Galan

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  • in reply to: general question from noob #11482
    Galan
    Keymaster

    How firm is the “due date”, and where is the “due date” printed in the turn results?
    — Firm; for Cycle 10 the cutoff date was 6/24 with the actions being pulled on 6/25. We start processing at that point. We can still work in a late turn if it gets to us prior to our finishing the SA’s, but don’t count on it.

    Since I am a new player, probably in an isolated location, is it possible for a moderator to accept my turn a few days late, knowing that I won’t be impacting any other players? Or should I just double-down on my rule studies, ask more questions, and get a good first set of orders ready for NEXT cycle?
    — You would be started in an area that has a lot of activity. If you are in a rush, you almost always start near a city. Move to it and get a CVR.

    How do I set up my initial skills for my Knight and 3 Followers?
    — Currently you would use a Special Action (SA) for character 0 and tell us what skills you want each of them to have. There is not a rush on this.

    What are the factional abilities for Tuatha?
    — Tuatha is being rewritten and will be published in the next rule book.

    Do I start out “in control” of the city I start in?
    — No.

    What is in the city? What buildings, what’s in the market, how is it defended, what other players and NPCs are walking around?
    — You need to gather a CVR – its a UNIT action. Move to the city. Enter the city with a single unit and request a CVR.

    I have a Baggage Train and 6 Units – are they independently movable, or inherently part of my clan?
    — They are part of your clan

    Is there a “Unit” for my entire clan? Or is my clan the sum total of all units?
    I have 1000 people (“retainers”) who are unmounted and unarmed, and 190 people who are armed and mounted?
    — Your clan is the sum of its parts

    Where do “unassigned retainers” exist? (I don’t have any yet, but I see a place for them in the setup)
    — As you recruit, they will show up in Unit Pools and you can assign them from there.

    I see 100k “provisions” and also quantities of “fruit”, “fish”, and “grain” – how are these different?
    — Provisions are what you eat each cycle. Provisions are made from various things, some of which are fruit, fish and grain.

    Where are provisions, food, gold, and armaments “stored”? I see wagon cargo = 0
    Everything except provisions / gold are shown in your stockpile. Your provisions and gold are shown in separate areas. Both are assumed to be in your baggage train; but can be with your largest unit if Unit Zero does not exist.

    I read somewhere that a clan and a city are each $5/turn, but we start with a clan and a city, right? Does that mean the minimum charge is $10/turn?
    You only start with a Clan. Cities have to be assigned by a Senior or you could take control of an Independent city.

    in reply to: Jon Capps #10525
    Galan
    Keymaster

    All – This is not “MIDGARD” of old, it is KnightGuild, and is based off of the old Midgard – but different.

    in reply to: Rulebook available? #10407
    Galan
    Keymaster

    You can join the Site (via the Join Us button) – it does not obligate you to play and gives you access to everything on the site. It cuts down on the spam we get.

    in reply to: Steps for taking part in play test? #7124
    Galan
    Keymaster

    The play test phase is over. We are running turns and are accepting new players. We are not currently charging for the positions, but will be in the next few turns.

    in reply to: Rule book – Revisions #4776
    Galan
    Keymaster

    Religions will still be Factions; but they can have followers in other Factions. This allows a Religious Faction to gain money for their Seniors. You can use the DECLARE action – so DECLARE / IMPERIAL / / SEEKER / would make you an Imperial Clan but a follower of the Seeker Religion – not a SEEKER clan, so you don’t gain experience in the Seeker hierarchy.
    You can gain skills from the Seeker temples and are generally treated favourably in their cities.
    Each Faction still has only one master (level 0 is GM controlled) and a set number of goals.
    We are still changing up the goals for the Factions and are going to be changing the Brotherhood, Cult of the Dark One, and possibly the Roder.

    in reply to: New Faction: The Misthophoroi #4681
    Galan
    Keymaster

    This is the mercenary faction we have been discussing. It is still evolving, but it is close.

    in reply to: Kingdoms: Camden and Raondra ? #4643
    Galan
    Keymaster

    The foundation for Camden and Raondra as Kingdoms were formed before Midgard was invaded by the Imperials. Nobles of the great houses (Roder, Getham and Boda) had extensive holdings on the continent and when Midgard fell to the Imperials, they split off and saved what they could. Camden has mostly Roder / Getham roots, while Raondra is mostly Boda / Getham. New royal houses were established and while all claim (publicly at least) to want to reunite Midgard under one rule, they tend to leave off the part about under “whose” rule. It is generally thought that all of the royal bloodline of Midgard was killed in the Imperial invasion, but there are rumours.

    in reply to: Steps for taking part in play test? #4620
    Galan
    Keymaster

    Very true! I think I have gotten everyone into a test position that wanted one. If not, please let me know.

    in reply to: Status 2020-08-30 #4618
    Galan
    Keymaster

    Thank you! I will be pulling the turns off of the web site around the 28th. Please have your actions submitted by then.

    in reply to: Status 2020-08-30 #4499
    Galan
    Keymaster

    All play testers should have a city as well as a clan. If not, let me know!

    in reply to: Status 2020-07-20 #3972
    Galan
    Keymaster

    Stockpile items and markets should show the abbreviations – I missed it and will get it updated.

    Weather – is still being calculated and set along with GMs. I also modified weather a bit depending if you were on the equator or close to the poles. It just was missed from the reports. It will be corrected.

    Action Summary starts with a description of your mode and all of the various adjustments based on wagons, various animals, weather, etc. It has been one of the more difficult things to code.

    in reply to: Kingdoms: Camden and Raondra ? #3971
    Galan
    Keymaster

    1) As the Imperial and Cymru Kingdoms are playable Organisations, will Organisation descriptions for Camden and Raondra also be added to the rulebook and available as playable Organisations?
    — Yes, eventually.
    2) Are there border disputes, skirmishes or larger scale conflicts between the 3 Kingdoms of the “broken” continent, or is there a stable peace treaty in place?
    — Yes, still disputes, skirmishes, etc. between the Imperials and the other two, less between them.
    3) The Imperials previously had Preserves, Forts and Ports in the lands south of the river that runs through the middle of the “broken” continent. Have these been converted to holdings of the relevant (new) Kingdom, or are they still Imperial holdings?
    — Yes, this is in progress.
    4) Does the Imperial Homeland still exist as a separate continent, or is the northern half of the “broken” continent being rewritten as being the Imperial Homeland?
    — The Imperial Homeland still exists.
    5) The Factions and Religions exist in all 3 Kingdoms. Do clans have cultural links to their “Kingdom of Origin” that have any significance, or are the Kingdoms just bureaucratic divisions of a single “Midgard culture”?
    — This is an interesting question and I can go either way with it. If Clans decide to write it into their backgrounds, then we will use it. Factions, Religions and Groups can exist in any Kingdom. Nothing prevents the Roder, Boda or Gift from building a City in Cymru IF they work with Cymru and receive permission from the Kingdom. Religions can gain converts anywhere; eventually gaining influence and using that influence to sway Kingdoms or Factions.

    in reply to: The Factions of Kalmar #3542
    Galan
    Keymaster

    Penn does not have a later version of the rules, but he has made numerous suggestions. We liked the one expanding from 7 to 8 skills, but I did not feel comfortable with setting them in stone. Since I allowed the Seekers / Cymru to set their choice, I felt it only fair that other factions have the same privilege.

    The version of the rules I am coding to matches 8.33, the next one, 8.34 with various changes will not go into effect until it is uploaded. At that time I will add the 8th skill to the descriptions.

    in reply to: Download #3031
    Galan
    Keymaster

    All should now have access.

    in reply to: Roll Call – list of names to establish who is present. #3030
    Galan
    Keymaster

    Hi Nigel – it is really amazing how many copies I have been provided of the various cities in the game – from several game companies! I have all of the original Delta Games stuff (as it came when we purchased and ran it from Time Space Simulations).
    However, the old code is just that – old code. It travelled the world! I am allowing folks to resurrect their old clans after game start and one for the play test – of course, that was when I thought I would be lucky to get 10 players.
    Now I will recreate positions after game start. However, do not be surprised if I adjust the position considerably.

Viewing 15 posts - 1 through 15 (of 124 total)