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Questions about the game.

Posted: Fri Jul 10, 2009 9:34 am
by Divree Bohl
1. How is a town set up?
2. How would one create a currency? How does it work? Is it even an in game item?

Posted: Fri Jul 10, 2009 9:38 am
by Caesar
Q; How is a town set up?

A; There are hundreds of locations (correct me if I'm wrong there) and each of those are inhabitant by characters played by players. They can decide to build buildings at the location and then you, well... Have a town. It can happen in a lot of ways.

Q; How would one create a currency? How does it work? Is it even an in game item?

A; There is currency in the game, in the form of coins. You need a coin press to make those, but you make them coin by coin, and carry them coin by coin, which makes it a hard to use currency.


Please, anyone, correct or improve my answers if you think it is lacking.

Posted: Fri Jul 10, 2009 9:45 am
by Divree Bohl
Q: So basically a town is just made by a group of people, building homes, and then making a note that says the town is a town?

Q: How long does it take to make a coin press? A coin? How many people actual implement currency? And do you get to choose what the coins look like? How is value figured out?

Posted: Fri Jul 10, 2009 9:49 am
by amika-babilfrenzo
A: Yes, sometimes there's not even a note.

A: The characters decide in-game what the value of the currency is. It is also likely that you will run into direct trading, or that an easily obtainable resource in the area will be recognized as currency instead of coins.

Edit: http://wiki.cantr.net/index.php/Coin_press

Posted: Fri Jul 10, 2009 10:11 am
by MakeBeliever
Q: So basically a town is just made by a group of people, building homes, and then making a note that says the town is a town?

A: That about sums up the basic town making. The real fun part of it comes with trying to upkeep the new laws and keeping peace in the town, aswell as to get people out gathering resourses and then putting those resourses into production. Not forgetting to mention if your character is the one leading, yours also have to be the town clown, and work organiser to keep up moral. If the people are not happy it will go down fast with coma dying victims.



Q: How long does it take to make a coin press? A coin? How many people actual implement currency? And do you get to choose what the coins look like? How is value figured out?

A: Coins are around ingame but quite rare and not used often. Mine see them as mere trinkets rarther then money value as we know in real. The actual coin press takes 8 days to build, when choosing to build one you also choose the name you want imprinted onto the coin. They will all look the same writing chosen on them, but Coins can be made of varying metals. It's the rareity of the metals that have to be either mined or manufactured first denotes the value of the coin. (refer to the wikki if you want more info on the coin production)

You will often here the phrase Day Of Work value..This means when trading resourses as currency for something yours wants in return. It basically means the time spent gathering resourses. If you have a trader character you basically could go with those rates or watch supply and demand to see whats needed most and trade for way higher then it's gathering value. Resourse trade is the main "money" in fact rarther then coinage.

The reason being for this is one town will be highly industrial with masses of people working and cars and radio's. While the town next door will be scrartching their butt's in loin cloth's, carving bone clubs, and living on spuds forever because they are just not that way inclined. Thats the whole reason coinage does not work, that and life is short and unpredictable and just not stable enough.
:wink:

Posted: Fri Jul 10, 2009 10:11 am
by SekoETC
1. Find an empty location that has resources worth trading or at least enough to support life. Get a locked building for storage. Get another locked building for a jail. Get some citizens to stay. It's good to have some clothes and shields and basic tools so that you can offer them a reason to stay. Many people are ready to work for free out of gratitude, but some might fall asleep or go traveling so be prepared to suffer losses, unless you require people to work naked and without tools to earn their initial stuff.

2. Get a shitload of resources, store them in a locked building. Start paying workers in coins and tell them they can exchange the coins into resources or items at any time. Have enough resources to answer demand. Be awake often enough to be reliable or hire other people to work for the bank, so that people must wait max a day to make a withdrawal or deposit. It's all about trust and how fast it works. If it's faster to get and store the resources yourself and do barter, people are not going to bother with a bank/currency system. They'll only bother if a) they don't have immediate needs b) they're saving for something bigger like a vehicle and need something solid to show what they got so far.

Posted: Fri Jul 10, 2009 10:46 am
by CantrFreak
I think you're expecting some sort of button or something for making towns, right? Well, there isn't. Nothing's really hardcoded in the way of towns, governments, positions, etc. I think people summed up the basics however.

As for currency, well, like others said already they're more for trinkets as most characters barter for stuff instead. But... using the methods Seko decide you can put some form of currency in the game yourself.

Posted: Fri Jul 10, 2009 10:53 am
by Caesar
CantrFreak wrote:I think you're expecting some sort of button or something for making towns, right? Well, there isn't. Nothing's really hardcoded in the way of towns, governments, positions, etc. I think people summed up the basics however.

As for currency, well, like others said already they're more for trinkets as most characters barter for stuff instead. But... using the methods Seko decide you can put some form of currency in the game yourself.


If the local population wants it too, that is.

Posted: Fri Jul 10, 2009 2:39 pm
by SekoETC
I was thinking this over while I was offline:

1) You don't set up towns because the Cantrian world has existed for over 130 years, so on the populated islands, every location that's good enough to support a town already has one (unless it has been massacred, in which case it's likely an insecure location anyway). So if you'd like to be a town leader and don't want your character to seem like an obnoxious child, it's better to ask what sort of a government we have here/who are the current leaders and offer to give them a hand. In many cases they are old people who have gotten tired of life many times over, but don't dare to let themselves die because they're afraid the town would go to hell in a handbasket right after. If you display an ability to manage things and people and prove to be responsible, the leader(s) might give you more responsibilities and eventually even appoint you as a successor.

Also some towns don't have a leader and everyone minds their own business. In that case they are unlikely to welcome change, especially if it would mean accepting someone younger than yourself as a leader. In such an environment you either start your own business or start a discussion concerning "couldn't we accomplish more if we were aware of what everyone is doing so that we don't end up building the same things over and over again when most of them are standing unused?"

2) As for currencies, they're mostly not needed. I think it would work the best in a town that has basic social security (everyone gets decent clothes and a shield when they spawn) and yearly taxes to cover the costs.

Posted: Fri Jul 10, 2009 9:07 pm
by Divree Bohl
Q: How are skills gained? And what is the rate in which you accelerate at those skills? If anyone has a wiki link about this, it would be nice as well.

Q: How are military campaigns conducted in Cantr? And what sort of combat system does it have?

Posted: Fri Jul 10, 2009 9:33 pm
by CantrFreak
Divree Bohl wrote:Q: How are skills gained? And what is the rate in which you accelerate at those skills? If anyone has a wiki link about this, it would be nice as well.

Q: How are military campaigns conducted in Cantr? And what sort of combat system does it have?


Skills are gained really slowly... skills aren't the main focus of the gain, honestly. You just use that skill by doing task related to that skill and you get it up.

As for military campaigns, that's a bit too much to explain here. There's lot of strategies that developed in-game, but actually hitting somebody... you have to go to the People page and click the hit button next to the person you want to attack and choose your weapon, and force, and well, attack. Usually people drag somebody into a locked building, step in, attack and step out.

Posted: Sat Jul 11, 2009 1:49 am
by Ryaga
I lost it.

Posted: Sat Jul 11, 2009 10:31 am
by SekoETC
Skills: Skills are gained very slowly. If you keep doing something frequently, like every day, then you might go up two skill levels in a lifetime, or who knows maybe more, two skill levels is the biggest I've personally seen. Strength goes up from hunting and fighting. It depends on how many animals and people are around to hit, and also hitting anything gives you tiredness (people more so than animals), so if you train a lot, you'll be very vulnerable to dragging and hitting afterwards. As for training the fighting skill, it's trained so slowly that it's basically not worth the trouble. If you go up a skill level, it probably meant that you were close to the edge anyway. If you notice your character is awkward or novice at fighting, they're never going to be good at it, so it's better to find strong friends to defend you or live in a peaceful environment. If your character thinks they should be stronger and faster and their value depends on it, it can only lead into depression and poor self-esteem. They'll be better off thinking that violence is barbaric and trying to seek peaceful solutions to problems.

Military campaigns in Cantr: There is no specific support for group attacks so basically you go where the enemy is, preferably with people who are online the same time you are, hit the target and retreat into a vehicle or a locked building or the road or the sea, anywhere where the enemy can't drag you. Unless you are able to drag the enemy into a locked building or a vehicle, in which case it's like shooting fish in a barrel. Every person gets only one attack per target in a day, and each hits gives you a huge bunch of tiredness, so only the first two or three hits can cause considerable damage, unless you have tea or coffee or another substance that can be used to lower tiredness. Most useful tactics are either to have enough people to kill someone before their player can wake up and heal and retaliate or escape, or dragging people into a locked place, in which case they can't go get more healing food unless they have a crowbar and manage to break out. Breaking a lock takes one day and has a high chance of failure, in which case you have to start over. Also if you are wounded, it takes even longer than that. The highest damage a single person can deal to someone is 52 (or 53), so it's technically possible for someone to kill a person alone in two days, but if the target has a shield, there's a high chance of blocking some or all of the damage. How much damage is blocked is calculated based on the shield, skill, tiredness, health and strength and there's no randomness involved except for if the shield fails completely or if the attacker misses.

Posted: Sat Jul 11, 2009 10:42 am
by *Wiro
52/53 is not the highest. One of my characters did well over 60. And they were holding a shield, too.

Posted: Sat Jul 11, 2009 10:47 am
by Piscator
I believe it's 63, not 53. (Crossbow base damage of 42 + 50%)