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Author Topic: Nations of Dolusil: Game thread [6/6]  (Read 6048 times)

10ebbor10

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Nations of Dolusil: Game thread [6/6]
« on: November 03, 2013, 06:24:14 am »

ooc thread

    Players


    Spoiler (click to show/hide)

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


    Spoiler (click to show/hide)

    Spoiler:  T'Ango (click to show/hide)



    Name: Torkal
    Short History and Description: Torkal was once a fairly ordinary small town nestled among some hills and near a medium sized river, but after the discovery that the crystals that have been harvested and used for some rather small-scale rituals could be used to create quite effective arcane implements of war, Torkal soon managed to subdue quite a bit of the surrounding area and grew to become a small city. The city of Torkal is ruled by a council elected from the upper classes of the city, which can elect one of its number to be a temporary ruler for emergencies and crises.

    Capital  [Population: 5]
           - Minor Defenses: A small wall around Torkal, although this is supplemented by the hilly terrain the city sits on.
           - 2xFarming village (+6 food)
           - Lumber camp (+2 Production)
           - Mage tower (+2 Mana, +1 Innovation)

    Resources:
        -10/20 food
        -20/30 Construction material
        -12 Mana (Refills each turn)
        -0/2 innovation points: (+1/turn)
    Army:
           - Fire wand squad [HP:2, Attack:0, Defense:1 Trait: Firewand Spells [2/2]]
           - Spearmen          [HP:2 Attack:2, Defense 1]


    Science and Magic
           - Agriculture  (Lv 1)
           - Elemental Magic (Lv 1)
           - Enchantment (Lv 0+1)
           - Magic Crystals (Lv 1)
    Invention:
           - Invention: Elemental Attack Wands = Magic Crystals+Enchantment+Elemental Magic - allow normal soldiers to use the elements to attack their enemies

    History: The Oedogis are a nomadic tribe, but they have shown increased organization, as their social live converges on the Oedogi Camp. The Camp holds the annual Festival of Autumn, in which many animals of the herd are slaughtered for a gigantic feast. Traditionally, Oedogi boy has to show competence in riding before considered a men; eventually this evolves into trained boys trying to bring wild bulls, lions, giant spiders, and such into submission under his leash. While most of the time it is just for show, the possibility of spider cavalry is always fascinating. Another highlight is a obstacle course contest, which is said to mimic the real combat situations of an Oedogi mounted warrior would face, and includes some riding, some horseback archery, and some spear use. In any case it is very sensible military training.

    Outside festival time the camp is sparsely populated, as everyone need to tend to their livestock. More recently, exchange with other tribes leads to the opening of a mine for metal, but elders are concerned about erosion of the Oedogi lifestyle.

    Capital: Oedogi Camp [Population: 5]
           - Watch towers and constant scouts/patrols keep bandits out.
           - 3 Livestock [6 food, 3 production]
           - 1 Mine [+2 Production, copper]

    Resources:
        -10/20 food
        -20/30 Construction material
        -10 Mana
        -0/2 innovation points:
    Army:
           - 2x Oedogi light Cavalry [HP:2, Attack:3, Defense: 0 Traits: Mounted ]

    Science and Magic
    -Mining Lv1
    -Cavalry Doctrine LV1
    -Mounted Troops Lv1
    -Livestock Lv1
    -Breeding Lv1
    « Last Edit: November 03, 2013, 08:49:38 am by 10ebbor10 »
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    RulerOfNothing

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #1 on: November 03, 2013, 08:07:22 am »

    Actions:
    Have the firewand squad explore Torkal's surroundings further.
    Outfit a second firewand squad.
    Attempt to unlock the idea of Divination.
    « Last Edit: November 03, 2013, 06:52:27 pm by RulerOfNothing »
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    Ukrainian Ranger

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #2 on: November 03, 2013, 08:21:03 am »

    The life of Whala was peaceful and calm but many ambitious individuals were ready to change the life of the nation and bring it forward to the new heights

    The first one, brave merchant and traveler visited a port of Bright Sea Kingdom, he looked for an opportunity  to start trade with that rich nation for mutual benefit

    The second one was an ambitious military leader that desired conquest and victories, he spent his fortune building more boats, purchasing more tamed whales and recruited more warriors. With that small fleet he started a voyage into unexplored waters risking his life

    The third one was a shaman that was responsible for burial rituals, he and his talented sons learned many secrets of death... They are a bit short of gaining actual powers out of it, but they are close.

    The fourth one was another shaman who never had enough whales and made a powerful  a call to attract more unusual, magical and larger whales to Whala waters

    Offer Bright Sea Kingdom to form a trade route. Should they accept assign  one unit of Sea raiders to guard the trade route against pirates\sea monsters

    Build one new unit of Sea raiders

    Send one unit of Sea raiders  to explore the ocean and look for islands with resources\primitive tribes to conquer (If I somehow fail to build the second unit exploring>guarding the trade route)

    Spend all gained innovation and try to get necromancy

    Spend excess mana(if any) to try to call for unusual whales
    « Last Edit: November 03, 2013, 12:18:19 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.

    10ebbor10

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #3 on: November 03, 2013, 08:21:59 am »

    (2 innovation points for an idea)
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    RadtheCad

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #4 on: November 03, 2013, 08:37:31 am »

    [Erm... Could someone please explain what's going on here?  Seems interesting.]
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    You have to kill your son or nuke the commonwealth.

    Mr.Zero

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #5 on: November 03, 2013, 10:15:00 am »

    >Send Scouts to explore areas around the village in attempt to find mythical creatures.
    >Produce one more unit of Cheetah Scouts
    >Start training in Cavalry Doctrine
    >
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    Durrr..

    tryrar

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #6 on: November 03, 2013, 10:34:47 am »

    The people of the Bright Sea Kingdom have always paid homage to the bounty of the sea. Being adept sailors, they've often ignored events happening outside the ocean, but no more. With increasing numbers of visitors entering the Grand Harbor of Jewelport, the King has decided it is time to end the isolation if the islands and take their place among the grand stage of the world!

    Accept Whala's offer of a trade route, and as a show of cooperation, send the fleet of War Cogs to help them guard it.

    Build a second fleet of War Cogs, and have them take the archers on a scouting mission, since many of the islands still haven't been properly mapped. The War Cogs will carefully map the coasts, while the archers will explore inland

    The King calls all the Free Thinkers of the Kingdom to gather under his banner and form a guild!(Create Independent Thinkers, disbanding the generic resource gatherers if necessary)

    Using knowledge of engineering, start a small terrain-sculpting project, aiming to increase defensiveness by slowly turning the natural contours of the island that the city sits on into actual terraces with sharp drops onto hard stone, with small gates between each level change. (this will eventually turn the city into several quarters)

    Work is started into discovering ways to hurl large objects at great distances(start researching artillery doctrine)
    « Last Edit: November 03, 2013, 12:03:07 pm 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.

    Terenos

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #7 on: November 03, 2013, 10:42:30 am »

    Have scouts Explore, generically.
    Construct Farming Village
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    But despite what you've been told, I once had a soul. Left somewhere behind...

    evilcherry

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #8 on: November 03, 2013, 12:01:11 pm »

    The plains of Oedogi is at some kind of cultural crossroads, as always.
    The Horse clan feel that they have to put more men on the horse, so they can expand and defend their homelands.
    The Jackal clan, though, argue that they actually have enough land, and should dedicate more to pastures.
    The Fox clan argue that their practices are too wasteful, and should actually look at the ways to prevent dying of foals and kids.
    Finally the Eagle clan feel that it is time to flex Oedogi muscles, and commands the boys to explore the general area to conquer and subjugate any uncivilized people.

    In a nutshell:
    Build another Pasture
    1 Innovation point to animal care, trying to get Livestock 1
    Raise as many tribes of Oedogi light Cavalry as possible
    Move the current tribes around to conquer, loot, or subjugate any non-civs around.
    « Last Edit: November 04, 2013, 12:48:21 am by evilcherry »
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    10ebbor10

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #9 on: November 04, 2013, 05:25:32 pm »

    >Send Scouts to explore areas around the village in attempt to find mythical creatures.
    >Produce one more unit of Cheetah Scouts
    >Start training in Cavalry Doctrine
    >


    The wide plains of Athar are home to a variety of diverse and interesting life forms. To the untrained eye, the plains appear desolate, a sea of grass stretching out towards the horizon. A trained guide will be able to spot dangers of plains, hiding  behind every slope, and every creek. An Urur scout sees the beauty of the land, and can traverse it without fear, but not without risk.

    Send by the council of Nervuyur, the Urur scouts scour the plains, following the rumours of a mythological creature. A Salamander has been sighted in the area, almost as large as a man, with a hide though as rock and blazing to touch. After days of searching, one scout almost mistakingly stumbles upon a Salamander's nest. Numerous eggs are hidden in a small crevice in the mountainside, steam still rising from the seemingly abandoned nest. It's unlikely that the Salamander will be gone long, and if it returns it might not react well to any intruder. ((Micro-event))

    More scouts have been trained at basecamp, and educated in proper maneuvers. The Lunar cycle has been prosperous, and population has increased significantly. 

    Spoiler (click to show/hide)

    The people of the Bright Sea Kingdom have always paid homage to the bounty of the sea. Being adept sailors, they've often ignored events happening outside the ocean, but no more. With increasing numbers of visitors entering the Grand Harbor of Jewelport, the King has decided it is time to end the isolation if the islands and take their place among the grand stage of the world!

    Accept Whala's offer of a trade route, and as a show of cooperation, send the fleet of War Cogs to help them guard it.

    Build a second fleet of War Cogs, and have them take the archers on a scouting mission, since many of the islands still haven't been properly mapped. The War Cogs will carefully map the coasts, while the archers will explore inland

    The King calls all the Free Thinkers of the Kingdom to gather under his banner and form a guild!(Create Independent Thinkers, disbanding the generic resource gatherers if necessary)

    Using knowledge of engineering, start a small terrain-sculpting project, aiming to increase defensiveness by slowly turning the natural contours of the island that the city sits on into actual terraces with sharp drops onto hard stone, with small gates between each level change. (this will eventually turn the city into several quarters)

    Work is started into discovering ways to hurl large objects at great distances(start researching artillery doctrine)


    A trade route has been opened between the Bright Sea Kingdom and Whale people of the South. At this moment, little trade is occurring, as fishing ships still occupy the majority of the Grand harbor. Still, the occasional whale has been a friendly sight in Sea Kingdom waters.

    A second fleet of War cogs has been commissioned, but was not ready in time for exploration, before the weather worsened.

    A new guild of Industry and Invention has been formed on the islands, displacing the original resource gathering operations. They immediately prove their worth, working on several ways to hurl rocks at great distance and large velocity.

    Additionally, a new project is at hand. By improving the natural defenses of the town, a few key choke points can be created, making the city easier to defend.

    [Defense project: 0/40 production (Note: This does not include any additionall defensive constructions at the edge of the terraces)]

    ((Note, stats for war Cogs changed. I was being an idiot and didn't realize it were boats.))

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

    The life of Whala was peaceful and calm but many ambitious individuals were ready to change the life of the nation and bring it forward to the new heights

    The first one, brave merchant and traveler visited a port of Bright Sea Kingdom, he looked for an opportunity  to start trade with that rich nation for mutual benefit

    The second one was an ambitious military leader that desired conquest and victories, he spent his fortune building more boats, purchasing more tamed whales and recruited more warriors. With that small fleet he started a voyage into unexplored waters risking his life

    The third one was a shaman that was responsible for burial rituals, he and his talented sons learned many secrets of death... They are a bit short of gaining actual powers out of it, but they are close.

    The fourth one was another shaman who never had enough whales and made a powerful  a call to attract more unusual, magical and larger whales to Whala waters

    Offer Bright Sea Kingdom to form a trade route. Should they accept assign  one unit of Sea raiders to guard the trade route against pirates\sea monsters

    Build one new unit of Sea raiders

    Send one unit of Sea raiders  to explore the ocean and look for islands with resources\primitive tribes to conquer (If I somehow fail to build the second unit exploring>guarding the trade route)

    Spend all gained innovation and try to get necromancy

    Spend excess mana(if any) to try to call for unusual whales

    A new trade route with the Sea kingdom has been created. While their ships are not as elegant or nimble as our trained whales, there's still a lot this cooperation could bring. For now, there's very little trade along the route, and no real gains to be had.

    New whales are trained and a new contingent of Sea raiders is gathered, but not in time to scout before the weather worsened. ((Yes I failed to notice the conditional. It would not have mattered, I rolled))

    Save for the whales that always inhabit the basin around the island, there are none. They only pass by during the great migrations, which even our shamans can't predict.

    (Idea of Necromancy unlocked)

    Spoiler (click to show/hide)

    Have scouts Explore, generically.
    Construct Farming Village


    With the discovery of agriculture, the Tango slowly gave up on their older ways of live. This new style of live proved to be succesfull, and the tribe rapidly prospered and grew. Farming steads rose throughrough the forests, and old trees were turned to fields and farms.

    The T'ango scouts found nothing of interest.

    Spoiler:  T'Ango (click to show/hide)

    Actions:
    Have the firewand squad explore Torkal's surroundings further.
    Outfit a second firewand squad.
    Attempt to unlock the idea of Divination.

    Torkal's fireguards explored the forests bordering the river, after days of exploration they had found nothing. Dissappointed, they turned back, only to find themselves eye to eye with a dangerous horde of wolves. They quickly prepared for battle. (The troops find themselves on a small clearing in the forest, relatively close to the river but quite far from the town. Numerous wolves are circling the camp)

    A second firewand squad has been outfitted with magical wands, exhausting mana supplies for that turn.

    Spoiler (click to show/hide)

    The plains of Oedogi is at some kind of cultural crossroads, as always.
    The Horse clan feel that they have to put more men on the horse, so they can expand and defend their homelands.
    The Jackal clan, though, argue that they actually have enough land, and should dedicate more to pastures.
    The Fox clan argue that their practices are too wasteful, and should actually look at the ways to prevent dying of foals and kids.
    Finally the Eagle clan feel that it is time to flex Oedogi muscles, and commands the boys to explore the general area to conquer and subjugate any uncivilized people.

    In a nutshell:
    Build another Pasture
    1 Innovation point to animal care, trying to get Livestock 1
    Raise as many tribes of Oedogi light Cavalry as possible
    Move the current tribes around to conquer, loot, or subjugate any non-civs around.


    The Oedogi herds propser in the plains, and grow plentifull. In order to protect their every growing herd, new Oedogi riders are trained, while the others scour the plains.

    Those riders meet resistance at a small village to the North, where other humans tries to live out a serene life.

    Spoiler: Battle (click to show/hide)

    Spoiler (click to show/hide)
    [/quote]
    « Last Edit: November 05, 2013, 06:29:53 am by 10ebbor10 »
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    tryrar

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #10 on: November 04, 2013, 07:41:16 pm »

    >With the newly acquired artillery doctrine, The King calls upon the guild of Industry and Invention to refine this further into small artillery pieces able to be mounted on the war cogs, to give them a bigger offensive punch if war comes to the islands.(Use engineering+sea travel+artillery doctrine to create ship-mounted ballistae, as well as systems to retrofit them to existing ships)

    >The sea provides a huge bounty, bringing enough surplus that the King feels confident enough to order one of the fleets to be re-outfitted as traders, and orders a trade mission be conducted along the new trade route to Whala. Priority is gaining more material supply, so offer knowledge of engineering, or knowledge of tapping mana wells to them in exchange.

    >With the weather (hopefully) clearing, the new fleet of War Cogs will conduct its interrupted scouting mission, taking the archers along as planned.

    >Organize work gangs from the unemployed and criminals(with pay or time served as payment), and use these to provide the work force needed to begin the terrace project. Provide a bit of material to aid in this.

    >(Conditional order: If the population grows this turn, I want to set up another resource village. Depending on how the mission to Whala goes, this is either going to be a fishing village located on a nearby island, so that one of the fleets in the Grand Harbor can be a trade fleet permanently, or a second woodcutters, so I can keep my supply refilling. Also, if by chance my scouts uncover a surface deposit(unlikely, but hey), then instead I want a mining village)
    « Last Edit: November 04, 2013, 11:15:19 pm 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.

    Terenos

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #11 on: November 04, 2013, 09:23:36 pm »

    Our population flourishes, and it continues to be an excellent time to expand our holdings!
    (Also, shouldnt I have..12 construction material? Is that what my lumber camp provides?)
    Construct a second lumber camp, gathering fresh timber for our fledgling nation

    Send out the Scouts to further scout the region.
    Innovation Idea! (Agriculture + Engineering) Farming has given us great strength, we seek to expand upon this strength by devising a system to bring fresh water to all our farmland (Irrigation system anyone?)
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    But despite what you've been told, I once had a soul. Left somewhere behind...

    evilcherry

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #12 on: November 04, 2013, 09:41:54 pm »

    The Oedogis are conquerers, not raiders.

    Let the villagers know they have three chances to surrender, or they would suffer at the hoofs of the Oedogi.
    The tactic is simple. The boys will approach the enemy in a pincer movement, each squad taking a wing. Try to rout, not kill the enemy.
    Spare any man who surrenders; kill those who won't. Women and children are always spared (we need spare bodies).
    Study carefully anything interesting, including how our boys fare against the slingers, how to the villagers feed themselves, their culture, magick, etc etc. (i.e. hold off for a turn)
    Leave a squad of horse as guards, and the rest explore the lands once more.
    « Last Edit: November 05, 2013, 11:37:58 am by evilcherry »
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    Mr.Zero

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #13 on: November 05, 2013, 07:32:27 am »

    The council members of magic and war hold a meeting based on the scouts findings. The meeting is swift and decisive. We will try to see if we can get on friendly terms with the salamander trough offerings of food, having such creatures under our control will instill fear in our enemies. However fighting it would be not only dangerous for our men, but it might as well form a danger in the future if more of them appear. To add, our arrows are no match for it's skin nor are our beasts.
    > Find the salamander near it's lair and offer (Show that we are bringing food and leaving it) without trespassing it's nest.  Do not attempt to fight it.

    The surroundings are still unknown, they must be explored further.
    > Send both scouts to explore for natural resources or other animals/ mythical beasts, send one scout into the mountains and the other to explore the plains.

    Council member of construction advised the construction of farms to sustain our animals and population, we should make use of the nearby plains to set-up the ranches.
    > Construct Ranch Village

    Council member of Science reports that some villagers have noticed that certain traits can be passed on trough selective breeding, more research is required on this but it means that we can get stronger and healthier animals if we get this technique under control.
    > Research the idea of selective breeding

    Council member of food is worried that we might get a food shortage, he suggests that we should use our mounted archers to hunt for animals like horses,deers, boars and wild cows. While it may leave us defenseless, we have an outpost to spot enemies giving us valuable time to call them back.
    >Send archers on a hunting mission for food around the village.

    Council member of diplomacy partied too much and thus is currently shouting gibberish which is ignored until he sobers up.
    « Last Edit: November 05, 2013, 07:52:03 am by Mr.Zero »
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    Durrr..

    10ebbor10

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    Re: Nations of Dolusil: Game thread [6/6]
    « Reply #14 on: November 05, 2013, 07:46:53 am »

    ((Nope, not how science works. You can't research additional levels of technologies. The only thing you can do is make an invention using them, which might then level them up.))
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