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Prinny Baal
Crew

PostPosted: Tue Sep 04, 2007 6:01 pm


Welcome Overlord, this is the agent for the Dark Assembly, what is it you want today? We've got everyone in the assembly hall already, so once you tell me what today's topic of discussion is, you can go straight in.

Welcome to the Dark Assembly. The Overlord's greatest nightmare, and biggest irritation. The Dark Assembly is removed from the direct command structure of the army, and as such, able to make... "independent" decisions. If you're a mere demon, you have little to be doing here, however Overlords, I suggest you gulp up this info, as it'll be one of the few ways you can truly surpass your enemies.

That said, an Index is in order.

Index



Post 1: Basic Mechanics



Post 2: Military Assembly Bills



Post 3: City Assembly Bills



Post 4: Assembly Factions
PostPosted: Tue Sep 04, 2007 6:02 pm


Alright, here are the basic mechanics.

In order to pass a proposal, you must get a number equal to the mana cost more yeas, than nays.

All Senators start leaning no towards every faction at the beginning of a cycle. This changes as the cycle continues.

Next, let's look at the stances senators can take.
Stances

Example Name
Percent Chance to Vote Yea
Stance Value Point

Love<3
99%
151+


Total Support
90%
145-150

Strongly For
80%
141-144

In Favour Of
70%
135-140

Leaning Yes
60%
131-134

Either Way
50%
125-130

Leaning No
40%
121-124

Against
30%
115-120

Strongly Against
20%
111-114

Total Opposition
10%
105-110

Loathe
1%
0-104


In order to change their stance, you can do a number of things:

1st: Bribe the senator. You'll find that different senators have different bribe efficiencies. More will be explained further in. Each Senator likes specific items.

2nd: Control their home territory. As long as you don't control their home territory, they will always have a penalty of -10 on every proposal, and another -10 on any proposal against the team that holds their home territory.

3rd: Accomplish their request. This will automatically raise their position to you by one step for all future meetings. This is the only way to get them all the way up to Love.

When bribing a senator, you'll use the following steps to do so:

Take item's rarity and subtract the Senators preferred rarity from it.

Add or subtract 256 if necessary to put the number in the range of -128 to
128 (e.g. If the number is more than 128, subtract 256. If it is less than
-128, add 256.)

If this number is negative, drop the negative sign to make it positive
(so -56 becomes 56). You should now have a number between 0 and 128.

Look up the number on the following chart:

0-1 = 6 points
2-4 = 5 points
5-7 = 4 points
8-16 = 3 points
17-28 = 2 points
29-63 = 1 point
64-87 = 0 points
88-128 = -3 points

Now, when you've found the number, you will add that many points to the score that the Senator has towards you. Meaning that a senator that has a score of 132 towards you, who is currently leaning yes, is given an item 3 points away from his preferred number. He gains 5 points, placing him at 137, and making him In Favour of the proposal.

The number of points gained is temporary, only for the current proposal. To see the number of permanent points gained, you divide the result by two. These will remain with the senator for the rest of the cycle.

Prinny Baal
Crew


Prinny Baal
Crew

PostPosted: Tue Sep 04, 2007 6:03 pm


Assembly Bills Available:
Military Bills

Declare Skirmish
Effect: Opens a neutral or enemy territory to combat for 5 turns.
City Rank: 0
Mana Cost: -
Assembly Opinion: +25

Declare Battle
Effect: Opens a neutral or enemy territory to combat for 10 turns.
City Rank: 0
Mana Cost: 10+(3*Intervening hexes from nearest town or temple)
Assembly Opinion: +0

Declare Campaign
Effect: Opens a neutral or enemy territory to combat until all allied units in territory are killed.
City Rank: 3
Mana Cost: 100+(10*Intervening hexes from capitol)
Assembly Opinion: -10

Shore Defenses
Effect: Increases the defensive level of an allied hex. Only available if unit deployed in allied hex.
City Rank: 1
Mana Cost: 10+(10*current defensive level)
Assembly Opinion: +10

Requisition Allied Troops
Effect: Creates a nPC allied troop at the capitol that can then be commanded by the overlord through the assembly.
City Rank: 1
Mana Cost: 100+Unit Quality+Modifier
Assembly Opinion: -(Unit Quality)

Mobilize Allied Troops
Effect: Moves allied troops on the map to any allied position at the speed of the slowest allied unit in the troop.
City Rank: 0
Mana Cost: Free+(Modifier)
Assembly Opinion: +(25-Modifier)


Army Development Bills

Improve Sword Quality
Effect: Improves the maximum and minimum ranks of the swords in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Sword Manufacturing
Effect: Improves the speed at which swords are produced, reducing the direct HL cost of all swords. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Sword Development
Effect: Reduces the quality of swords back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Fist Quality
Effect: Improves the maximum and minimum ranks of the fists in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Fist Manufacturing
Effect: Improves the speed at which fists are produced, reducing the direct HL cost of all fists. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Fist Development
Effect: Reduces the quality of fists back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Spear Quality
Effect: Improves the maximum and minimum ranks of the spears in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Spear Manufacturing
Effect: Improves the speed at which spears are produced, reducing the direct HL cost of all spears. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Spear Development
Effect: Reduces the quality of spears back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Bow Quality
Effect: Improves the maximum and minimum ranks of the bows in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Bow Manufacturing
Effect: Improves the speed at which bows are produced, reducing the direct HL cost of all bows. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Bow Development
Effect: Reduces the quality of bows back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Gun Quality
Effect: Improves the maximum and minimum ranks of the guns in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Gun Manufacturing
Effect: Improves the speed at which guns are produced, reducing the direct HL cost of all guns. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Gun Development
Effect: Reduces the quality of guns back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Axe Quality
Effect: Improves the maximum and minimum ranks of the axes in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Axe Manufacturing
Effect: Improves the speed at which axes are produced, reducing the direct HL cost of all axes. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Axe Development
Effect: Reduces the quality of axes back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Stave Quality
Effect: Improves the maximum and minimum ranks of the staves in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Stave Manufacturing
Effect: Improves the speed at which staves are produced, reducing the direct HL cost of all staves. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Stave Development
Effect: Reduces the quality of staves back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Monster Gear Quality
Effect: Improves the maximum and minimum ranks of the monster equipment in stores for the faction. Only three weapons can be improved at any time.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Improve Monster Gear Manufacturing
Effect: Improves the speed at which monster equipment are produced, reducing the direct HL cost of all monster equipment. Only one weapon type may be set on manufacturing at a time.
City Rank: 8
Mana Cost: 750
Assembly Opinion: +256

Tax Monster Gear Development
Effect: Reduces the quality of monster equipment back to 0, and gives the Overlord mana equal to 5*the current rank. Used to reduce item ranks to 0 to switch item upgrade paths.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Improve Armor Quality
Effect: Improves the maximum and minimum ranks of the armor in stores for the faction. Armor isn't counted against the three weapon limit.
City Rank: 0+(1/5 the current rank floored)
Mana Cost: 5+(5*current rank)
Assembly Opinion: +0

Tax Armor Development
Effect: Reduces the quality of armor back to 0, and gives the Overlord mana equal to 5*the current rank. There isn't much reason to Tax armor unless you're trying to get enough mana for something else.
City Rank: 0
Mana Cost: Free
Assembly Opinion: +256

Research Legendary Force
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Research Sacred Art
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Research Heavens
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Research Advanced Mechanics
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Research Forbidden Magicks
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Research Unknown Power
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Research Ancient Technique
Effect: Unknown
City Rank: 8
Mana Cost: 10000
Assembly Opinion: -128

Develop Improved Spying
Effect: Enables faction to use the Spying Bill.
City Rank: 3
Mana Cost: 500
Assembly Opinion: -32

Develop Archery Techniques
Effect: Opens the Siege Archer class to the faction members. Only available after bows reach rank 15, and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12

Develop New Magic Paths
Effect: Opens the Siege Mage class to faction members. Only available after staves reach rank 15 and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12

Develop Mechanics
Effect: Opens the Machinist class to faction members. Only available after guns reach rank 15 and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12

Develop Blitzkrieg Tactics
Effect: Opens the Charger class to faction members. Only available after Axes reach rank 15 and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12

Develop Defensive Line Tactics
Effect: Opens the Formation Soldier class to faction members. Only available after spears reach rank 15 and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12

Develop Infiltration Specialization
Effect: Opens the Trickster class to faction members. Only available after fists reach rank 15 and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12

Develop High Mobility Tactics
Effect: Opens the Sworddancer class to faction members. Only available after swords reach rank 15 and are set on manufacturing. If either condition is lost, the class is closed again.
City Rank: 4
Mana Cost: 500
Assembly Opinion: +12
PostPosted: Tue Sep 04, 2007 6:04 pm


Capitol Development Bills
Improve Governmental Structure
Effect: Raises your city rank by 1 each time passed. Requires City Structure passed equal to the city rank being attained
City Rank: -
Mana Cost: 100 + 150*Current City Rank
Assembly Opinion: +0

Improve Capitol Structure
Effect: Refines the structure of the capitol, improving all attributes of the city in various ways. Shop prices in the capitol are lowered, teleportation costs are lowered, healing costs are lowered, defensive structure is improved, and a number of other changes improving how the capitol functions in all ways.
City Rank: Capitol Structure -1
Mana Cost: 150+ 100* Current Capitol Structure
Assembly Opinion: +0

Repair
Effect: Enables the passing of city bills on outer towns after they have been captured.
City Rank: 0
Mana Cost: 100
Assembly Opinion: +0

Improve City Structure
Effect: Improves the structure of a chosen city other than the capitol. The city being improved must be declared before the bill is proposed.
City Rank: City Structure to be Obtained
Mana Cost: 150+100*Current City Structure
Assembly Opinion: +0

Prinny Baal
Crew


Prinny Baal
Crew

PostPosted: Tue Sep 04, 2007 6:05 pm


Assembly factions are divided into three types, each member has one of each type of alignment. The types are:

Home Sector
Race
Goal

Now to list the various Home Sectors and their effects:

Home Sector

Blood Mountain: All Senators from this region naturally favor the Nameless demons, and oppose other factions. They have a bonus of +15 to Nameless Demons, and a -15 penalty on all other factions. When another faction attempts to pass a bill that the nameless demons have already passed, they receive a +15 bonus, essentially bringing the senator up to 0.
Genni Rift: These senators are an unknown force!
Emerald Plains: All Senators from this region naturally favor the Makai Champions, and oppose other factions. They have a bonus of +15 to Makai Champions, and a -15 penalty on all other factions. When another faction attempts to pass a bill that the Makai Champions have already passed, they receive a +15 bonus, essentially bringing the senator up to 0.
Cave of Ordeals: These senators are an unknown force!
Glacier Sheet: All Senators from this region naturally favor The Prinny Rebellion, and oppose other factions. They have a bonus of +15 to The Prinny Rebellion, and a -15 penalty on all other factions. When another faction attempts to pass a bill that The Prinny Rebellion have already passed, they receive a +15 bonus, essentially bringing the senator up to 0.
Genus Wake: These senators are an unknown force!
Forsaken Valley: These senators oppose all development bills, and favor all military bills. They have a -10 penalty on development bills, and a +20 bonus on all military bills.
Steam Relic: These senators are an unknown force!
Steam Rock: These Senators favor development bills, and dislike military bills. They oppose all bills outside of their territory and the home territory. The have a +10 on development bills, -10 on military, and -20 on any bill not affecting the faction's capitol territory or Steam Rock territory.
Sky Sea: These senators are an unknown force!
Red Sweep Desert: These senators dislike all bills if the faction doesn't control at least 50% of Red Sweep Desert. They have a -8 on all bills unless the faction controls more than 50% of Red Sweep Desert.
Coral Cave: These senators are an unknown force!
White Sand Shallows: These senators favor all forms of city development, but disfavor weapon and military bills. They also vote as a block, meaning that all members will vote the exact same answer. They receive a +15 on city development, and a -5 on weapon development, and a -15 on military bills.


As for race, it's less of an influence than home area, which has notable effects. The racial traits generally boil down to: +5 for same race proposals.

On the other hand, some races have rivalries. Some of the rivalries are:
Racial Rivals
Dragons: Automatic Loathing of Knights and Dark Knights.
Succubi: Rival to Nekomata. -5 on Nekomata proposals.
Nekomata: Rival to Succubi. -5 on Succubi proposals.
Nosferatu: Rival to Shadows. -5 on Shadow proposals.
Shadow: Rival to Nosferatus. -5 on Nosferatu proposals.
Golems: Rival to Galactic Demons. -5 on Galactic Demon proposals.
Galatic Demons: Rival to Golems. -5 on Golem proposals.
Faeries: Rival to spirits, and undead. -5 on Spirit proposals. -7 on undead proposals.
Spirits: Rivals to Faeries and undead. -5 on Faerie proposals. -7 on undead proposals.
Undead: Dislike everyone. -3 on all proposals, including same race.
Nether Noble: Greedy. -20 on all proposals that the nether noble hasn't been bribed in currently.


The last factor mentioned, Goals, is unique to each and every senator. Expect more on this effect later.
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