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Author Topic: High Fantasy Conquest: Game Two Part Two  (Read 9423 times)

MrWillsauce

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High Fantasy Conquest: Game Two Part Two
« on: September 04, 2013, 11:45:18 pm »

I am resuming the second game of High Fantasy conquest, which abruptly ended nearly a year ago. I made this new thread to get everybody back up to speed with the goings on and re-familiarize everyone with the current state of the game world so that you all don't have to trawl through thirty pages of forum posts. I know getting back into the game might be kind of rough due to things being very complicated when I stopped updating -- it took me multiple hours to update the map and do all of the calculations for everybody near the end, and even then I made numerous errors. This was in fact the main reason I gave up running the game. However, I think we'll get back into the swing of things soon enough. Below I'll repost the rules (in more readable format than previous threads), as well as the story of the game up to this point so you guys don't have to switch back between this thread and the previous one (unless you want to know the exact number of dolphin fins in the Kobold stockpile at turn 31 or something).

Spoiler: Rules (click to show/hide)

Prologue

Ship of Freaks and I recap briefly the history of HFC.

Turn List
Turn 38
Turn 39
Turn 40
Turn 41

Turn Order
Ship of Freaks
Grek
Monk
Terenos
Terra
« Last Edit: October 17, 2013, 01:42:21 pm by MrWillsauce »
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MrWillsauce

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #1 on: September 04, 2013, 11:49:19 pm »

Turn 38

Ship of Freaks's Cyan Humans
Stocks: 616 Food, 4 Coal, 0 Iron Ore, 0 Iron Bars, 0 Steel bars, 0 Steel Weapon, 0 Sulfur, 0 Herds of Unicorns, 0 Iron Weapon
Population: 178 Population
Armies: 25 total, 1 at N-19, 2 at M-28, 2 at M-29, 0 at M-30, 1 at M-31, 2 at N-27, 1 at N-28, 2 at O-27, 0 at N-29, 1 at N-30, 2 at N-31, 1 at O-28, 1 at O-29 w/ 1 Steel Bar 9 Coal 10 Food, 1 at O-30, q at O-31, 2 at P-31, 5 at F-19
Structures: 12 Towns, 60 Farms, 22 Stables (22 new), 64 Nature Preserves, 108 Fisheries (47 new), 17 Mines, 13 Forges (1 new)
Spoiler: Mines (click to show/hide)
Technologies: Field Agriculture, Preservation, Fish Domestication, Smelting, Steel Smelting, Charcoal Burning, Mithril Smelting, Fortress, Wall Constructing, Horse Domestication, Sailing, Stealth Maneuvering, Armoring, Mining, Theft, Blasting Charges, Master Theft, Weapon Smithing

Grek's Red Kobolds
Stocks: 15 Food, 2 Elf Population, 2 Coal, 5 Wood, 3 Sulfur, 0 Iron Weapon, 0 Iron Ore, 1 Iron Bars, 0 Steel Bars, 0 Steel Weapon, the Cloak of Shadows (I-44)
Structures: 5 Kobold Caves, 19 Fisheries, 4 Nature Preserves, 4 Forges
Population: 52
Armies: 0 total, 0 at O-28, 0 at O-30, 0 at N-29, 0 at N-30, 0 at U-58
Technologies: Theft, Fish Domestication, Stealth Maneuvering, Master Theft, Sailing, Woodcutting, Charcoal Burning, Fortress, Wall Construction, Smelting, Mining, Steel Smelting, Weapon Smithing
Theft Operations: 3 Kraken, 0 Dragon, 3 Roc, 50 Human Farm/Fisheries, 10 Human Forges

Monk's Green Dwarves
Stocks: 80 Food,  19 Raw Mithril, 19 Iron Ore, 9 Coal, 2 Sulfur
Population: 144
Structures: 37 Subterranean Farms, 32 Mines (13 new), 15 Mountainhalls, 10 Fisheries, 33 Farms, 5 Dwarf Fortresses, 4 Forges (4 new)
Spoiler: Mines (click to show/hide)
Technologies: Mining, Subterranean Farming, Fish Domestication, Plains Farming, Mithril Mining, Fortress, Wall Construction, Smelting

Terenos's Purple Halflings
Stocks: 840 Food, 0 Wood, 33 Iron Ore, 27 Coal, 27 Charcoal, 3 Herds of Horses
Population: 179
Armies: 29 total, 1 Necromancer (-1,-1) at Z-54 w/ horse (+1 speed), 7 Undead Armies at Z-52, 6 Undead Armies at AA-53, 4 Undead Armies at Y-54, 5 Undead Armies at Z-54, 0 Undead Armies at AA-53, 5 Undead Armies at Y-55, 1 Undead Army at X-56 [All Undead Armies have: (-1,0), +1 Speed]
Structures: 29 Farms, 16 Shires, 50 Fisheries, 34 Mines (18 new), 7 Graveyards, 5 Stables, 10 Forges
Spoiler: Mines (click to show/hide)
Technologies: Field Agriculture, Fish Domestication, Woodcutting, Sailing, Mining, Charcoal Burning, Smelting, Horse Domestication, Blasting Charges, Armoring, Weapon Smithing, Wall Construction, Steel Smelting, Preservation

Terra's Pink Elves
Stocks: 196 Food, 58 Herds of Unicorns, 1 Coal, 9 Iron Ore, 16 Iron Bars, 1 Sulfur
Population: 279
Structures: 24 Villages (3 new), 203 Fisheries (49 new), 44 Nature Preserves, 16 Farms, 13 Unicorn Pens, 2 Stables (2 new), 13 Mines, 23 Forges (18 new)
Spoiler: Mines (click to show/hide)
Technologies: Preservation, Fish Domestication, Field Agriculture, Sailing, Horse Domestication, Mining, Unicorn Domestication, Armoring, Weapon Smithing, Smelting, Steel Smelting, Mithril Smithing, Blasting Charges, Fortress, Wall Construction, Theft, Master Theft, Stealth Maneuvering

Megabeast Hordes
Golden Dragon: The Crown of Unconditional Loyalty, 1 Herd of Horses, 2 Herds of Unicorns, 97 Food, 2 Iron Bars, 1 Elf Population, 1 Halfling Population, 1 Raw Mithril, 4 Charcoal, 3 Coal, 2 Iron Ore, 1 Steel Weapon
The Kraken: The Seaman's Pearl
The Roc: 3 Roc Eggs

Other Entities
Fle'k Mreth, Evil Balrog: at N-19. +5,+4.

Goings on
Two Human farms, one Dwarven iron mine, and two Unicorn Pens destroyed by the Golden Dragon. Fle'k Mreth crushes the puny Human militia at N-19.


Spoiler: A Shift in Policy (click to show/hide)

Spoiler: Map (click to show/hide)
Gentlemen, start your engines.
« Last Edit: September 05, 2013, 03:23:06 pm by MrWillsauce »
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Terenos

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #2 on: September 05, 2013, 02:45:51 am »

Damned if I remember why I was doing this, but the theory seems sound!

All mounted Undead armies Travel to X 56
Necromancer to Y-55, Build Graveyard

Work 29 Farms, 50 Fisheries [79/179]
Work 16 Shires [95/179]
Work 8 Graveyards [103/179]
Work 5 Stables [108/179]
Work 10 Forges Ore->Iron [118/179]
Work 16 Mines (All non 0, Non Mithril) [134/179]
Build 4 Shires (Mainlaind) [138/179]
Claim X 60, 61, W 61, 62, V 62, U 59-62, FF 56, 57 ,58  GG 51, 52, 54 55, 56 [155/179]
Build 14 Fisheries (12 newly claimed tiles, + EE 58, DD 59) [169/179]

Research Fortresses [179/179]
Send 14 food to Kobolds.
----
Running numbers we have +18 food, +5 horses, +8 undead armies, +8 pop, +6 iron ore, +7 Coal
Risk is.. +1 Iron , +2 coal,
-10 Iron, -10 Coal, +10 Bars.
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Rolepgeek

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #3 on: September 05, 2013, 06:00:09 pm »

Ptw
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Ship of Freaks

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #4 on: September 05, 2013, 10:32:34 pm »

derp, it took me a moment to realize you had copied the last turn over here

112 work "safe" farms/fisheries

disband all 20 armies at the site of the invasion
disband the 5 armies at F-19

39 armies N-19, 38 attack the balrog
16 claim O-19 F-34 Q-41,42,43 Q,R-44
1 build mine
26 build farms/fisheries
2 build towns N-16,17
5 build preserves
« Last Edit: September 07, 2013, 12:09:21 am by Ship of Freaks »
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They are all one and the same. They are all Grek.

monk12

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #5 on: September 06, 2013, 06:44:01 pm »

Deep within the Mountainhomes, a new King arises.

His ascension is as bloody as it is swift. A crazed, ascetic denizen of the deep caverns, he is driven to power and glory by the voices in his head, the Voice of the Immortal God of the Dwarves. He gathers a band of zealots who believe him to be touched by the Spirit world, and in secrecy he strikes at the royal house of the Dwaven nation, slaying the royal family and all their guards and attendants.

His tongue is as blessed as his axe. Instead of beginning a protracted civil war, he speaks to the clansmen, and to the dwarves of the Mountainhome. None who hear him can doubt the truth of his words. Axes and swords are pledged to his service without hesitation; his Word spreads, and soon even distant barons and dukes swear fealty to the new King. The Ascetic King, who eschews the glamor of the royal palace, sleeping where he falls after long days managing his kingdom. The Monastic King, who spends hours in prayer and contemplation, wandering the caverns he was born.

The Immortal Monk, they call him, and he has one call for his people.

"Strike the Earth!"




Work 37 Subterranean Farms [37/144]
Work 33 Farms [70/144]
Work 10 Fisheries [80/144]
Build Mine on L-17 [81/144]
Mine 9 Iron (L-17, N-7, N-9, O-10, X-15, Y-13, Y-15, Z-14, Z-15) [90/144] ((if I can't work a mine the turn I build it, have that pop work the Mithril Mine at H-20))
Mine 6 Coal (N-10, S-10, X-16, X-17, Y-16, Y-18) [96/144]
Build Mine at Q-18 (that's my tile, yes?) [97/144]
Dig Deeper at X-13 and N-8  [99/144]
Work 15 Mountainhalls [114/144]
Research Blasting Charges [119/144]
Research Steel Smelting [129/144]
Mine 5 Sulfur (N-14, O-8, Y-12, Y-14, AA-15) [134/144]
Research Weapon Smithing [144/144]

Grek

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #6 on: September 06, 2013, 09:13:04 pm »

12 kobolds work safe fisheries.
15 theft operations on the Dragon.
12 theft operations on the Roc.
12 theft operations on the Kraken.
Raise 1 army each at K-34, F-18, N-13 and O-14
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Rolepgeek

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #7 on: September 06, 2013, 09:36:11 pm »

For halflings and luck, I have an idea; all the events with a 1/6 chance of something bad happening? Make it a 1/36. Also, the ent artifact either doesn't help them as much, or is far more effective for them compared to the other races, depending on when you multiply.

I think you should keep humans, and maybe just add orks? Eh, I don't know. Making them unique would kinda take away the point of being human, I suppose.

If you add Orks, it'd be interesting of they had a few different structures, each one of which could only be placed on a certain tile type, meaning they'd need to diversify.

For Human towns, maybe make it need 2 food to operate?
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Ship of Freaks

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #8 on: September 06, 2013, 10:43:50 pm »

btw guys, check out the definitely good history recording edited into the OP

For halflings and luck, I have an idea; all the events with a 1/6 chance of something bad happening? Make it a 1/36. Also, the ent artifact either doesn't help them as much, or is far more effective for them compared to the other races, depending on when you multiply.

I think you should keep humans, and maybe just add orks? Eh, I don't know. Making them unique would kinda take away the point of being human, I suppose.

If you add Orks, it'd be interesting of they had a few different structures, each one of which could only be placed on a certain tile type, meaning they'd need to diversify.

For Human towns, maybe make it need 2 food to operate?
i think humans can safely be ditched even without adding a new race. halflings fill the basic role of plainsfolk pretty well, so boring humans seem superfluous.
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Terra162

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #9 on: September 07, 2013, 06:08:01 pm »

I am corrently at a football game(spectating) so I cannot do a great post right now. I hop my copy an paste of my last actions will suffice till I can review the rules and such.
Go cellphones!
---------------------------------------------------------------------------------------------------------------------

Work 24 Elf Villages [24/279]
Work 160 Fishery [184/279]
Work 2 Mines [186/279] (not 0s)
Build 3 Unicorn Pens at I-19, Z-12 and 13 [189/279]
Work 16 Unicorn Pens [205/279]
Smelt 2 Iron Bars [207/279]
Build 13 Fishery [220/279]
Claim BB-16,17, CC->GG-15,16,17,18 HH-13,14, [279/279] (20 claims 59)
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MrWillsauce

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #10 on: September 07, 2013, 06:47:13 pm »

Turn 39

Ship of Freaks's Cyan Humans
Stocks: 731 Food, 4 Coal, 0 Iron Ore, 0 Iron Bars, 0 Steel bars, 0 Steel Weapon, 0 Sulfur, 0 Herds of Unicorns, 0 Iron Weapon
Population: 164 Population
Armies: 2 at N-19 (0,0)
Structures: 14 Towns (2 new), 194 Farms/Fisheries (73 new), 22 Stables (22 new), 69 Nature Preserves, 17 Mines, 13 Forges (1 new)
Spoiler: Mines (click to show/hide)
Technologies: Field Agriculture, Preservation, Fish Domestication, Smelting, Steel Smelting, Charcoal Burning, Mithril Smelting, Fortress, Wall Constructing, Horse Domestication, Sailing, Stealth Maneuvering, Armoring, Mining, Theft, Blasting Charges, Master Theft, Weapon Smithing

Grek's Red Kobolds
Stocks: 11 Food, 2 Elf Population, 2 Coal, 5 Wood, 3 Sulfur, 0 Iron Weapon, 0 Iron Ore, 1 Iron Bars, 0 Steel Bars, 0 Steel Weapon, the Cloak of Shadows (I-44)
Structures: 5 Kobold Caves, 19 Fisheries, 4 Nature Preserves, 4 Forges
Population: 52
Armies: 5 total, 1 at K-34, 1 at F-18, 1 at N-13, 1 at O-14 (all 0,0)
Technologies: Theft, Fish Domestication, Stealth Maneuvering, Master Theft, Sailing, Woodcutting, Charcoal Burning, Fortress, Wall Construction, Smelting, Mining, Steel Smelting, Weapon Smithing
Theft Operations: 15 Kraken, 12 Dragon, 15 Roc, 50 Human Farm/Fisheries, 10 Human Forges

Monk's Green Dwarves
Stocks: 96 Food,  19 Raw Mithril, 30 Iron Ore, 15 Coal, 7 Sulfur
Population: 159
Structures: 37 Subterranean Farms, 33 Mines (1 new), 15 Mountainhalls, 43 Farms/Fisheries, 5 Dwarf Fortresses, 4 Forges (4 new)
Spoiler: Mines (click to show/hide)
Technologies: Mining, Subterranean Farming, Fish Domestication, Plains Farming, Mithril Mining, Fortress, Wall Construction, Smelting, Blasting Charges, Steel Smelting, Weapon Smithing

Terenos' Purple Halflings
Stocks: 858 food, 0 wood, 30 iron ore, 53 coal/charcoal, 8 herds of horses, 10 iron bars
Population: 187
Armies: 37 total, 1 Necromancer (-1,-1) at Y-55 w/ horse (+1 speed), 36 undead armies at or in transit to X-56 [28 Undead Armies have: (-1,0), +1 Speed, rest have no speed bonus]
Structures: 93 Farms/Fisheries (14 new), 20 Shires (4 new), 34 Mines (15 new), 8 Graveyards, 5 Stables, 10 Forges
Spoiler: Mines (click to show/hide)
Technologies: Field Agriculture, Fish Domestication, Woodcutting, Sailing, Mining, Charcoal Burning, Smelting, Horse Domestication, Blasting Charges, Armoring, Weapon Smithing, Wall Construction, Steel Smelting, Preservation, Fortress

Terra's Pink Elves
Stocks: 275 Food, 74 Herds of Unicorns, 0 Coal, 8 Iron Ore, 18 Iron Bars, 1 Sulfur
Population: 303
Structures: 24 Villages (3 new), 229 Farms/Fisheries (56 new), 44 Nature Preserves, 16 Unicorn Pens, 2 Stables (2 new), 13 Mines, 23 Forges (18 new)
Spoiler: Mines (click to show/hide)
Technologies: Preservation, Fish Domestication, Field Agriculture, Sailing, Horse Domestication, Mining, Unicorn Domestication, Armoring, Weapon Smithing, Smelting, Steel Smelting, Mithril Smithing, Blasting Charges, Fortress, Wall Construction, Theft, Master Theft, Stealth Maneuvering

Megabeast Hordes
Golden Dragon: The Crown of Unconditional Loyalty, 1 Herd of Horses, 2 Herds of Unicorns, 97 Food, 2 Iron Bars, 1 Elf Population, 1 Halfling Population, 1 Raw Mithril, 4 Charcoal, 3 Coal, 2 Iron Ore, 1 Steel Weapon
The Kraken: The Seaman's Pearl
The Roc: 3 Roc Eggs

Other Entities

Goings on

The dragon destroys three Elven fisheries, and the Kobolds naturally steal the plunder. Some Halfling sea vessels mysteriously vanish.

Spoiler: Map (click to show/hide)
« Last Edit: September 07, 2013, 06:55:02 pm by MrWillsauce »
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monk12

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #11 on: September 07, 2013, 08:42:59 pm »

This video is great.

Incidentally, do I have to use a pop to demolish a structure, or can I just use the pop to build a different structure on that tile instead?

MrWillsauce

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #12 on: September 07, 2013, 08:44:38 pm »

This video is great.

Incidentally, do I have to use a pop to demolish a structure, or can I just use the pop to build a different structure on that tile instead?
I don't think you know what great means. And you can just use one pop to build the new structure and it will replace the old one, sure.
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Nerjin

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #13 on: September 07, 2013, 09:16:42 pm »

Well... That's certainly a terrifying prospect.
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monk12

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Re: High Fantasy Conquest: Game Two Part Two
« Reply #14 on: September 07, 2013, 09:28:17 pm »

This video is great.

Incidentally, do I have to use a pop to demolish a structure, or can I just use the pop to build a different structure on that tile instead?
I don't think you know what great means. And you can just use one pop to build the new structure and it will replace the old one, sure.

((Are you kidding? This is easily the best dumb nerd thing I've heard lately. Just look at the art!))

"The Blood of the Earth calls.
Blood calls Blood.
Blood feeds Blood.
All shall be covered in the Blood of the Earth.

The Heart of the Mountain calls.
Control the Heart of the Mountain.
Direct the Blood of the Earth.
All shall be covered in the Blood of the Earth."


So sayeth the Immortal Monk, and so the Dwarves obey, and prepare

Work 37 Subterranean Farms [37/159]
Work 43 Farms/Fisheries [80/159]
Mine 8 Iron (L-17, N-7, N-9, O-10, Y-13, Y-15, Z-14, Z-15) [88/159]
Mine 5 Coal (S-10, X-16, X-17, Y-16, Y-18) [93/159]
Forge 4 Steel (consuming 8 Iron and 8 Coal) [97/159]
Build Fisheries at T-9 and U-9 [99/159]
Claim V-17, W-17, W-18, X-18, X-19 at 1 pop per claim [104/159]
Claim W-19, W-20, and X-20 at 2 pop per claim [110/159]
Build Farms/Fisheries on those tiles [118/159]
Work 15 Mountainhalls [133/159]
Research Armoring [143/159]
Build 6 Forges at I-8, G-7, G-20, H-20, J-22, M-8 [149/159]
Dig Deeper at N-8, N-10, X-13, X-15 [153/159]
Mine 6 Sulfur (N-14, O-8, Y-12, Y-14, AA-15, Q-18) [159/159]

Use 2 Sulfur as Blasting Charges on L-17, 3 Sulfur on Y-13, and 2 Sulfur on Z-14 (7 more Iron)

((There is no way my shameless rape of the Earth can backfire no sir. Gonna need more SULFUR. Actually just realized a better way I should be going about this, but I'm too lazy to change my gameplan now. Next turn!))
« Last Edit: September 07, 2013, 10:16:28 pm by monk12 »
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