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>> No.32470047 [View]
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32470047

HEY GUYS, what's a curse?

also don't KWAB, this time we make dimes

>> No.31905861 [View]
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31905861

alright so this is what i wanna go with, the purpose is to have quantitiy over quality so i have more smaller ships while having less ships of the line, we are a wealthy nation of our own so i think this seems reasonable:

**Ship-of-the-Line**
1 1st Ranks
3 2nd Ranks
9-11 3rd Ranks

**Frigates**
25-35 4th Ranks
50-70 5th Ranks

**Corvettes and Brigs**
70-90 Corvettes
50-65 Brigs

These numbers would be supplemented by 100-200 Merchant ships that are constructed in a way to function as Frigates or Corvettes in time of need depending on their individuell size as well as unclear number of vastly older ships tha the Retro Reich still maintains but would be vastly outclassed by modern ships and would only play a supportive role in times of need.

>> No.31741989 [View]
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31741989

>>31741059
well it is not just that the item itself needs to have strong attachment by one or a few people. even a little attachment by many people can work just as well.
example one, lets say a lead pipe is sticking out of a wall on a main road in a city, no one really cares about it but since thousands of people walk past it and many notice it and are aware of it, that would get attachment.

second example: training swords of a garrison would have many soldiers use them over and over and whiel no one might have strong attachment to them, they all are having moderate attachment to them since they have used them daily.

now we can take these items that are high in emotional investment overall and then reforge them into something new while still holding this investment. as they become a new item they will over time lose the attachment of their original items but also gain new ones as the new item.

on the mainland, not every workshop needs each item to have a high emotional investment from the getgo, many just wanna refine old techniques of crafting ect and in fact many items could be low in investment or empty like someone who jsut wants to make the best damn nails ect. of course they would also still ahve master pieces of high investment or specialise in maintainign items way beyond what other nations would find to be the lifecycle of an item. ect.

now on this island however the people are VERY particular of items having these high investments sicne they consider these to be the true importance, even if perhaps the actual craftsmanship might be less impressive.
basicly retro snobs in a way

and sicne they value these things so highly for their retro investment, they also want to see them being appreciated appropiately and thus are more money oriented sicne of course soemthign selling for high moeny means it must be a high value item.

i am fine with Onobots being on the island, i would need to figure out more if i want them in a similar position here as on the mainland if i want to make a distinct difference. they would one way or another still be the upper class. maybe they are even more referred sicne they care less for moeny and can be big spenders, maybe they are seen less well because of the same reason and are perceived as not valuing money enough.

i think i like the idea of having found some ancient ruin of an old civilisation and both nations began to inspect them together and then as they started restoring the ruins simply began living in them and from there build up a huge city on the island together mroe itneresting. that would also make it feel more shared if both sides are on equal footing for the founding of the place. it also allows us to come up with some awesome ruin for a old chuuba and some potential cool artifacts we find there

i also like the stock exchange idea of yours so if you want soem characters to write it just say so and i will give it. the onobot being untouched by the knowledge and instead be known among plutocrats as a boogeyman that drives people isnane by trying to explain what he learned sounds funny as hell

>> No.31569092 [View]
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31569092

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