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.



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.


Intermission 35 wrote:When a city had a Warlord to manage it, costs were lowered for things like city improvement and production of extra equipment and provisions. It also increased the amount of Shmuckers the city produced, and reduced the upkeep for units which spent the entire turn in the city.
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.



Given that we already have upkeep reduction mechanics from Farms (which we've implemented in two different ways, no less), which is to say that I already deal with that exact thing every budget, I wouldn't consider that an annoying extra detail at all.0beron wrote:I think the reduced upkeep bit would be an annoying bit of extra detail to deal with.Intermission 35 wrote:reduced the upkeep for units which spent the entire turn in the city.
The phrasing here implies to me that there are ways for cities to pop extra equipment and provisions deliberately, at a cost- that is, spend Schmuckers to get Loose Materials, in our terms. Maybe even spend Schmuckers to get Nice Things, which would make Fabrication less valuable but still useful since it lets you get things which would otherwise cost you for free. A managed city would have a reduced cost for this. Something along the lines of 100 Schmuckers per popped Loose Material seems appropriate, and then reduce that cost by something like 5% per level of the managing unit.Intermission 35 wrote:costs were lowered for things like city improvement and production of extra equipment and provisions

True, but Farms got easier by making them a flat rebate, whereas this would require you to track specific units and apply a % discount...also there's the fact that upkeep is paid at start of turn.Exate wrote:Given that we already have upkeep reduction mechanics from Farms (which we've implemented in two different ways, no less), which is to say that I already deal with that exact thing every budget, I wouldn't consider that an annoying extra detail at all.
Not a bad idea. The numbers might need tweaking, but the concept seems logical.Exate wrote:[Stuff about Schmuckers > Loose Materials]
Courtiers are largely undefined in the comic. They obviously must have a purpose, otherwise they wouldn't exist, so for the purposes of the game, we've assumed that when it comes to city management, they're the same.Exate wrote:Also, note that we currently mostly use Courtiers to manage cities- not Warlords...
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.


This doesn't actually require you to track specific units and apply a % discount, any more than the farms do. Both "reduce upkeep". As for upkeep being paid at the start of turn, just apply it to all units which didn't move in the prior turn and are in the city. Easy enough.0beron wrote:True, but Farms got easier by making them a flat rebate, whereas this would require you to track specific units and apply a % discount...also there's the fact that upkeep is paid at start of turn.
That may be what we've done, but it does not necessarily have to be what we will always do. And courtiers are not so ill-defined as all that; there is quite a bit of implied information in one of the updates from Don's point of view:0beron wrote:Courtiers are largely undefined in the comic. They obviously must have a purpose, otherwise they wouldn't exist, so for the purposes of the game, we've assumed that when it comes to city management, they're the same.
So it's fairly clear that either warlords or courtiers can manage cities, the effects of which might be identical or might not- it's definitely more cash-efficient to use courtiers, but that could be because the courtiers have less upkeep or for some other reason. Courtiers may also have other purposes- certainly, we use them for building resource points, but resource points as we've implemented them are rather dissimilar to anything in the comic.Book 2 - Text 16 wrote:The court of Transylvito wasn't much of a court, since there were no courtiers.
Don had never trusted them. When he took the throne, he had inherited a few advisers and officiants, of course. But after his son's mistake, he'd ordered them off on various diplomatic outings until they'd all been croaked or turned. Slimy bunch.
He had never popped any replacements. It was a risky extravagance to use only warlords for city management, but it was part of his system.
...
Unfortunately at this moment in his reign, having only casters and warlords for advisers was a problem. For one thing, most of Transylvito's cities were going unmanaged, because the warlords were now in shorter supply. That was not such a big deal, but it did waste Shmuckers. Benjamin was on his case about it.

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.






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.



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.


My stance on this would be that cities can spend Schmuckers to produce anything that a unit with Fabricate can produce- it just costs instead of being free.0beron wrote:It also seems to imply that cities can automatically produce these things, without need of Fabrication units?


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.


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