Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 19

Author Topic: Nations of Dolusil 2 (6/6) OOC thread  (Read 12637 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Nations of Dolusil 2 (6/6) OOC thread
« on: November 01, 2013, 05:26:36 am »

Spoiler: Nation sign-up sheet (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Villages (click to show/hide)
Spoiler: Seasons (click to show/hide)
Spoiler: Science (click to show/hide)
Spoiler: Magic Ideas (click to show/hide)
« Last Edit: November 28, 2013, 11:41:24 am by 10ebbor10 »
Logged

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #1 on: November 01, 2013, 05:55:22 am »

Is this right?

Name: Clockwork Tower Faces the Upwelling Sun(It sounds better in the original Clockworkian)
Short History and Description: The Free People of the Upwelling Sun banded together in the face of the harsh winter of their homeland, a coastal valley blocked of by a mountain range to the north and a wasteland to the west, with only the endless marching waves to meeting the eyes to the south. As a result, as their population grew, they were forced to expand eastwards, ever closer to the Upwelling Sun, their architecture marked by towers decorated with primitive clockwork, pleasing to the Clockworkian aesthetic sense.

The Upwelling Sun is ruled over by the Solar Tyrant, who is an elected Tyrant for Life, though they usually resign after little more than a decade of rule, Clockworkians being a fractious and aggravating set of subjects. They have ambitions of creating great magical portals, linking each of their cities like shining pearls on a piece of string. However currently this is little more than a faroff pipe dream that may never be realized.

As of yet journeys into the great blue have been minimal, reserved to mad outcast fisherman villages eking out an existence on the coast. Most Clockworkians firmly believe the sea is out to get them and don't trust it an inch.

The Big Cog in the Middle(again, it sounds better in the original Clockworkian)  [Population: 5]
       - Minor Defenses: A modest stone wall surrounds most of the capital, though the city has spilled beyond it's confines
       - Wizard's tower
       - Research Institution
       - Farming village
       - Lumberjack

Resources:
    -10/20 food
    -20/30 Construction material
    -10 Mana
    -0/2 innovation points:
Army:
       - 1 Unit of Archers
       - 1 Unit of Spearmen

Science and Magic
   - Natural Resources
   - Magical Universities
   - Division of Labour
   - Mechanisms
   - Agriculture
« Last Edit: November 01, 2013, 11:42:44 am by Demonic Spoon »
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #2 on: November 01, 2013, 05:56:49 am »

((Now I know what I forgot. The explanations of all the technologies, give me a moment.))

-Added some, will add the others and clarify later.
« Last Edit: November 01, 2013, 06:09:43 am by 10ebbor10 »
Logged

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #3 on: November 01, 2013, 06:13:56 am »

    - Travel by Ground                 (Unlocks air travel. Starts at lvl 1, which allows you to construct roads in passable and semi passable terrain.) Requisite for fast and mass travel.
Typo

Quote
    - Biology                              (Starts at lvl 0) Requirements for agriculture, Herbology, Livestock, breeding

    - Scientific method     (Starts at -2. Requirement for all advanced science things. Conflicts with magic.)
These make zero sense.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #4 on: November 01, 2013, 06:19:08 am »

Requirement is the wrong term. It's just that if you unlock these technologies at a non-zero level , they'll benefit and unlock the next lvl/tier of the technology. You don't need to have biology to get agriculture, but having it greatly increases the efficiency.

I should probably change the wording.
Logged

Patrick Hunt

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #5 on: November 01, 2013, 07:12:30 am »

Place holder. Sheet up tonight after work at the latest.

Spoiler: Greko confederacy. (click to show/hide)
« Last Edit: November 01, 2013, 09:49:20 am by Patrick Hunt »
Logged
Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

evilcherry

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #6 on: November 01, 2013, 08:18:39 am »

[/s]

Is Trung.... too Advanced for the game?
« Last Edit: November 01, 2013, 02:24:23 pm by evilcherry »
Logged

Mr.Zero

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #7 on: November 01, 2013, 08:32:22 am »

Let's go my animal riders!

Spoiler (click to show/hide)
« Last Edit: November 01, 2013, 09:45:52 am by Mr.Zero »
Logged
Durrr..

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #8 on: November 01, 2013, 08:40:48 am »

((Also, yeah, Trung is too advanced. Also, it's heading for a famine straight from the start, but you couldn't know that because I haven't added that part to the list yet. Doing so now.))
Logged

tryrar

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #9 on: November 01, 2013, 08:50:37 am »

Spoiler: Bright Sea Kingdom (click to show/hide)
« Last Edit: November 01, 2013, 06:41:23 pm by tryrar »
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

evilcherry

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #10 on: November 01, 2013, 08:55:13 am »

((Also, yeah, Trung is too advanced. Also, it's heading for a famine straight from the start, but you couldn't know that because I haven't added that part to the list yet. Doing so now.))

((okay, will hold on until you published those rules))


p.s. I would want a general level of tech you expect in the game before making anything fancy. I mean real fancy.
« Last Edit: November 01, 2013, 09:26:17 am by evilcherry »
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #11 on: November 01, 2013, 09:11:20 am »

Spoiler: Name: Aura (click to show/hide)
No idea if this is okay. Let me know if there is a problem.
« Last Edit: November 01, 2013, 02:01:42 pm by GreatWyrmGold »
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Ukrainian Ranger

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #12 on: November 01, 2013, 09:19:16 am »

Whala :
Short History and Description:
Primitive nation of merchants whalers, travelers, explorers, they live on a cold barren northern shore of a continent, for ages they were surviving hunting on whales and other marine mammals until one shaman discovered a way to control whales using magic. Not only that multiplied quantity of meat, fat, bones, skins and various other useful stuff from whales, but it also provided a way to tow their primitive boats over large distances that soon was used for trade and sometimes raiding.
Unfortunately that came not without a price, Whala became dependent on their whales and knowledge about hunting and gathering that feed their grandparents was lost...

Later specialists started to appear, some families were expert whalebreeders, some carved bones and never did anything else, some constructed houses out of snow or whales , some became merchants and some warriors

Capital:
Wicon  [Population: 5]
       - Minor Defenses (Located on an island near the shore separated by narrow straight)

Villages:
2*Whale breeders
1*Port\marketplace
1*Temple of the first Whale (place where shamans reside) if not allowed one more Whale breeding village

Resources:
    -10/20 food
    -20/30 Construction material
    -10 Mana
    -0/2 innovation points:
Army:
       -Sea raiders (basically spearmen with boats towed by whales)
       -Spearmen

Science and Magic
       - Livestock
       - Magical Husbandry
       - Travel by sea
       - Domesticated whales ( Livestock+Magical Husbandry+Travel by sea)
       - Division of Labor
« Last Edit: November 02, 2013, 08:12:36 am by Ukrainian Ranger »
Logged
War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #13 on: November 01, 2013, 09:37:03 am »

Tech description are up, then magic.

Then a small list of what the generic villages do.
Logged

Mr.Zero

  • Bay Watcher
    • View Profile
Re: Nations of Dolusil 2 (0/6)
« Reply #14 on: November 01, 2013, 09:49:28 am »

Ebbor, you really should consider using the list tag. Not only makes it looks your text prettier its a bit easier for the eye.

Instead of this which you are currently doing.

-BLABLABLABLALBLALLBALBALBLALBAL
         -BLABLALBLBALBLABLALBLB


YOu get
  • BLABLABLABLABLA
BLABLA

Then you can add bold or any other make-up.
Logged
Durrr..
Pages: [1] 2 3 ... 19