game there, but then again, we have ruined most of Europe already in that and everyone (except Arcorelli) of that game's players are participating in this game. Also both would be king games.

So, there could be reasoning to either put Sunday Game on hold or end it.
 

Hyzhenhok

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I can make a time slot between Friday night - Sunday afternoon local time.

Replacing the Sunday morning game with this one also works. That would leave me with one night every weekend for a social life.
 

Sterkarm

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A possible solution: We put the Sunday Morning MP Game on hold until September, when Jark said that his colleague will be taking all the saturday and sunday shifts, and play KfS on Sundays until then. Once Jark's partner takes over the shifts, he can play on Saturday mornings, and we once again start playing the Sunday MP game at the same time, and play KfS 23-24 hours earlier (Saturday 0300 or 0400 GMT).