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Author Topic: The Market - Turn 21  (Read 80243 times)

Tiruin

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #585 on: April 02, 2013, 09:44:57 pm »

Just to make it clear - you guys are unlucky motherfuckers.
The worse go to the newbies :S




Code: [Select]
Tiruin
Health: 10/10
Happiness: 5/10 (Gaining happiness that would increase your total above maximum simply raises the maximum)

> Is depressed :/

Trait: Keen Eye: You are a much better explorer than others. You get to draw two exploration cards instead of one when exploring.

Conditions:
Basic Hunger: Consume 1 "food" each turn or reduce your maximum health by one due to starvation.
Basic Dissatisfaction: Lose 1 happiness each turn for every 10 points, rounded down, of maximum happiness.
Basic Recovery: Regain 1 lost health per turn, up to maximum.

Inventory:
-

Holdings:
1 Plot of Empty Land (5 food capacity, +1 food per turn. May be exploited once per round.)

Knowledge:
-

Progress:
-

(3 to 5/5*) Improved Farming Techniques
(2*) Socialize with Talvara.

"Dear goodness. A famine in the land. Already?"

Nobody will give free food anyway...given the state of things. Well, there goes my plan. Must see ahead and prepare for these calamities, next time.


((So...I've subtracted the 1 food from last turn Basic Hunger condition so its not in my sheet.))
« Last Edit: April 03, 2013, 04:27:52 am by Tiruin »
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Unholy_Pariah

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #586 on: April 02, 2013, 10:00:26 pm »

Okay now subtract the 5 happiness from the ill omens event, add depressed to your sheet and realize you only have 5 tu to spend this turn, then join me in crying.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Toaster

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #587 on: April 02, 2013, 10:04:22 pm »

I'd be pretty pissed off if I didn't explore up the exact thing I wanted.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Unholy_Pariah

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #588 on: April 02, 2013, 10:07:19 pm »

*will extract delites for food*
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Toaster

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #589 on: April 02, 2013, 10:15:00 pm »

After I pay off my debt, pretty much.


Is our research pact DOA?  We should really put it on ice until we stop hitting horribad events.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

GreatWyrmGold

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #590 on: April 02, 2013, 10:17:06 pm »

Hey, who wants to party with me over the recent depressing events?
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Tiruin

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #591 on: April 02, 2013, 10:21:41 pm »

Okay now subtract the 5 happiness from the ill omens event, add depressed to your sheet and realize you only have 5 tu to spend this turn, then join me in crying.
o_o

This'd be real fun to RP...Because I've already prepared a lot of words regarding the situation!

Also. Argh. Depression :S

...Hey GG, is it possible for a prophecy to occur? This had me thinking "dreams", and those could end up with hints on future events :P [/heavyspeculation]



@GWG: I'd love to. Sacrificing my research for that...

That, or Toaster
*will extract delites for food*
T_T This.
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Toaster

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #592 on: April 02, 2013, 10:25:36 pm »

So I looked back.  Everyone but Talavra and Kain is going to starve this turn.

Appeal to mod mercy!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Tiruin

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #593 on: April 02, 2013, 10:28:00 pm »

Appeal to mod mercy!
(((Wait wha? O_o

So...if we don't grow food, then we'd be starving this turn and the next. Since the pests, I guess, ate our 1 food -- rounded up, right? -- we're ALL to starve this turn. If we grow food this turn, it may help us not starve next turn?

Welp D: Is there anyway we can regain starved health btw? Can't see any on the OP...)))

Edit: And if everyone is depressed with at at least 10 Happiness...then we only have 5 points and will starve for this round and the next. If we do recover, it'll end up with 8 action points, and a really wavering happiness score.

Oh dear. This is like a major catastrophe. I'd be more surprised if GG changed this to the bubonic plague [or anything affecting crops and food produce] :P
« Last Edit: April 02, 2013, 10:37:57 pm by Tiruin »
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GlyphGryph

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #594 on: April 02, 2013, 10:45:54 pm »

So I looked back.  Everyone but Talavra and Kain is going to starve this turn.
Man those two sound like they might be able to work out some WHACK dealios, huh?

And there will be tech later on that let's you have a chance of revealing some of the next days events.

Appeal to mod mercy!
You guys knew this was in the deck, and really should have dedicated a bit more time and effort to cheering up after last time. I'm not going to punish the players who prepared by letting everyone else off the hook.

So...if we don't grow food, then we'd be starving this turn and the next. Since the pests, I guess, ate our 1 food -- rounded up, right? -- we're ALL to starve this turn. If we grow food this turn, it may help us not starve next turn?
Food is eaten at the end of turn, AFTER food is grown. Pest effect occurs at beginning of turn - food grown this turn is safe.


Welp D: Is there anyway we can regain starved health btw? Can't see any on the OP...)))
Not that you know of.
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RulerOfNothing

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #595 on: April 02, 2013, 10:46:52 pm »

Code: (Character Sheet) [Select]
Health: 10/10
Happiness: 3/10

Trait: Hard Worker (-1 time for resource and labour actions)

Conditions:
Basic Hunger: Consume 1 "food" each turn or reduce your maximum health by one due to starvation.
Basic Dissatisfaction: Lose 1 happiness each turn for every 10 points, rounded down, of maximum happiness.
Basic Recovery: Regain 1 lost hp, up to max, at the beginning of each round
Depressed: Time units gained are reduced by half (rounded down)

Inventory:
Primitive Trinket (+1 Happiness/Turn)

Debts:
Teach a skill to a1s at some point in the future.

Holdings:
Plot of Empty Land #1(5/5 food, +1 food/turn)
Plot of Empty Land #2(5/5 food, +1 food/turn)
Small Wampoon Claim (49 Wampoon Capacity)

Knowledge:
Improved Farming Techniques (-1 Time for Grow Food actions)
Wampoon Extraction (makes the "Mine Wampoon" action available)

In progress:
(19/20) Research Irrigation

(2*)Socialise
(2*)Socialise
(1 to 20/20*) Research Irrigation
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kaian-a-coel

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Re: The Market - Turn 11 (Always accepting new players!)
« Reply #596 on: April 02, 2013, 11:27:39 pm »

Code: [Select]
Health: 10/10
Happiness: 6/11

Conditions: Basic Hunger, Basic Dissatisfaction.
Perks: Sharp Mind

Possessions:
-1 Plot of Empty Land (3/5)

Inventory:
-Primitive trinket

Knowledge:
Improved Farming Techniques.
Delite harvesting

Food stock: 0

Hurray for 11 happyness!

7* Grow Food
1 to 22/22* Finish researching Grafting

That's that done.

I'm sooo advising everyone to get 11 happyness. I have it because I forgot of the Pretty Face trait while socializing, and added an extra relax to reach 10... With 11 HAP, the bad omens downs you to 6/11: not depressed!
Glyph, you should really release some research enabling us to counter starvation, or someone will probably die in the next XX turns...
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Unholy_Pariah

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #597 on: April 02, 2013, 11:35:17 pm »

Save me Obi-RAM-Kinobi your my only hope,
 ill give you one of your farm plots back if you feed us both with my irrigated field.
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

GlyphGryph

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Re: The Market - Turn 14 (Always accepting new players!)
« Reply #598 on: April 02, 2013, 11:38:29 pm »

Glyph, you should really release some research enabling us to counter starvation, or someone will probably die in the next XX turns...
You have a counter to starvation. It's called "eating food". Do that, and you don't starve yourself!

More seriously, I don't really "release" most techs, you unlock them. The tree is set, and I only 'release' the bases, which you have all but one of now. And I'll tell you right now that the next and final release is going to be when someone gets to 20 happiness, and be irrelevant to the current predicament.

I may release an /action/ that might help you out at some point, but that's not for 6 more rounds. So try to live at least that long, eh?
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RAM

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Re: The Market
« Reply #599 on: April 03, 2013, 12:05:15 am »

Code: (Character Sheet) [Select]
Player: RAM
Health: 10/10: -0
Happiness: 6/11: -0

Trait: [b]Keen Eye[/b]: You are a much better explorer than others. You get to draw two exploration cards instead of one when exploring.

Conditions:Basic Hunger, Basic Dissatisfaction, Basic Recovery.

Inventory:
0 Food: -1
Primitive Trinket

Holdings:
Plop of Empty Land (5/5 food capacity, +1 food per turn)
Plot of Empty Land (5/5 food capacity, +1 food per turn. May be exploited once per round.)
~1 Plot of Irrigated Land (3/5: +1)
Grebin Claim (20 Grebin Capacity)
Medium Tomatunk Claim (250 Tomatunk Capacity)

Knowledge:
Improved Farming Techniques

In Progress:4 Grow food, -2 event


(4**) socialise
(4 to 8/7*)Grow food~
() give 1 food to Unholy_Pariah and take 1 empty plot.(Provided that we can trade things that are created during the turn in which they are created.)(Further requires that the food actually gets made...)


P.S.
I would also be interested in trading away two empty plots for an irrigated field.
 Need to remember to trade plot for knowledge with kaian-a-coel next turn.

P.P.S
 How exactly does it work with a teach action in progress, do we have to start learning this turn?(to rephrase, with combined actions, such as teach/learn and socialise, do they have to be started or finished on the same turn as their partner actions? Or can they succeed based purely upon having some overlap in their performed times...)
 This is no longer relevant, but I do not recall getting an answer. It wouldn't be the first time that I was blind though...

P.P.P.S.
I brought this up in my post but, I currently have 0 food in storage, but I 'should' have two food in the course of my next action. Can I trade one food away on the basis that the food will be available during my next turn? And can the recipient eat that food to prevent themselves starving on the turn that it was created?
 I am aware that there is a half production event out there that could cause me to starve as a result of this trade...

P.P.P.P.S.
 The problem with roleplaying is that it would gum up the thread with thousands of posts which would make it difficult to spy on everyone else's actions...

P.P.P.P.S.P.S.
 For so long have I been trapped, tilling these fields. Oh how I wish to unleash my wanderlust and set off to the unknown lands beyond our realm, or to tame the beasts that surely lurk therein...

P.P.P.P.S.P.S.P.S.
 Seriously, I have performed so many grow food actions that the last few turns have all sort of blurred together into a great, blurry, mound of farming, and I have no food stockpile to show for it...
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