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Author Topic: Nations of Dolusil: Game thread [6/6]  (Read 5872 times)

tryrar

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #45 on: November 16, 2013, 01:32:05 am »

> With winter closing in, and production needs of the Kingdom outstripping supply, trade with Torkal becomes very important. To that end, a regular, non-ballista armed War Cog is produced and sent on anti-piracy patrols, so that we can squeeze in as much trade as possible before winter storms make overseas travel too treacherous.

>The King will also instruct our envoy to propose an idea with our Torkal allies: If they would front the matierals, we will have our engineers travel to their kingdom and show them how to construct simple landings on the river for our trade ships to dock, boosting the ease of trade with them.

>Also, The King will request any spare copper ingots they can supply us, for some compensation of course(Send some trade goods for copper). Meanwhile, the Guardsmen will search this and several nearby islands for any signs of mineral deposits that can be exploited

>Finally, the King will offer to have our magicians aid in researching the temple Torkal found, for a share of the research gained of course.(I'll offer to be the one to go inside, so that if anything happens, it'll be my guy who gets blasted)

>The Guild of Innovation and Industry is changing tacks, due to the need for qualified individuals to serve as the next generation of craftsmen and sailors.(Research Apprenticeship)

>A second mana well is needed to accommodate the growing needs of the Kingdom. The mages will locate such a deposit, and begin preliminary preparations to tap it.(start the project, but spend no actual production points to it at this time. I need to get a bit of a production buffer going!)

>With the Addition of Enchantment gained from our allies in Torkal, the magicians have come up with a simple spell that will cause any stone, once fired from an artillery piece, to shatter upon impact in a forceful explosion, sending shrapnel everywhere(combine Enchantment+Artillery Doctrine to create Shatter Ammo
« Last Edit: November 16, 2013, 03:38:03 am by tryrar »
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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

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #46 on: November 16, 2013, 02:59:13 am »

The Steppes of Oedogi is still a place of contradictions.

The horsemen we sent as scouts has not only encountered another more fortified town, but also a people who they called themselves Whala, but under closer inspection, the fact that these people can control a kind of sea-monster and to talk with the dead should be named Whalahadogi, which means People from the Leviathan of Death.

As the people got together, they seemed to have better understanding of each others' customs, and knowledge of how to organize people and armies are of utmost importance of the Oedogi. In addition, a group of spearmen will accompany the Scouts back to the steppes, as the Oedogi think that their tactics while not at all useful for horses, is still useful to understand, and the ferocity and organization of these people are as good as any other Oedogi. In return they will have a third of all loot gathered from any raid if they are present.

Accept trade of Ranged Doctrine and Breeding for Aggressive doctrine and Division of Labour. Accept military aid offer.

The Rise of the Khimidogi Champion - Keliya (*) in Khimidogi tongue - has heightened inter-racial tensions back in Oedogi. Some people won't accept that a Khimidogi could be the equal of any Oedogi, and demands some real spoils before he is to be accepted.

To ease it off, Keliya decided that he would lead an Oedogi army for glory, and to prove his worth, he would raid the lands of the people who called themselves T'Ango.

Raid T'Ango. Force composition: 1x Mounted Slinger, 3 Light Horse. The Spears will participate the war games of the Tuat in addition to working as town guards.

Otherwise there is not much to do for this turn.

(*) If you still don't notice, Keliya is Goliath in Putonghua, transcribed under the Wade-Giles system. I'm pretty lazy here.
« Last Edit: November 16, 2013, 08:24:25 am by evilcherry »
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Terenos

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #47 on: November 16, 2013, 07:44:32 am »

The Council of the Learned knew this day would come. They knew the day would come when outsiders would come to the T'Ango lands, bringing war in their jealousy over T'Ango prosperity.

Outrunners had returned to inform the populace that soon they would be under attack by a modest force of people from the nearby steppes. They came on horseback into the sacred forests of the T'Ango. And this would not be tolerated.

They would gather up what weapons they had, the short bows of the hunters, the axes of the woodcutters, the farming tools of the farmers. And the desire, heartfelt through all, to keep their lands inviolate. No quarter would be asked or given.

Not one of them would leave the T'Ango forest alive. Their blood would fertilize the fields and their bones would forever lay under the canopy.

Battle Strategy: Move everything of value deep into the forest. Let them come to us. Encircle and destroy. No survivors, No prisoners. In the event they try to take something, BURN IT DOWN.
If the attack comes before the turn, fight with what we have.

Turn Orders, Should the fight come after the turn:
Raise another unit of Hunters
Scouts determine ideal ambush spots, to use against the invaders
Hunters rest in preparation for the fight.
Same tactics as before.
« Last Edit: November 16, 2013, 07:48:41 am by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

RulerOfNothing

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #48 on: November 16, 2013, 05:05:40 pm »


-Accept the Kingdom's offer to set up trade docks in Torkal
-Allow the Kingdom's mages to study the temple and its spells, but not to activate anything
-Sell all of Torkal's copper production to the Kingdom in exchange for trade goods, but switch the mine to production of malachite for next turn
-Outfit a squad of elemental wand wielders, using ice this time (hopefully ice would be subsumed under water and/or air, otherwise just use air as the element)
-Have 1 fire wand squad continue guarding the temple and the other continue exploring
-Offer another trade of technology with the Kingdom, this time trading either Agriculture, Mining or Mana Crystals for Apprenticeship
-Trade Elemental Magic and Mana Crystals for Apprenticeship and Mana Wells
-Torkal's artificiers will develop Magical Universities
« Last Edit: November 17, 2013, 04:54:53 am by RulerOfNothing »
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evilcherry

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #49 on: November 16, 2013, 07:25:22 pm »

The Oedogi continue to strike into T'Ango lands

Burn baby Burn.

10ebbor10

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #50 on: November 17, 2013, 06:21:44 am »

Travel roll: [5]
   -Attack takes place after several turn actions.

Battle: Oedegi versus T'ango
             [18]   versus [19]

Despite the initial setbacks, the Oedegi forces made quite pace, once they arrived in T'ango lands. There's no trace yet of the enemy forces.

Spoiler: Map (click to show/hide)

Spoiler: Oedegi forces (click to show/hide)

Spoiler: T'ango Forces (click to show/hide)
« Last Edit: November 17, 2013, 06:27:00 am by 10ebbor10 »
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10ebbor10

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #51 on: November 17, 2013, 03:40:02 pm »

Spoiler (click to show/hide)
Evil(4) vs  Terenos (10)

The cavalry charges towards the nearest village, which they find to be empty. They're about to burn the place to the ground as thunder rolls across the sky.T'ango emerge from the buildings, and a melee unfolds in the center of the village. The Oedegi cavalry forces find them trapped between the buildings, and many go down before they manage to regroup, and run down the enemy. In a matter of minutes, the center of the town has become a graveyard, the mud colored with blood and littered with corpses of horse and men.

((Bad rolls + glass cannon cavalry = ...))

Spoiler: Map (click to show/hide)

Spoiler: Oedegi forces (click to show/hide)

Spoiler: T'ango Forces (click to show/hide)
[/quote]
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10ebbor10

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #52 on: November 18, 2013, 04:41:23 pm »

Spoiler (click to show/hide)

Initiative [6] vs [5]

The Oedegi cavalry falters, and moves deeper into the village. Above the battleground, the skies darken, and lightning illuminates the deadly battle below. With a single charge, the Oedegi Cavalry breaks through the enemy lines, and makes way for their home country. Their attempts at a fire are however unsuccesfull. A torrential downpour drowns the kindling flames, washes away the blood and bodies.

Results
None, except for the damage done.

Spoiler: Map (click to show/hide)
Spoiler: Oedegi forces (click to show/hide)
Spoiler: T'ango Forces (click to show/hide)
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Mr.Zero

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #53 on: November 21, 2013, 06:45:54 am »

God damnit, one moment nothing happens and then suddenly i hear mentions of natural disasters striking my village D:

Il keep it short.

>Make defensive pact with the T'ango, we aid each other in defense only. ( We agreed on this trough PM's)
>Continue special breeding project
>Send all the scouts to the lizards in an attempt to snatch some of the young lings.

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10ebbor10

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #54 on: November 24, 2013, 03:54:13 pm »

Current Season: Winter

God damnit, one moment nothing happens and then suddenly i hear mentions of natural disasters striking my village D:

Il keep it short.

>Make defensive pact with the T'ango, we aid each other in defense only. ( We agreed on this trough PM's)
>Continue special breeding project
>Send all the scouts to the lizards in an attempt to snatch some of the young lings.

((Defensive pact has no actual in game effect, and will not be enforced by the GM.))

The breeding project continues, but has no results so far.

The scouts manage to capture one of the lizards, but it's wounded and so are they.

Spoiler (click to show/hide)

> With winter closing in, and production needs of the Kingdom outstripping supply, trade with Torkal becomes very important. To that end, a regular, non-ballista armed War Cog is produced and sent on anti-piracy patrols, so that we can squeeze in as much trade as possible before winter storms make overseas travel too treacherous.

>The King will also instruct our envoy to propose an idea with our Torkal allies: If they would front the matierals, we will have our engineers travel to their kingdom and show them how to construct simple landings on the river for our trade ships to dock, boosting the ease of trade with them.

>Also, The King will request any spare copper ingots they can supply us, for some compensation of course(Send some trade goods for copper). Meanwhile, the Guardsmen will search this and several nearby islands for any signs of mineral deposits that can be exploited

>Finally, the King will offer to have our magicians aid in researching the temple Torkal found, for a share of the research gained of course.(I'll offer to be the one to go inside, so that if anything happens, it'll be my guy who gets blasted)

>A second mana well is needed to accommodate the growing needs of the Kingdom. The mages will locate such a deposit, and begin preliminary preparations to tap it.(start the project, but spend no actual production points to it at this time. I need to get a bit of a production buffer going!)

A War cog is produced, and send out to secure trade routes. It's mostly successful in this endeavor.

Copper is secured, though the supply is limited, as mining in Torkal has stopped. Our own searches for minerals have so far turned up little of worth.

We did manage to find a second mana well, but so far we haven't exploited it yet.

[result of other 2 actions, see Torkal]

Spoiler: Bright Sea Kingdom (click to show/hide)

With the failure to get any useful information about the prize and rumors about new, powerful ships under construction reached the ears of Whala it was understood that war will be long and it will be bloody and planning for it started to come to life, best minds of the nation started to improve training of sailors destined to win the war, not only they trained to survive in harshest conditions, to board, to fight until death, to raid land cities and to hunt wild whales (it was decided to bring wild whales down to free food resources for domesticated ones) but they learned rituals to get power from death, be it a hunted whale, enemy sailor or a fallen comrade.
Wearing bone amulets, using skull helnmets and weapons from a sharpened bones and dressed in black clothes made from the skin of the darkest whales, they are destined to bring fear in hearts of enemies

Try do develop a new innovation: Sailors of death: Travel by sea+Aggressive doctrine+Division of labor+Necromancy

In the same time, construction of a grand cemetery started, one centralized place to bury all whala and skulls of the most notable whales

Build a grand cemetery: Popless project to get anything of - bonus to necromancy rolls\innovation points\mana source

Using the experience in taming whales, Whala tried to tame the Wywern, tame, and train as a war machine. It's ability to swim would be tested, too
All mana not spent on the above projects goes to the taming of the Wywern. Also, spend up to 2 units of food for feeding it, if needed

With the weather worsening it was decided that Piracy is unadvicable, instead both of sea raiders started to hunt wild whales, bringing youngsters to tame and killing adults for war resources... Yet that was made in friendly waters to conserve resources, don't risk ships and be ready for sneak attacks... Cogs stayed in the port without further repairs as leaders decided what to do with them
Sea raiders to Hunt for whales in friendly waters, try to not spend much mana as it is needed for the wywern\cemetery

Same can't be said about adventurous group of spearmen followed  went south, to the lands of Oedogi. Actually, with winter approaching, those arctic people went to milder climate...
Rumors about valorous tribes  reached even The Northern Whala lands. They desired fortune, loot and military knowledge. They had what to share, and they had what to learn. They offered a practical knowledge about warriors that have no other profession but war and aggression that needed in offensive warfare, they learned about slings and techniques of breeding ideal horses

  Send one unit of spearmen to Oedogi to serve as a mercenary unit* for 1\3 of the loot from any battle they participate in(if rejected: go home. If attacked fight to the death :)
Additionally: Tech trade offer to Oedogi:
Aggressive doctrine and Division of Labour for Ranged Doctrine and Breeding (division of labor and breeding is the first priority trade, doctrines are secondary)
Use 2 unit of food, to ensure that Spearmen don't starve during their trip

Finally, try to reach an agreement of mutual friendship and non-aggression

*That means unit will be under Evilcherry's control as long as I don't recall it or he sends it back


The sailors of the death are remarkable men. They've bound their ship, and their souls, to the spirits of those lost at sea, giving them power and wisdom. In the midst of battle they can summon these spirits, raising the death from their watery graves.

Work on the grand cemetery has started, a massive structure, designed to house the soul and essence of everything that dies around it. Within it's walls, the border between life and death becomes a mere threshold, that can be crossed with the littlest of care.

Construction progress [0/20 production, 0/10 mana].

The wyvern remains wild, but it's actions can be controlled. Somewhat. It's a good bit more intelligent than a whale, and much less docile. Additionally, the wyvern doesn't swim. The water merely freezes when it touches it, keeping it afloat.

Wild whale population has been seriously diminished by the whalers actions, though a stable breeding population still remains, both in the wild and in captivity.


The spearman has arrived successfully.
Spoiler (click to show/hide)

The Council of the Learned knew this day would come. They knew the day would come when outsiders would come to the T'Ango lands, bringing war in their jealousy over T'Ango prosperity.

Outrunners had returned to inform the populace that soon they would be under attack by a modest force of people from the nearby steppes. They came on horseback into the sacred forests of the T'Ango. And this would not be tolerated.

They would gather up what weapons they had, the short bows of the hunters, the axes of the woodcutters, the farming tools of the farmers. And the desire, heartfelt through all, to keep their lands inviolate. No quarter would be asked or given.

Not one of them would leave the T'Ango forest alive. Their blood would fertilize the fields and their bones would forever lay under the canopy.

Battle Strategy: Move everything of value deep into the forest. Let them come to us. Encircle and destroy. No survivors, No prisoners. In the event they try to take something, BURN IT DOWN.
If the attack comes before the turn, fight with what we have.

Turn Orders, Should the fight come after the turn:
Raise another unit of Hunters
Scouts determine ideal ambush spots, to use against the invaders
Hunters rest in preparation for the fight.
Same tactics as before.


The battle had been an unusual success. Nevertheless, everyone knew this war was not over yet. A much harsher, and much more dangerous attack was suspected to occur in the near future. After all, the enemy know knew the surroundings, and in the coming spring their horses would have a serious advantage.

Population grows.


Spoiler:  T'Ango (click to show/hide)


-Accept the Kingdom's offer to set up trade docks in Torkal
-Allow the Kingdom's mages to study the temple and its spells, but not to activate anything
-Sell all of Torkal's copper production to the Kingdom in exchange for trade goods, but switch the mine to production of malachite for next turn
-Outfit a squad of elemental wand wielders, using ice this time (hopefully ice would be subsumed under water and/or air, otherwise just use air as the element)
-Have 1 fire wand squad continue guarding the temple and the other continue exploring
-Torkal's artificiers will develop Magical Universities

The kingdom's mages don't manage to uncover anything new. Truly, at this moment the descision is wherether to enter the temple, and risk activating it, or to leave it alone. (Third and fourth option are respectively activating it and blowing it up).

The mines are switched to Malachite, giving a slight boost to our artificers and wand wielders.

The explorers find nothing.

Massive population growth.

Spoiler (click to show/hide)


The Steppes of Oedogi is still a place of contradictions.

The horsemen we sent as scouts has not only encountered another more fortified town, but also a people who they called themselves Whala, but under closer inspection, the fact that these people can control a kind of sea-monster and to talk with the dead should be named Whalahadogi, which means People from the Leviathan of Death.

As the people got together, they seemed to have better understanding of each others' customs, and knowledge of how to organize people and armies are of utmost importance of the Oedogi. In addition, a group of spearmen will accompany the Scouts back to the steppes, as the Oedogi think that their tactics while not at all useful for horses, is still useful to understand, and the ferocity and organization of these people are as good as any other Oedogi. In return they will have a third of all loot gathered from any raid if they are present.


The Rise of the Khimidogi Champion - Keliya (*) in Khimidogi tongue - has heightened inter-racial tensions back in Oedogi. Some people won't accept that a Khimidogi could be the equal of any Oedogi, and demands some real spoils before he is to be accepted.

To ease it off, Keliya decided that he would lead an Oedogi army for glory, and to prove his worth, he would raid the lands of the people who called themselves T'Ango.

Raid T'Ango. Force composition: 1x Mounted Slinger, 3 Light Horse. The Spears will participate the war games of the Tuat in addition to working as town guards.

Otherwise there is not much to do for this turn.

(*) If you still don't notice, Keliya is Goliath in Putonghua, transcribed under the Wade-Giles system. I'm pretty lazy here.

The raid has been a failure.

Population grows.

Spoiler (click to show/hide)
[/quote]
[/quote]
« Last Edit: November 25, 2013, 02:07:29 am by 10ebbor10 »
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RulerOfNothing

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #55 on: November 24, 2013, 06:25:57 pm »

-Finally enter the temple to explore it(hopefully the Kingdom mages are still at the temple, if so they can help), have the explorers backed up by a fire wand squad and the ice wand squad
-Construct another mage tower if possible
-Develop a new invention: Magical Irrigation (Agriculture+Elementalism+Enchantment+Mana Crystals): uses water elementalism to either create or summon water for irrigation
« Last Edit: November 24, 2013, 06:31:04 pm by RulerOfNothing »
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tryrar

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #56 on: November 24, 2013, 09:05:14 pm »

>The King is not satisfied with the current catapult ship, and orders it taken apart and rebuilt(cashing in that one-time recycle you said I could do). Once this happens, both ships will be on shore patrol to avoid the winter storms(nobody travels the seas in winter, so trade isn't an issue)

>Speaking of the current ship, if resources allow, a second catapult will be built and mounted on the ship, giving the Kingdom two powerful naval units.

>The King also orders a small, fast sailing skiff built to better scout the islands for natural resources(as production allows; if I run out defer to next turn rather than use magical construction)

>Using the acquired copper, the Guardsmen will be outfitted with proper war tridents, as well as light copper scale if supplies are great enough(priority on the war tridents, though)

>A squad of Light Crossbowmen will be created(if there is production for it, defer to next turn of not)

>Top priority, though, is tapping the second mana well to allow more magically constructed buildings(though magical construction won't be used to build it, as that defeats the purpose)

>The guild of Engineering and Invention will finalize details of Apprenticeship

>The skiff, if built, will scout the islands for any surface deposits, or anything else of interest(if not built, the guardsmen will do this instead)
« Last Edit: November 25, 2013, 10:36:32 am by tryrar »
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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.

Ukrainian Ranger

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #57 on: November 25, 2013, 05:32:48 am »

As winter comes Whala concentrated solely on internal matters, Internal matters  that would change the northern society for worse. With his death approaching the old high chief fell under influence of death shamans and they persuaded him to build a personal tomb. The construction started, all efforts of the nation went to the constructing of the tomb and cemetery around it. All criminals, unskilled poor, lonely elders, and other less important members of the Whala society were forced to work in the harsh condition of the winter.  No relatives or friends of death shamans, warriors, sailors or wywern caretakers were hurted because their loyalty was needed
Additionally, some of the younger women, sisters, wifes and daughters of poor souls sentenced to death

Spend all available resources to construct the cemetery. Force one pop worth of people to work on the construction to death trying to squeeze some additional production points\mana and becoming the first power influx of the cemetery. Use all available forces; (spearmen, sailors, loyal militia (especially necromancers), even wywern to stop any kind of rebellion against such a ruthless tyranny)
« Last Edit: November 25, 2013, 12:08:18 pm by Ukrainian Ranger »
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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.

evilcherry

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #58 on: November 25, 2013, 06:03:23 am »

The Oedogi, faced the first real obstacle to glory: the so-called T'Ango. They understand that they are too strong to defeat now, and instead turns their heads towards the "more fortified" village (that was introduced a couple of turns ago).

Otherwise the Oedogi concentrated their efforts on surviving the winter.

Mr.Zero

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Re: Nations of Dolusil: Game thread [6/6]
« Reply #59 on: November 25, 2013, 08:49:30 am »

(I know, but i assume diplomatic stuff has to be made public right? At least some of it.)

>Increase livestock production by +2 and decrease production by -2
>Continue the special project
>Get the council of magic to work with the lizard, by attempting to bond with it and thus taming it. Show that we don't mean harm, trough food, petting w/e.
>Scout out the wolf pack with 3 scouts
>Advise citizens to remain as warm as possible without neglecting important tasks.
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