Thanks for the continued discussion. Good stuff.
Much of this reply is "Oops, I described it wrong, you're right." My bad, edits to clarify the OP will go in later. Feel free to suggest what it should be replaced with specifically!
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@Frank
Sure. I disagree, of course. I hate the idea that when you retire you can't be as effective in Strategus. The guy who gave me the "level lock" idea actually advocated just a pure "Everyone starts and stays at 30, you can change 1/week like STF's". I tried to preserve the development aspect without forcing you to refrain from Strategus action.
Also, the language wasn't clear at all for the "Map Options" post. All of those things are character specific. A player can only see his information, change his fief, etc. Nothing about other players. My bad.
Clan HQ is always the King's fief. Want to change it? Change King. Easy as that- this is virtually the only reason to be King anyways, there's no other benefit that Lords can't do. Again, my bad on being unclear about this- it is as you describe, which is the goal. Also, having one HQ makes sense as players then are benefited from focusing on teamwork-building up fiefs.
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@PhantonZero
My numbers suck. Hard. Take them with a grain of salt, as I tend to throw them out at random. My bad! I like the way "dozen" sounds. I should have said like, "over four score".
Cities, in my mind, should take at minimum a dedicated and aggressively organized team of 50 crafters, raiders, and traders. Cities should NOT be common. Building them up and capturing them should take an enormous amount of time and drastically change the tides of war.
"What if you aren't a retainer, don't have a fief?"
It takes 24 hours to make a Camp- this is absolutely free. After your first day or two in Strategus, you should be able to move around the map, find a spot, plant a camp and start pumping out gold and troops. If you want to produce, a day or two is all it takes.
"... then your time is useless..."
In Strategus- yep! And you don't get the bonus gold, either. This heavily incentivizes players to get involved in Strat, find people willing to pay well for their services. Nobody is forced to join Strat, but they are encouraged and rewarded.
Also, if a Retainer wants a reward in Silver, Troops, hell even Heirlooms then that's absolutely possible with agreements outside the suggested mechanics. That gold can be converted from the Master's Silver is just facilitating the already thriving Cash-4-Gold market on the forums.
"Nobody needs to trade those goods, just need them for their own buildings..."
Well, sort of. If they really want to try and build a city with all the trimmings, yes, you're going to need some serious resources. Problem is, that's really, really hard. I wish I could throw numbers on it, but they'd just be arbitrary like every other number I've used so far.
Would simply having more resources be better? I envisioned a system akin to Settlers of Catan when I started writing, but cut out several of the resources later on to avoid complexity for complexity's sake. Again, totally just a personal preference thing, but I don't like that. Simple is, usually, better.
Then again, the market of the game gets more interesting with complexity. Your point isn't lost on me.
Lastly, on this point, inter-factional trade would DEFINITELY happen. If you need 1000 wood and stone, but have 1500 wood and 200 stone, that faction would be stupid if they didn't get rid of that extra 500 wood to speed up their pace towards the stone quota, EVEN IF they actually needed that 500 for the next level of the project. Stockpiling resources, even with this simple 3-resource and silver system, keeps resource balancing very important. Again, I look towards the uniqueness of random number Settlers of Catan games.
Is there a happy medium between trading too few resources like my system and trading Chairs for affluence-structures in yours? Again, open to the idea, just needs more specific details.
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@ Everyone
I really, 100% hate the chadztext for heirloom benefits in Strategus. It makes a mess of inventories, they provide really big benefits for people who grind cRPG at stupid high rates, and are completely arbitrary for when you get it. I thought it was cool in theory, it just wasn't in practice. I used to feel otherwise, so I understand if you disagree.
No heirlooms in Strategus, imo. These are big battles between armies with mass produced weapons; not the King's favorite sword made 500 times. The only, ONLY exception might be for like, if the Commander of the battle shows up for his own fight he gets one round with one or two MW equips of his choice. Still... meh. Not crazy about that, either, as it could upset the balance.
Anywho, I'll edit-for-clarifying the common ground stuff tomorrow!