Game Rules & Questions Thread: KTs

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Game Rules & Questions Thread: KTs

Postby Forum Administration » 08 Dec 2007, 01:29

Please direct any questions about the game's rules on Kingdom Turns, or other questions you may have about KTs, to this thread. A helpful GM, a knowledgable player, or maybe even a lazy administrator will be along to answer you shortly. :wink:
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Re: Game Rules & Questions Thread: KTs

Postby Silverwarp » 22 Jan 2017, 05:07

A few questions regarding exp on the KT for the pre-game:

Does the Commandant of a city get exp per turn similar to the governor or a fort commander or none?

What is the exp gain for real estate search?

Does civil development encompass all civil actions in the KT? The footnote talks about staffing the building, so I wasn't sure if that also included constructing, demolishing, and market functions too.

What is the exp gain for hiring troops in the KT?

Will the city of Wan pay any salary each season or are we all a volunteer officer corp (e.g. working for free)?
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Re: Game Rules & Questions Thread: KTs

Postby Sir Ebrum » 22 Jan 2017, 13:49

Many of the exp numbers will be re-worked to account for KTs covering 3 months at a time.

A city commandant gets the same exp as a fort commander.
A real estate search gives the same exp as an officer search, but success gives Intelligence instead of Charisma exp.
Long searches will be removed, as they are now redundant (every KT action takes 3 months).
Civil development is staffing buildings only.
Construction gives the same exp as producing armaments.
Demolishing and market functions give very little if any exp.
Hiring troops gives the same exp as drafting troops.
The kingdom ruler is responsible for meeting payroll, and may not pay the officer corps any less than the salary to which they are entitled.

Edit: fixed the bit about searches.
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Re: Game Rules & Questions Thread: KTs

Postby ShadInquis » 23 Jan 2017, 20:14

When manufacturing arms/bows/horces during KTs, how do we round.

Example: Unit cost works out at 12.333, and I want to manufacture 100 items. Is the total cost:
a)12.333 rounded down to 12. Then total cost is 1200
b) 12.333 rounded up to 13. Then total cost is 1300
c) 12.333 not rounded. Total cost is 1233.3, rounded to 1234

Which is it?
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Re: Game Rules & Questions Thread: KTs

Postby SCZhuge13 » 23 Jan 2017, 21:55

1. To Economics or not to Economics.

The KT Structure "Civil Office" reads as follows:

KT Rules wrote:Civil Office
Pre-Requisites: Agricultural or Economic Office
...


The Economic Office appears nowhere else in the Structures section of the KT Rules. Or anywhere else in the KT Rules, for that matter.

Is this supposed to be a different building? Is a building missing from the Structures rules? Or should this building option be removed from the pre-requisites for a Civil Office?

2. But mooooom! How long do I need to study for?

The Study Skill rules talk of needing to study for a certain amount of time in order to complete learning of a new skill (or upgrading an existing one). Other than a one-liner, though, there are no references to how long you need to study for. here's that one-liner for reference, at the very end of the quote:

PT Rules wrote:Study Skill
Study; <Skill>; <AP to spend>; <study progress> [use 0 to start a new study or put the points completed and required as returned at the start of the study for a skill in progress]
Study; Cunning; 26; 0
Study; Cunning; 26; 432/3300


Is there meant to be a target time/number total for studying a skill? E.g. 1100 for 1SP skills, 2200 for 2SP skills, 3300 for 3SP skills, some variable number for (e) skills. Or does it depend on various factors? I have a hunch that we'll be given the total number to shoot for as part of our PT results but I noticed the target totals were missing up-front and thought it odd and wanted to ask here first.

Thanks!
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Re: Game Rules & Questions Thread: KTs

Postby Xe of Greed » 23 Jan 2017, 21:59

Office of Economic Development
Pre-Requisites: None
Cost to build: 750
Seasons to Build: 1
Staff: 1-3
Special Functions/Benefits: Great increases to Tax revenue.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 2


It's below Civil Office under the Economic Tree, in the Simzhou rules thread.
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Re: Game Rules & Questions Thread: KTs

Postby Aureal » 24 Jan 2017, 00:35

SCZhuge13 wrote:Is there meant to be a target time/number total for studying a skill? E.g. 1100 for 1SP skills, 2200 for 2SP skills, 3300 for 3SP skills, some variable number for (e) skills. Or does it depend on various factors? I have a hunch that we'll be given the total number to shoot for as part of our PT results but I noticed the target totals were missing up-front and thought it odd and wanted to ask here first.

Thanks!


viewtopic.php?p=1463994#p1463994
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Re: Game Rules & Questions Thread: KTs

Postby Xi Jing » 29 Jan 2017, 22:33

Might be a typo, but the KT rules have thrown me off on how the Civil and Military Engineer skills affect KT defense development.

Chapter 7: Kingdom Turns wrote:Defense [Civil]
Effect: Improves the location's Defense stat.
Cost: 100 gold
# of Officers: 1-3
Formula: (War/10)+[Military Engineer bonus]


2.2 Skill List wrote:Civil Engineer (3sp)
+20 to City Defense when developing City Defense. -10% to cost of Monuments and Buildings. Buildings take half as much time to construct.
(e) -- +30 to City Defense, -15% to cost of Monuments and Buildings.


2.2 Skill List wrote:Military Engineer (3sp)
Can use the Construct Barricade, Bridge, Camp and Road commands. Can use the Destroy Bridge command. Can use the Repair and Tunnel commands, as well as the Sap KT plot. The commander is skilled in putting together army encampments, giving the army the base level Fortified status while in the field.
(e) -- Bonus to success and damage of Destroy Bridge, Sap and Tunnel. Gold cost for Repair is reduced by 50.


Checking to see if it should be: (War/10)+[Civil Engineer bonus].
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Re: Game Rules & Questions Thread: KTs

Postby Xu Quan » 30 Jan 2017, 17:50

Raid (2sp)
Can use Raid command. With Arson, can use Fire Raid command.
(e) -- Bonus to Raid success rate, +10% to damage of Raid.


Are the bonuses conferred by Raid(e) also applicable to the Fire Raid command?
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Re: Game Rules & Questions Thread: KTs

Postby Silverwarp » 05 Feb 2017, 06:31

I think I mentioned these in the KT ideas thread, but I would like to get these clarified for the KT.

Can you build a building requiring a prerequisite on the same turn that the prerequisite is built? For example, can you build a Civil Office on the same turn that the Economic Office is built? Or does the prerequisite building have to be in existence on the turn you start building it?

Is the food from the harvest based on the food buildings staffed in the season before the harvest or is it from staffing throughout the year? If it's the former, are there any reasons to staff the buildings other than protection from plots or other tangible benefits such as PS and Pop growth?
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Re: Game Rules & Questions Thread: KTs

Postby Aureal » 04 Mar 2017, 01:36

Xi Jing wrote:Checking to see if it should be: (War/10)+[Civil Engineer bonus].


Fixed.

Xu Quan wrote:
Raid (2sp)
Can use Raid command. With Arson, can use Fire Raid command.
(e) -- Bonus to Raid success rate, +10% to damage of Raid.


Are the bonuses conferred by Raid(e) also applicable to the Fire Raid command?


It didn't, but I guess it probably should...

Silverwarp wrote:I think I mentioned these in the KT ideas thread, but I would like to get these clarified for the KT.

Can you build a building requiring a prerequisite on the same turn that the prerequisite is built? For example, can you build a Civil Office on the same turn that the Economic Office is built? Or does the prerequisite building have to be in existence on the turn you start building it?


Standard practice has been that as long as it's done by the end of the turn (not on turn 1 of 2 or something) you can use it normally. I don't think that's changing.

Is the food from the harvest based on the food buildings staffed in the season before the harvest or is it from staffing throughout the year? If it's the former, are there any reasons to staff the buildings other than protection from plots or other tangible benefits such as PS and Pop growth?


Currently the complexity looks too great for year-round effects on the harvest to be practical. I would like to see it though, so if we work out a way for it to happen that could change.
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Re: Game Rules & Questions Thread: KTs

Postby Xu Yuan » 14 Mar 2017, 15:17

I was reading through the rules since it seems that part of our KT plan will be to sell some food to make up the difference with Officer Stipend and still follow through with initial building plans (We did not count on nearly half of our funds being eaten by 50+ officers). The only problem is I can't see any exchange rate listed for Food-Gold and vice-versa. If I could have this exchange rate I could properly plan on our next moves.
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Re: Game Rules & Questions Thread: KTs

Postby Sir Ebrum » 01 Apr 2017, 21:54

Xu Yuan wrote:I was reading through the rules since it seems that part of our KT plan will be to sell some food to make up the difference with Officer Stipend and still follow through with initial building plans (We did not count on nearly half of our funds being eaten by 50+ officers). The only problem is I can't see any exchange rate listed for Food-Gold and vice-versa. If I could have this exchange rate I could properly plan on our next moves.


You can sell food at a rate of 1 gold per 6 food.
You can buy food at a rate of 1 gold per 3 food.
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