

Kreistor wrote:In Erfworld, Farms are inside Cities. (Note that Natural Allies can survive by farming and mining, so farming outside Cities is permitted by the Rules.) Controlling terrain to farm provides no economic advantage (At best, it provides provisions that reduce upkeep.) It splits your forces, making them easier prey for Barbarians or long range enemies.
summer update 33 wrote:The city hove into view as their stack crossed hexes. It was a Level Two, set on a low green hill. Its outer walls were little more than a man-height ring of stones on an earthen berm, with a front gate of wrought iron, flanked by stone blockhouses. Its garrison was a fort of logs around a round stone tower with a wooden roof. There was an orchard and a water mill outside the city, just above a ford in the brook.
...
He circled over the rows of green rye beside the road. The farms around this city were its real value. It would be good to reclaim them for Gobwin Knob.
...
She did not so much as nod, but he sensed her acknowledgment. One hex to go. They would not negotiate. They would break down the gate, and take the first of many, many cities. Maybe all the cities in the world.
summer update 36 wrote:And there was also a slaughterhouse and smokehouse. This struck Parson as particularly weird, because of how farms worked. As he understood it, if you had a farm, then one turn a piglet would pop on your farm. It would live there for a few turns, becoming a bigger pig each turn. Then at the start of another turn, it would depop and various pig-related foods would pop in the larder of the nearest city and/or the capital.
Gobwin Knob's slaughterhouse stood clean and empty, fresh sawdust on the bloodless floor.
But he had to go and look at it, or it wouldn't "work" as efficiently. They would get more bacon next turn because he had walked in and out of the slaughterhouse this turn. Or possibly the act looking at it would doom the pigs, cows and chickens on some farm. He wasn't really sure.

MarbitChow wrote:You throw in a whole lot of unfounded assumptions.
1) You assume that the Titans are still active. Yes, the Titans created Erfworld, but there is no evidence that they are still active in the present. They could just as easily be the original force that sets everything in motion, then no longer interferes. (I suspect that they do interfere, but not in Parson's favor; more on this in a moment.)
2) You assume that the Titans created EVERYTHING. We don't know whether they created 'the whole universe' in which Erfworld exists, so we don't know whether they were able to create it in such a way that things can be summoned from other dimensions intentionally, or whether that was an inherent property of the universe in which the Titans themselves came to be.
3) You assume that the Titans want to "win". Why do the Titans want to find a final winner? They may just want to be continuously entertained. Soap operas goes on for years, with constant 'winners' and 'losers' in the story, and continuous permutations of the same basic stories, yet people watch them avidly. Football, baseball, basketball, hockey... they're the same basic event every single time, and yet people follow 'their teams' for generations. Some teams come and go, yet the games continue indefinitely.
You have correctly itemized a whole series of conditions that make ultimate victory impossible. You have, however, arrived at an entirely incorrect conclusion. The Titans don't want Parson in Erfworld to break their game. The pieces in Erfworld - primarily the Hippiemancers aided by the Predictamancers - want the game to end, so that they might live. These pieces are opposing the will of the Titans, and by summoning Parson, have set in motion events that might actually end the game.
I'm not sure that the Titans can actively interfere significantly with the game once it is set in motion at all, but if they can, they are the ones who arranged every possible outcome against Parson in Book 1 deliberately,
But the Titans gave their pieces Free Will, and now they can't control the results.
Kreistor wrote:No, it isn't an assumption. That theory forms from extending the game world motif. Basically:
Therefore: 4) The Titans are playing a game.
Therefore: 6) The Titans are competing against each other to win the game.
Kreistor wrote:Which doens't explain why the Titans permitted the game world to tell the pieces that there is a hole in the barrier between universes.
Kreistor wrote:I think yo're trying to say that the Titans ensured Parson was summoned into a nightmare scenario in order to try to prevent him from influencing the world by destroying him? Under that theory, the Titans want the world to retain the status quo of viciousness and malevolence. Erfworld is, then, hell, designed to torture the inhabitants with lives of pain and horror. Perhaps its the Judeo-Christian in me that finds it entirely unsatisfying to believe in creatures that want such wretchedness being capable of creating anything with Erfworld's natural beauty. (the lakes, streams, sunsets, rainbows, etc.).



MarbitChow wrote:MMO Games create a persistent world in which their are continuous winners and losers, and yet the world continues without a game-ending "winner". If the Titans are 'players', the MMO motif can explain a perpetual Erfworld.
Kreistor wrote:Which doens't explain why the Titans permitted the game world to tell the pieces that there is a hole in the barrier between universes.
If the Titans are limited to the single universe of Erfworld, they do not have control over the interaction between universes. The Titans created Erfworld, but they may not have created the universe in which Erfworld exists. (They made the game, not the operating system...) The Titans have not been shown to be omniscient.
I'm saying that Parson's summoning is NOT the will of the Titans. It is the will of the inhabitants, living in a world created by malevolent deities. Take care to avoid equating the Titans to Jehovah. The Titans are fallible (one dropped gem accidentally), while Jehovah is not.
At the end of Book 1, Parson rages against a world that can allow mass slaughter to exist but censors verbal obscenities. This attitude seems to match those of some religious elements, who object to being exposed to obscenities but have no issue waging war against other religions.
Kagato23 wrote:One big assumption here I'm seeing is that people assume parson is the first.
No in the quote Parson looked at "it". Both the thing before and after the "it" that make any sense are the slaughter house.Kreistor wrote:Saladman, Parson describes in your quote needing to visit those farms to make them more efficient. He was Garrison at the time he wrote that, so he couldn't leave the City, not even step beyond the walls. Gobwin Knob's farms, therefore, must be inside the City.
Smaller cities may have farms outside the walls, but they still must be inside the City Hex in order to be visited by a Warlord assigned to this task.
So I suspect Parson is referring to the slaughterhouse and NOT the farms.But he had to go and look at it, or it wouldn't "work" as efficiently. They would get more bacon next turn because he had walked in and out of the slaughterhouse this turn. Or possibly the act looking at it would doom the pigs, cows and chickens on some farm. He wasn't really sure.
This can be overcome. Place a few suggestion and similar spells on who the new king/queen. Or just use a decrypted Tram for the King. Boom! Loyal sub-side. Or just keep the king in your dungeons. Then you can have a side under your control, and you get all the benefits of the split. Translovito tried something similar, (but wasn't you know effective about it.)1) Royal Sides split
First and foremost, the simple fact is that Royal Sides split. This rule ensures that no Royal Side can ever win the game, because when it grows large enough to threaten a victory, it creates its own competition by dividing into two Sides.
Fix'd already. GK is getting ganged up on and it doesn't matter. No one is ganging up on Charlie.2) Royal Sides gang up on Non-Royal Sides
A non-Royal Side could win the game, because it will not create its own competition, but the Royal Sides ensure none becomes large nough to threaten victory. Sides that can't win ensure Sides that could win will not win.
No. We know natural allies can farm in the wild, and its really strongly implied that there are farms outside the city. But we don't know enough about farms/mines, to really understand this. I suppose we do know that the hippiemancers maintain farms and they require maintenance. (Sizemore has rice patties to maintain.) Presumably those are artificial, but we don't know about other farms. And the artificial farms we have no idea what their requirements are, which may make artificial farms prohibitive (or farms in non-ideal terrain). For example, GK hasn't built farms all over the city.
Erfworld is a game where controlling Cities is important, but land is irrelevant. On Earth, the more land feeding your City, the more poeple you could feed and the larger your City would be. This would allow larger armies. To control more land, you build Forts that housed troops that protected more land that could be safely farmed.
Forts also defended against invasion. The soldiers they housed, if bypassed, could attack supply trains or hary the enemy's rear. Rations from upkeep, however, prevent the need for supply, making this function nonexistent.
In Erfworld, Farms are inside Cities. (Note that Natural Allies can survive by farming and mining, so farming outside Cities is permitted by the Rules.) Controlling terrain to farm provides no economic advantage (At best, it provides provisions that reduce upkeep.) It splits your forces, making them easier prey for Barbarians or long range enemies.
This is interesting, we certainly see many flavours of production. Parson's armor, Hippie-farms, Sizemore mining, casters making items ect. Some of those things have at least a short tree. Magic-->Rice patties-->Rice. And we see minor inventions, such as new spells or the jetpack. Or Parsons idea of turnamancer+dittomancer--> free upkeep. So optimization is possible, but the degree is unknown.6) .No Technology Tree or Control over Production
Kreistor wrote:Yes, it does; however, this game does not resemble an MMO. Combat is mass, with a few individuals given a higher place. That is more consistent with a Strategy game like Axis and Allies/Squad Leader than WoW or EQ, which is about individual conflict without the mass combat. If this was an MMORPG, you'd have a much greater prevalence individuals operating alone to individual success. Sorry, but that model just doesn't fit as well as the strategy game model.
Kreistor wrote:But what they do have control over is the magic that tells Casters what is possible. Even if the barrier has a flaw, they can ensure the magic they create does not inform the players of that flaw, or backlashes against anyone that attempts to exploit the flaw. they can protect it, if they want it protected.

Lamech wrote:No in the quote Parson looked at "it". Both the thing before and after the "it" that make any sense are the slaughter house.Kreistor wrote:Saladman, Parson describes in your quote needing to visit those farms to make them more efficient. He was Garrison at the time he wrote that, so he couldn't leave the City, not even step beyond the walls. Gobwin Knob's farms, therefore, must be inside the City.
Smaller cities may have farms outside the walls, but they still must be inside the City Hex in order to be visited by a Warlord assigned to this task.So I suspect Parson is referring to the slaughterhouse and NOT the farms.But he had to go and look at it, or it wouldn't "work" as efficiently. They would get more bacon next turn because he had walked in and out of the slaughterhouse this turn. Or possibly the act looking at it would doom the pigs, cows and chickens on some farm. He wasn't really sure.
1) Royal Sides split
This can be overcome. Place a few suggestion and similar spells on who the new king/queen. Or just use a decrypted Tram for the King. Boom! Loyal sub-side. Or just keep the king in your dungeons. Then you can have a side under your control, and you get all the benefits of the split. Translovito tried something similar, (but wasn't you know effective about it.)
2) Royal Sides gang up on Non-Royal Sides
Fix'd already. GK is getting ganged up on and it doesn't matter. No one is ganging up on Charlie.
No. We know natural allies can farm in the wild, and its really strongly implied that there are farms outside the city. But we don't know enough about farms/mines, to really understand this. I suppose we do know that the hippiemancers maintain farms and they require maintenance. (Sizemore has rice patties to maintain.) Presumably those are artificial, but we don't know about other farms. And the artificial farms we have no idea what their requirements are, which may make artificial farms prohibitive (or farms in non-ideal terrain). For example, GK hasn't built farms all over the city.
Also one thing that area of control does give you is more tamable units. More bats, more dwagons, more breakable feral mounts ect. Although costs may prohibit making large-scale use of this. Or costs might simply make invading your neighbor easier.
6) .No Technology Tree or Control over Production
This is interesting, we certainly see many flavours of production. Parson's armor, Hippie-farms, Sizemore mining, casters making items ect. Some of those things have at least a short tree. Magic-->Rice patties-->Rice. And we see minor inventions, such as new spells or the jetpack. Or Parsons idea of turnamancer+dittomancer--> free upkeep. So optimization is possible, but the degree is unknown.
"You know what I've always thought?" said Tramennis. "I've always suspected that perhaps it's up to us to improve upon it."
"Improve...upon the Titans' work?" said the Duke dubiously. "Highness, we are the Titans' work."
"I know! But perhaps that's the real test. Perhaps they want--"
Huh, Parson seems to be the key to all these problems.
MarbitChow wrote:I didn't say an MMORPG, although I could easily see such a game where every commander and overlord was played by a player. There are MMO games where sides are built, with each player running a side. (Google MMO Strategy to find dozens.) You can't win such games, and those are closer to the Erfworld model. My point being, your assumption that the Titans have set up a world where they want a winner is flawed, and the evidence you've enumerated actually shows that the intention of the creation is more likely to be continuous, eternal warfare.
You're assuming omniscience on the part of the Titans.
Assuming that they created the magic system that exists in Erfworld,
Kreistor wrote:This bears no resemblance to Erfworld, where Sides do capture cities, and can, superficially, win by conquering all. So, again, your mocel lacks key features that Erfworld contains. Civilization and Axis and Allies are still much better models.
Kreistor wrote:Assuming that they created the magic system that exists in Erfworld,
Clearly stated as an assumption in the first post. Will not defend this point.

MarbitChow wrote:Lord of Ultima allows you to capture cities, assuming that both you and the other player has built a castle (essentially, turned on the PVP flag). Neither Civ nor Axis & Allies are persistent MMOs.
You completely misread the comment, it seems. On the assumption that the Titans made the magic system, and it's not an inherent part of the universe in which Erfworld resides, it doesn't necessarily follow that they desire, or were even able to foresee, all possible actions that resulted from their creation of such a system:
Kreistor wrote:SO, could you bring that point about "Lord of Ultima" back to your original point of an MMO basis with an intent that Erfworld is not intended to be won? Because once you add the capacity to capture cities, the game can now be won in theory, and is not necessarily intended to never be won. In other words, your example undermines your point that the game isn't supposed to be won, because now it can, regardless of how difficult that may be..
Kreistor wrote:I think that was my point. You just want them to have had different unintended consequences from me.

5) People play games to win.
persistent world game
MarbitChow wrote:But that's not the point. The point is that NO persistent world game can be won unless it's been intentionally designed with clear, achievable victory conditions, and I'm not aware of any that have been created as such to date (maybe Warhammer? - but that splits people clearly into one of two or three sides). The very points you enumerate are all elements that I would expect to find intentionally embedded into a game that was not supposed to be able to be won.
Kreistor wrote:I think the ability to summon Parson was an unintended consequence. I think that continuous violent conflict in Erfworld is NOT an unintended consequence - I believe that it is the true goal of the original creators.
The image of Titans you create is one in which they look over their creation and think "what have we done?" and allow for Parson to enter, in order to right the scales and allow the game to come to a final conclusion.
I see Erfworld as a realm in which immortal beings create endless conflict for their own amusement, and believe that Parson threats to break that pattern and eventually eliminate the conflict, thus ending their entertainment.
Kreistor wrote:No single point I make is adequate to, on its own, prevent victory. It's the cumulative effort that reduces the probability of Victory to nothing. If you wanted to prevent Victory, you generally put one solid unwinnable effect in the game.
Kreistor wrote:Okay, let's look at that. Your Titans want a state of permanent conflict. I have a number of points that I think are inconsistent with that.
1) No non-combatants
2) No peasants means no rebellion
3) Absolute obedience by Units to Ruler
4) Disbanding is clean.
Kreistor wrote:You see, your version of the Titans are inconsistent. They are malicious, but have removed some of the most malicious things from the world. If they were that malicious, why not just create a world where all humans pop and are tortured by demons for years before dying? That's much more malicious. Your Titans want to be entertained, but they removed the best sources of struggle.
Kreistor wrote:So, no, I don't think "entertainment" is their ultimate goal.

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