Rikandur Azebol
First Post
I repeat. I allow Edena to post my @mail. BUt Iuz will take care of spammers.

And how ended common cause with Iuz empire, Edena ?
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)

And how ended common cause with Iuz empire, Edena ?

Airwhale said:Serpenteye,
Can we carpet bomb armys/citys/stuff with spelljamming ships? Also, how much power are
we talking about with a spelljamming faction... would they be able to realistically war? Exactly how many ships could we have access to? Would a "army" translate to a single ship? Would we have to worry about having enough ships to transport our armys to Oearth? Could we go in multiple trips if we needed to?
Knight Otu said:You know quite well which United Kingdom I was referring to.![]()
Airwhale said:Hey SerpentEye,
Any chance we could get a link to the most current version of the rules in the first post of this thread?
Edena_of_Neith said:I haven't got any idea what an sblock tag is.
Perhaps Creamsteak could alter my post into a post with sblock tags?
Or perhaps another player could copy my post, and divy it up into sblock tags?
I can't. My regrets. And yes, it is a really long post.
All I can do is update the megapost above. That is what I am doing right now, as a matter of fact. I am studying each post in turn, then modifying the megapost as appropriate in a second Navigator window.
I will not post a new megapost. I will only update the first megapost above. That will prevent the thread from being cluttered by such megaposts, and everyone can simply refer back to my first megapost to see where things stand.
Yours Sincerely
Edena_of_Neith
devilish said:Still in and permission granted for my email address.
Now for the volumes of posts to read -- you folks were busy this weekend!!!!
James Heard said:If need be by a significant amount of players I'll convert these docs to pdf or something, but I think that as a word doc I've got the most clarity in this compilation going. I think the player list is up to date so far (as of 1100CST), but I could be wrong. Still haven't gone over a lot of the addendums and put them into the main document and gone through and clarified the rules from my last communication with Serpenteye.
Download at your pleasure.
Edena_of_Neith said:Hey there, Devilish. Nice to meet you!
...
And, heh, in that IR Serpenteye and Mr. Draco nuked Maudlin's power. So beware! Nice trust those Aerdians. Not at all. Not at all ...
Has anyone seen Darwin Of Mind? Forrester? Tokiwong? I miss them. : (
Edena_of_Neith said:James, I've now updated the megapost containing the player roster up to this post I'm writing now.
I think the idea of a .doc is great. I'll check it out. Kudos, James!![]()
A .doc you can just click on is a lot easier than scrolling through pages of text and awkward, endless megaposts.
I'll keep updating the one megapost at the start of this thread, so you can update (??? - that'll help, right?) the .doc.
Yours Truly
Edena_of_Neith
P:S Stupid Macintosh computers. I can't download .docs. However, I can download PDFs, if you use that format. I'll keep the megalist up, in case we have players who can download neither.![]()
Great, now everyone will exploit my fairness and honesty.Serpenteye said:Knight Otu on the other hand, has quite a good record as a fair and honest player...
James Heard said: The amount of power you invest into the province directly, at the beginning of each turn, determines the maximum amount of IC the province will give you next season. 1 power point invested gives you ½ points of IC, 10 PP invested gives 5 IC, etc. (½PPI + PPT = PPnt)
PPI = Power Points Invested
PPT = Power Points per Turn (from IC only)
PPnt = Power Points Next Turn
I’ve been told that my formula is incorrect currently?
James Heard said: Dead Magic Zones are disastrous for units that rely upon magic. Elite units get a modifier of –2 to defense and attack and Epic units get a modifier of –4 to defense and attack.
Note to Serpenteye: I assume that there needs to be a clarification that those modifiers come solely from the ranks of the bonuses gained from magic and divine bonuses, else there needs to be a separate lesser modifier that shows the lack of access to 0-9th level magic only.
Magic of such extreme power and difficulty is beyond the grasp of most people. Only your Epic PLs can be used to research the Higher level spells, and they are permanently spent by doing so. No magic has the power to bring them back to life.
Note to Serpenteye: Not even more powerful spell levels?
Example of Play: Redgar the Mighty has 600,000 inhabitants in his faction, a tech level of 5, and is producing 15 PP each turn. It requires 100 Power Points to raise Redgar’s lowly militia up to the Epic fighting force that he needs to establish so that Redgar can access 10th level magic. That means that at a minimum Redgar will need 5,000 (50x100 PPs) Power Points to research 10th level spells, and he will be sacrificing 100 Epic PL units with a minimum normal strength of +9/+8 each. It will require almost 340 turns (a little over 80 years) for Redgar to fully engage in such research if he starts with only Militia PLs. Once he gains access to 10th level magic and wishes to engage in 11th level magic research he must begin again from scratch, this time needing 20,000 (200x100PPs) Power Points! Obviously Redgar needs to start considering his options for conquest.
Affect an area the size of the Kevellond League, causing widespread death and destruction but leaving most common people alive.
The Alien Trait gives a cumulative bonus of +5 to the opposed roll both for defending his influence and expanding it in a territory where he has a greater percentage of control than any other faction.
Note to Serpenteye: I’m unclear what this circumstance is exactly and how it is applied.
Hi Edena!Hey there, Devilish. Nice to meet you!
Did you know you have a similar situation to what Maudlin had with Serpenteye (and Mr. Draco) in the 3rd IR? Except in this case, Knight Otu is running Aerdi, while you are playing Acererak. In the 3rd IR, Serpenteye and Mr. Draco played Aerdi, and Maudlin played Acererak.
And, heh, in that IR Serpenteye and Mr. Draco nuked Maudlin's power. So beware! Nice trust those Aerdians. Not at all. Not at all ...
Airwhale said:SerpentEye, Zelda:
So, I've been thinking, The main thing I want is just knowing that, should Zelda and I pick a spelljamming faction (Or a collalition of them), that we would not be in any poorer shape than a major faction. Sure, there would be tradeoffs, but I want to be relatively balanced, say, against the Scarlet brotherhood, the drow, and Iuz.
Airwhale said:The Industry rating of a province is related to it's population. Is the population set? Does it grow? Does it have a max? Can it be increased by magic? (It can obviously be removed by magic =) )
Airwhale said:I'm concerned that infiltration may be too powerful. At the very least, I'm confused by it. For 10 PP, you can buy 5 IC in a province. If you have 100% of the province, which gives you half an IC per PP spent. If you have 50%, then that gives you a quarter IC... etc.
Now, for the same 10pp, you can subvert 10IC from a province. This has the added benefit of removing 10IC from one of your opponents. I am confused about how the d20 die roll works for control... can anyone explain that to me?
Assuming you will win the die roll, that gives you 1 IC per 1pp, plus removes 1 IC from other empires in the area. If you have the special trait, you get 2IC per 1pp
Airwhale said:Now, more questions:
If a province you have control of is subverted, wouldn’t you know automatically just from the reduced PP you get from it? Can you subvert your own provinces? Do you always know how much control you have over your province? If you gain 10th level magic, does that just remove spies or does it also help you regain control of your economy? Is it possible to place spies in organizations, or just provinces? (I recall that some of the organizations don't really have a home base, per say, correct?)
Airwhale said:Questions on war and armys:
Are regular armys tied to an area? Are elite and epic?
Let’s say we have 10,000,000 regular armys fighting 1 epic army. All other modifiers are the same. Now, the epic army will always roll higher than the regular one, right? +8/+7+1D6 vs. +0/+0+1D6. Since casuilities are only taken when one side rolls lower then the other, the epic will never take any casulties. Thus, the 1 epic army will win vs. an infinite number of militia and regular armys, correct? Is this working as intended? Did I miss something?
How do you calcuate war if one side has a mix of armys?
devilish said:Not a rush or nag question -- but is the background up for the IR? I remember
reading in the last post about a rogue Steam-wielding Pit Fiend, but why did
the Gods close off the Sphere? Is the storyline the same as the 3rd IR?
Thanks,
-D