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[CR@W] the Bannermen [Complete] - House of Fire (TOFU) Wins!
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- IcePack
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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D
Turn 3 Notification
We have a 15th clan anonymously sign up!
We have a 15th clan anonymously sign up!

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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D
Day 3 officially started, you have until 2400 CCT tonight 

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Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D
Approx 8 hour to deadline

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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]
Whew that was a tough update!
Starting Turn 4 Clan Submit Info for Sun Feb 5rd Now Due @ 2400 CCT
Thanks!
IcePack
PS - I'm trying to do my updates as early as possible to maximize the "24 hour" window for clans to submit their turns as much as possible.
Starting Turn 4 Clan Submit Info for Sun Feb 5rd Now Due @ 2400 CCT
Thanks!
IcePack
PS - I'm trying to do my updates as early as possible to maximize the "24 hour" window for clans to submit their turns as much as possible.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]
do barbs/nomads move randomly, or are they omnipresent, self-aware, and privy to seeing the whole map and its inhabitants?
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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]
Not much is known about barbarians and nomads by the Houses. I can't say to much about it, theres an element of random but they show signs of intelligence as well. Both barbarians and nomads have their own, independant way of thinking.hopalong wrote:do barbs/nomads move randomly, or are they omnipresent, self-aware, and privy to seeing the whole map and its inhabitants?

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Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D
Today was an exciting day
Our first clan met a barbarian.
Our first clan met a nomad.
Our first clan met another House.
Our first exchange of diplomacy.
Exciting times in the Realm!
- Singing Bards
Our first clan met a barbarian.
Our first clan met a nomad.
Our first clan met another House.
Our first exchange of diplomacy.
Exciting times in the Realm!
- Singing Bards

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Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D
can't wait for after game timelapseIcePack wrote:Today was an exciting day![]()
Our first clan met a barbarian.
Our first clan met a nomad.
Our first clan met another House.
Our first exchange of diplomacy.
Exciting times in the Realm!
- Singing Bards
Re: CLAN REALMS at WAR: the Bannermen [Turn 3 Clans Submit D
For clarification, since you collect GP at the end of turn, do you collect GP for any structures (i.e., cities) built at the beginning of that turn?IcePack wrote:You collect @ the end of the turn. So turn 1 you start with 0 GP, start of turn 2 you have 2 GP available.Fyrdraca wrote:I might have missed this in the turn order part of the rules, but what is the order of operations in regards to collecting GP and making purchases. For example, if we collect two GP at the start of turn 3 can we use part of that GP collected? Or do purchases have to be made with GP already in possession before the start of turn? Again, thanks for your efforts!
Right now, all clans have 4 GP available if not spent.
Example, build a city at start of turn 4. Collect 1 GP for city at end of turn 4 for use turn 5? Or not collect for city until turn 5?
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Re: CLAN REALMS at WAR: the Bannermen [Turn 4 Clans Submit D
You collect @ end of turn, so if you built the city in turn 4, you possess it @ end of turn so you'd have +3 GP heading into turn 5.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 4 IcePack Update
To many people enjoying super bowl drinks? Had a few misses today even w/ a reminder.
Working on my update now
Working on my update now

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Re: CLAN REALMS at WAR: the Bannermen [Turn 4 IcePack Update
Today was an exciting day 
Our first City was built!
Our first major engagement has begun!
The first truce of the realm has flourished!
Exciting times in the Realm!
- Singing Bards
Our first City was built!
Our first major engagement has begun!
The first truce of the realm has flourished!
Exciting times in the Realm!
- Singing Bards

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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]
Starting Turn 5 Clan Submit Info for Tues Feb 7th Now Due @ 2400 CCT
No new notes for today. Good luck out there, its getting dicey.
Thanks!
IcePack
No new notes for today. Good luck out there, its getting dicey.
Thanks!
IcePack

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D
Btw - lots of great questions & suggestions for v 2.0 (potentially, if we do it) coming in. Really appreciate it. I will gather all and provide a update tonight on those.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D
Q: Other than the fame, what happens if we attack a barbarian/nomad ? Who will we face? On what map do we play? if we are attacking the nomad , can we decide what map like we do for a lord? What happens if we get attacked by a barbarian?
And most importantly, what can we gain from attacking a nomad/barbarian ?
A: Some of the info you are looking for are purposely vague regarding these. In the realm, "not much is known" about them.
Its mysterious and strange to the Houses. So very little info is provided, including what happens when you meet them, who represents them, etc. maps that are played etc. Barbarians and Nomads are different in both how they act, and one is more qualified then the other to fight etc.
In game terms, if you attack them there is potential for your Lord to die obviously with a loss. Attacking a barbarian and nomad does both affect fame. Nomads have items that might be gained (potentially) with their death, although its unclear exactly what you will find. The 1d100 table I use is not made public for this.
Defeating barbarians keeps your area safe for awhile, although theres no guarentee that they wont come back eventually.
And most importantly, what can we gain from attacking a nomad/barbarian ?
A: Some of the info you are looking for are purposely vague regarding these. In the realm, "not much is known" about them.
Its mysterious and strange to the Houses. So very little info is provided, including what happens when you meet them, who represents them, etc. maps that are played etc. Barbarians and Nomads are different in both how they act, and one is more qualified then the other to fight etc.
In game terms, if you attack them there is potential for your Lord to die obviously with a loss. Attacking a barbarian and nomad does both affect fame. Nomads have items that might be gained (potentially) with their death, although its unclear exactly what you will find. The 1d100 table I use is not made public for this.
Defeating barbarians keeps your area safe for awhile, although theres no guarentee that they wont come back eventually.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D
Q: How does diplomacy work with inactive Houses?
A: You send a diplomatic message the same as you do any other House. I contact the inactive clans (just like I do if you approach their castle letting them know it might be their last chance to defend the castle and join in). If they choose to participate, they might respond to your message.
If they provide a message it will get passed on. They might join and still ignore it providing no response. If the clan confirms they will not participate at all, then I have some prepared responses to different proposals / requests and generally like everything else - roll to see which response is provided.
Q: How do you present Bannermen when they are found on the map? Do they fly their vassal state Banner, or theirs, or both? (IE: Does it Lord Bob from House Club who pledged as Bannermen to House Conquer, when you met them does it say "Lord Bob of House Club", "Lord Bob of House Conquer", or "Lord Bob of House Club, Bannermen of Conquer"?
A: They will show up as "Lord Bob of House Club, Bannermen of Conquer". As the army travels, they carry their own banner but place yours (the vassal state) above their own as a pledge to you.
Q: You mention you can request protection from our Bannermen, what does that mean?
A: It can mean a variety of things. You can strike a deal that they will take down a specific Castle, or stay near you in order to help defend some territory, the options are endless.
Q: Does that mean Bannermen can enter my Castle/City and help me defend it?
A: Yes
Q: Can they be the only defense in my Castle / City? Will they gather Gold for me?
A: Yes, they can. And yes, you will still have a military force there to impose your tax on the locals, so they will be able to collect your gold for you. However, they can also throw away the Bannermen agreement at any time, so placing them as your only line of defense in your main Castle carries a huge amount of trust. As they can turn on you and instantly take the Castle with no defenses (along with a section of your gold and kidnapped Lords through the appropriate rules etc).
Q: If my Lord and a Bannermens Lord are both in my Castle and someone attacks, we get to pick who defends my Castle? Can that be in the agreement?
A: Yes, and yes.
Q: For travelling with a Lord, if my Lord and my Bannermen are travelling. Can part of our agreement be that the Bannermen protects the Lord (takes on the challenges / games) from an ambush etc? How does this work with travelling, if one of them has higher initiative then the other will my Lord be exposed if he moves before the Bannermen even though there is the protection agreement?
A: This is something I didn't contemplate in the original design for diplomatic agreements. However, I think its a fair agreement that could be reached between two Houses potentially. So what I would say is, they would / could move together if both clans direct me to do so, but at the lower clans intiative. A clan can't move faster / higher in the iniatitive ladder then they were assigned, but I suppose for something like this, they could potentially choose to go slower.
Q: Did you think of making a scenario out of the Siege! map in order to play the battle with pre determined regions? Such as the defending Lord could always start with the throne, etc?
A: Thats a brilliant idea that I didn't think of. I guess I'll take that as another suggestion for the v2.0 (if we do one).
A: You send a diplomatic message the same as you do any other House. I contact the inactive clans (just like I do if you approach their castle letting them know it might be their last chance to defend the castle and join in). If they choose to participate, they might respond to your message.
If they provide a message it will get passed on. They might join and still ignore it providing no response. If the clan confirms they will not participate at all, then I have some prepared responses to different proposals / requests and generally like everything else - roll to see which response is provided.
Q: How do you present Bannermen when they are found on the map? Do they fly their vassal state Banner, or theirs, or both? (IE: Does it Lord Bob from House Club who pledged as Bannermen to House Conquer, when you met them does it say "Lord Bob of House Club", "Lord Bob of House Conquer", or "Lord Bob of House Club, Bannermen of Conquer"?
A: They will show up as "Lord Bob of House Club, Bannermen of Conquer". As the army travels, they carry their own banner but place yours (the vassal state) above their own as a pledge to you.
Q: You mention you can request protection from our Bannermen, what does that mean?
A: It can mean a variety of things. You can strike a deal that they will take down a specific Castle, or stay near you in order to help defend some territory, the options are endless.
Q: Does that mean Bannermen can enter my Castle/City and help me defend it?
A: Yes
Q: Can they be the only defense in my Castle / City? Will they gather Gold for me?
A: Yes, they can. And yes, you will still have a military force there to impose your tax on the locals, so they will be able to collect your gold for you. However, they can also throw away the Bannermen agreement at any time, so placing them as your only line of defense in your main Castle carries a huge amount of trust. As they can turn on you and instantly take the Castle with no defenses (along with a section of your gold and kidnapped Lords through the appropriate rules etc).
Q: If my Lord and a Bannermens Lord are both in my Castle and someone attacks, we get to pick who defends my Castle? Can that be in the agreement?
A: Yes, and yes.
Q: For travelling with a Lord, if my Lord and my Bannermen are travelling. Can part of our agreement be that the Bannermen protects the Lord (takes on the challenges / games) from an ambush etc? How does this work with travelling, if one of them has higher initiative then the other will my Lord be exposed if he moves before the Bannermen even though there is the protection agreement?
A: This is something I didn't contemplate in the original design for diplomatic agreements. However, I think its a fair agreement that could be reached between two Houses potentially. So what I would say is, they would / could move together if both clans direct me to do so, but at the lower clans intiative. A clan can't move faster / higher in the iniatitive ladder then they were assigned, but I suppose for something like this, they could potentially choose to go slower.
Q: Did you think of making a scenario out of the Siege! map in order to play the battle with pre determined regions? Such as the defending Lord could always start with the throne, etc?
A: Thats a brilliant idea that I didn't think of. I guess I'll take that as another suggestion for the v2.0 (if we do one).

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D
Added a diplomacy tracker so everyone can get an idea of alliances etc through the singing bards

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D
Q: In our dealings do we always have to deal in full GP, or can we do 0,5 (0.5) GP?
A: I don't mind using 0.5's, but please no smaller denominations etc. and avoid 0.75 etc etc. Either a full or a half would be appreciated.
A: I don't mind using 0.5's, but please no smaller denominations etc. and avoid 0.75 etc etc. Either a full or a half would be appreciated.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 Clans Submit D
Something like ~7 hours remaining to get your submittal in.

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Re: CLAN REALMS at WAR: the Bannermen [Turn 5 IcePack Update
Ok, updating!
We almost had 100% participation that round...so close...

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Re: CLAN REALMS at WAR: the Bannermen [Turn 2 Clan Submit]
Starting Turn 6 Clan Submit Info for Thurs Feb 9th Now Due @ 2400 CCT
Thanks!
IcePack
Thanks!
IcePack

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- TX AG 90
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Re: CLAN REALMS at WAR: the Bannermen [Turn 6 Clan Submit Da
IcePack,
I'm assuming there is an unwritten rule that if we haven't made contact with another House in order to establish Diplomacy, we shouldn't be exchanging in-game information. For instance Clan A and Clan B are friends and even though they are on opposite sides of the Map, they PM each other and share info.
To me, this would be akin to Secret Diplomacy. However, sine it's not explicitly pointed out in the Rules, some may think that by doing it they are practicing "gamesmanship".
If my assumption is correct and we shouldn't be doing that, can you put it into the rules?
I know it will be impossible to enforce, but for some that will be enough of a deterrent.
Thanks!
TX
I'm assuming there is an unwritten rule that if we haven't made contact with another House in order to establish Diplomacy, we shouldn't be exchanging in-game information. For instance Clan A and Clan B are friends and even though they are on opposite sides of the Map, they PM each other and share info.
To me, this would be akin to Secret Diplomacy. However, sine it's not explicitly pointed out in the Rules, some may think that by doing it they are practicing "gamesmanship".
If my assumption is correct and we shouldn't be doing that, can you put it into the rules?
I know it will be impossible to enforce, but for some that will be enough of a deterrent.
Thanks!
TX
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Re: CLAN REALMS at WAR: the Bannermen [Turn 6 Clan Submit Da
You are correct - diplomacy should only be conducted with Houses you've met on the map. You should not be randomly sharing your map with friends or revealing what House you are etc until the game mechanics naturally allows for it.TX AG 90 wrote:IcePack,
I'm assuming there is an unwritten rule that if we haven't made contact with another House in order to establish Diplomacy, we shouldn't be exchanging in-game information. For instance Clan A and Clan B are friends and even though they are on opposite sides of the Map, they PM each other and share info.
To me, this would be akin to Secret Diplomacy. However, sine it's not explicitly pointed out in the Rules, some may think that by doing it they are practicing "gamesmanship".
If my assumption is correct and we shouldn't be doing that, can you put it into the rules?
I know it will be impossible to enforce, but for some that will be enough of a deterrent.
Thanks!
TX
I'll add it to the rules on my next update day.
I hope that this is not occurring. There's no way to control it but I would be disappointed if people took advantage of that type of thing w something so new / that we are working through together as a group to make better as we go.

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