
drachefly wrote:Doooubtful. Artie spent over a thousand turns training and made it from level 5 to 6 or something like that.
Karadan wrote:The exact reasoning isn't entirely spelled out, but it is likely that croaking enemy units (and certainly razing cities) generates income.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Orwell was Faq's Chief Lookamancer, and Marie was the Predictamancer. To enter or leave the kingdom undetected, it took the two of them to plot a safe route.
0beron wrote:Not sure if anyone has said this yet, but I think this shows us that FAQ had at minimum 5 casters, since we now know:And none of those are especially useful in combat (from a "DPS" perspective.) We know Predictamancers are deadly shots....but they need something to fire WITH, so I hypothesize that FAQ has a Shock, Weird, or Dirt.
- Predictamancer
- Lookamancer
- Croakamancer
- Foolamancer

0beron wrote:Not sure if anyone has said this yet, but I think this shows us that FAQ had at minimum 5 casters, since we now know:And none of those are especially useful in combat (from a "DPS" perspective.) We know Predictamancers are deadly shots....but they need something to fire WITH, so I hypothesize that FAQ has a Shock, Weird, or Dirt.
- Predictamancer
- Lookamancer
- Croakamancer
- Foolamancer
MonteCristo wrote:However, Stanely did say that Faq had a "whole lot of casters" which might imply that there was more than just 4 which seems like the usual maximum that most sides pop on their own.
Kreistor wrote:Karadan wrote:The exact reasoning isn't entirely spelled out, but it is likely that croaking enemy units (and certainly razing cities) generates income.
Oh, that's fairly simple to explain..
We know that when a side has X City Levels, X+1 City Level will generate less revenue than X. Prior to that, every City Level generates Y revenue per Turn.
Let's imagine Side A has X-1 City Levels. It needs only a Level 1 City to add Y its revenue. It Captures City Site M. The cost to build it to City Level 1 is C.
The number of Turns City M must survive to replace the cost of building it is C/Y. After that point, it is producing profit.
Transylvito wants to increase its income. It can Raze M for, say 80%xC.
It approaches Side A and says, "Give us Cx90% or we Raze M." Side A now has a decision. The cost to build M again is C, so this is 10% less. Transylvito is an old and powerful Side, so a straight up fight for M will only lose large numbers of Units. So Side A gives in to extortion. How often can they give in to Extortion and still see a profit from M? 1.9x(C/Y)+1 turns. If Transylvito extorts more often than that, M is a sink and needs to be Razed and abandoned.
If Transylvito actually Razes the City, Side A needs will still make a small profit if the City is rebuilt every C/Y+1 Turns.
I have not included the upkeep of the defensive units. You need to add that in to the equation, but we don't know the scale here, so I don't know if it can actually be ignored. (If it's much smaller, then it can.)
onlyme wrote:The more interesting thing: The croakamancer was kept in FAQ. Why keep a croakamancer with that big bonus on undeads, which also has a history of staying with the forces (both in the site that popped her and in Haffaton) at home? Just to be able to suddenly create a large army once you are able to thward a first strike on the city (assuming an attacker will not suspect FAQ is there thus be under-armed when first attacking it)?
onlyme wrote:MonteCristo wrote:However, Stanely did say that Faq had a "whole lot of casters" which might imply that there was more than just 4 which seems like the usual maximum that most sides pop on their own.
Have we actually seen a side that popped 4 casters? Jetstone perhaps. GK got some elsewhere, FAQ at least got Wanda elsewhere, ...
Remembering FAQ has three cities, I think 4 already counts as quite a lot. And remember it is Stanley speaking...

Kreistor wrote:You realise of course that, for example, Faq's Courtiers will be bringing in schmuckers by managing his Cities, yes?
Only when Jillian is out merc'ing. While in town, she's as capable of managing a city as any courtier, and with her levels, probably better at the job. While she's merc'ing, that function only makes profit for funding upkeep in FAQ if Jillian and her army are making more schmuckers than their own upkeep. So, no, at NO time are the courtiers funding Jillian, unless Banhammer chooses to let her rest and take in lesser revenue.That the courtiers with such duties have likely brought in more wealth relative to their upkeep than any other Unit in the Side?
Prove Jillian does not do the job better when at FAQ.
A thousand or more. That seems to me that somehow she isn't exactly certain of the time frame. Somehow. A thousandish would be something like "more than a thousand". Also note that even a thousand with a tiny growth rate for levels (30% specifically) means 1067 turns to get to 5. A far cry from level 1.Karadan wrote:I love how you're talking about over 4k turns as if it was nothing. The warlike nature of Erfworld and comments by various individuals seem to indicate that is something closer to how long you measure the lifespan of a side not individual units. Jillian herself comments (in thought) that FAQ went into hiding a thousandish turns ago, and that most sides that existed before then were 'long since gone' and that Haffton was 'large and old' but still wouldn't know about them directly, but instead have contact with commanders who had memories of such distant times.
The advantage to training, is it takes no risk. In all honesty it should be mandatory for casters. And all warlords managing cities. And all courtiers managing cities. I do note that from the Artemis pages it seems that the assumptions is that city stewards don't train very strictly though.I don't think you can really consider training as an acceptable form of... training for most side. Compare those hundreds of turns required for a single level to the dozens that it takes in combat (Or indeed, single turns of actual combat, with dozens of positioning and preparing). Jetstone seems to be a rare exception in that it is large and powerful enough to have the luxury of punishing a high level warlord by not using her for hundreds of turns. I don't think your average side can afford to not have units out of battle for that long.
There are no hidden sides, I haven't seen one! All though FAQ is probably fairly unique.FAQ also seemed to be an exception, but their bubble side only lasted a thousand or so turns. Sure, it likely would have lasted longer than that if not for Wanda, but only the Titans can say for how long. Everyone seemed quite impressed that FAQ had the level of success it did, so such sides are likely quite rare (Or so successful that we don't know about them I suppose).
Oh she certainly makes a profit, maybe not more than she would from managing a city, but more than kicking out a manager of a city and slotting in her would make.Also, as for Jillian being a boon or a drain on her side, well, that's fairly easy to factor out.
We have plenty of people saying that, but we have counter examples. Haffaton outright prefers to not fight. Yes, they get other people to do their dirty work, but they aren't fighting. Charlie makes the majority of his income from telecommunications. The entirety of the MK. And our good friends the natural sides, can survive on mining, farming, hunting and the like. And cities definitely generate income. Indeed just recently it was stated Haffaton's cities were producing a (small) cash flow.I also have to agree with Kreistor: There have been plenty of references to the fact that a completely peaceful side is impossible in erfworld, not just because someone else would try and attack them, but because it isn't economically possible. The exact reasoning isn't entirely spelled out, but it is likely that croaking enemy units (and certainly razing cities) generates income. It might be that killing a unit generates more income than it cost to make that unit in the first place (Hence why you might turn a profit from harvesting your own popped units as Parson considered). It might be that cities do not generate income, but instead represent a drain on resources, and that beyond a certain number they represent a significantly larger drain. Or a few cities might generate income, but so little that they can't sustain anything more than a token garrison, and certainly don't contribute to the side as a whole.
Hunting was stated to be a money making activity, as was farming, as was mining. Indeed some natural sides survive that way. Do I really need to dredge up that WoT again?Similarly there has been mention of being able to do things like hunt to reduce upkeep costs, but it is just that, a reduction, not a nullification. It is also not a guaranteed success, ala Artemis. And while no disadvantages or limits have been stated for doing so, it might cost move to hunt, or reduce your stats if you're ambushed while doing so, or it might not be infinitely sustainable in a limited number of squares.
MonteCristo wrote:Though still, i might say that it would probably have more to do with Banhammer's philosophy that would result in keeping wanda at home
Lamech wrote:MonteCristo wrote:Though still, i might say that it would probably have more to do with Banhammer's philosophy that would result in keeping wanda at home
I would suspect its because Wanda, the omni-caster can do all sorts of wonderful things. Say making scrolls of croakamancy, hats or suggestion dust, sell them in the MK and make a much bigger profit that way.
Lamech wrote:We have plenty of people saying that, but we have counter examples. Haffaton outright prefers to not fight. Yes, they get other people to do their dirty work, but they aren't fighting. Charlie makes the majority of his income from telecommunications. The entirety of the MK. And our good friends the natural sides, can survive on mining, farming, hunting and the like. And cities definitely generate income. Indeed just recently it was stated Haffaton's cities were producing a (small) cash flow.
onlyme wrote:
I wonder how those two casters work together. I guess it is not a link at that would need a thinkamancer and three-caster-link which is quite dangerous (unless one has learned enough thinkamancy which I think is quite unprobable, too).

CNagy wrote:We don't know enough about Haffaton to examine their finances, but I suspect if they make a majority of their income without fighting it is by contracting to sides that are fighting.

Karadan wrote:Parson indirectly states that FAQ could not have existed without Jillian. He mentions that farming your units for more than it cost to pop them being a 'hack' that would allow the maintenance of a bubble side like FAQ. This indicates that a bubbles side is unsustainable without a hack or some other form of income, which Jillian was providing in the form of mercenary work.
If it is true that a real bubble side cannot exist without a "hack" (FAQ was a pseudo bubble side since it relied on Jillian for income)
Then it must also be true that a bubble side's upkeep is greater than the revenue provided by its cities.
Since a bubble side could theoretically exist with virtually no units (If no one knows about it, there is no need for a major garrison to protect from attacks), cities must generate almost no revenue.
Kreistor wrote:Karadan wrote:Parson indirectly states that FAQ could not have existed without Jillian. He mentions that farming your units for more than it cost to pop them being a 'hack' that would allow the maintenance of a bubble side like FAQ. This indicates that a bubbles side is unsustainable without a hack or some other form of income, which Jillian was providing in the form of mercenary work.
If it is true that a real bubble side cannot exist without a "hack" (FAQ was a pseudo bubble side since it relied on Jillian for income)
Then it must also be true that a bubble side's upkeep is greater than the revenue provided by its cities.
Since a bubble side could theoretically exist with virtually no units (If no one knows about it, there is no need for a major garrison to protect from attacks), cities must generate almost no revenue.
Upkeep increases with level, shich explains the need for higher revenue, but that cannot be solved with temporary merc work. FAQ loses no units from home territory, so its upkeep rises and rises, until someone must be disbanded. But that doesn't make the side "unsustainable", so we are not yet given all of the rules on this subject.
Kreistor wrote:And, frankly, I don't think Rob has solved the issue. We know he only created the barebones rules he needed for Book 1, so he may have simply ssumed he could create the required rules if he everneeded to, not fully understanding our insatiable desire for rules. And he may have written himself into a corner. If we never get the answer, then we know that's what happened.
Lamech wrote:We have plenty of people saying that, but we have counter examples. Haffaton outright prefers to not fight. Yes, they get other people to do their dirty work, but they aren't fighting. Charlie makes the majority of his income from telecommunications. The entirety of the MK. And our good friends the natural sides, can survive on mining, farming, hunting and the like. And cities definitely generate income. Indeed just recently it was stated Haffaton's cities were producing a (small) cash flow.
The advantage to training, is it takes no risk. In all honesty it should be mandatory for casters. And all warlords managing cities. And all courtiers managing cities. I do note that from the Artemis pages it seems that the assumptions is that city stewards don't train very strictly though.
Hunting was stated to be a money making activity, as was farming, as was mining. Indeed some natural sides survive that way. Do I really need to dredge up that WoT again?
ftl wrote:Eh, Haffaton's just as military a side as any other, anyway. They expand, capture and raze cities, and so on. They just have deceptively peaceful-looking tactics.
Nothing says they have to pop more units, so there is no reason for their upkeep to rise. If a their side was truly sustainable, it would be just that. Jillian going out and doing merc work shows that FAQ isn't sustainable without war.Kreistor wrote:Upkeep increases with level, shich explains the need for higher revenue, but that cannot be solved with temporary merc work. FAQ loses no units from home territory, so its upkeep rises and rises, until someone must be disbanded. But that doesn't make the side "unsustainable", so we are not yet given all of the rules on this subject.
I considered saying this several times myselfAnd, frankly, I don't think Rob has solved the issue. We know he only created the barebones rules he needed for Book 1, so he may have simply ssumed he could create the required rules if he everneeded to, not fully understanding our insatiable desire for rules. And he may have written himself into a corner. If we never get the answer, then we know that's what happened.
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