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Author Topic: Shipslayers - another build a Village Game! Current Turn: 23! *Players wanted*  (Read 7479 times)

escaped lurker

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Thinking about it, blocking that cave-entrance might be worth an idea - estimate on needed materials? ;З

In another line of thinking, turns like this one - everyone busy with work and no "really" new discoveries - could get skipped. Thou with rising villager and profession-counts, it might become a moot point very quickly...
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Der Metzger

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Sry guys for just few updates, recently. Reallife, bla.

I will Update in next hour. Cave Entrance could be blocked with a cave-in from the Cliff side. So you wont need materials. We can skip Turns if everybody is busy but next turn something interessting will happen so no skipping.
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Der Metzger

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Shipslayers (Startpoint):
Spoiler (click to show/hide)
The Scouttroup left the Area.
One Woodcutter continues to fell a Tree, 2 turns left.
One Miner continues to mine some Copper Ore, 2 turns left.
One Ranger continues making a Bucket, 1 turn left.
One Elf continues planting some Wheat, 2 turns left.
One Soldier rests, 3 left.
One Foreman/Soldier continues to butcher the Huminodd corpse, 2 turns left.
One Miner starts carving some Stairs, 3 turns left.
One Farmer is absorbing the Strange Blue Gem!


West of Shipslayers:
Spoiler (click to show/hide)
The Scouttroup arrives in the Area.
The Scouttroup discovers a River!
The Scouttroul spots some Slave Traders! It seems the Slave Traders arenīt aware of the Scouttroup.

Some Informations about the Village:
Spoiler (click to show/hide)
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escaped lurker

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Honestly, not sure what to do here - slavers normally do have the power to back up their trade, but then again a small village like ours would be a prime target...
With the little information we currently hold, our hands are somewhat tied. Risking war with the entity or nation behind the slavers if we attack them, could be coming to our doorstep either way.

Guess we have no choice then. Let the scouts fall back and rally the villagers.


On another note - don't get me wrong, your game is already pleasantly fast-paced, and as such wouldn't "need" to skip turns. On the other hand, such measures would allow you to advance the story faster into the direction you would like. Basically your call, really.
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Aseaheru

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Yah, scouts retreat some, people get ready. Other than that, just continue.
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Der Metzger

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The Slavers were a random throw. I donīt have a fix storyline for the Village itself. The Story is writen by you guys, but i have some events with a small percent chance to happen and some kind of Story of this land. There are more secrets to uncover.
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Der Metzger

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Shipslayers (Startpoint):
Spoiler (click to show/hide)
The Scouttroup enters the Area. The Scouttroup is to far away to warn the others! The Slave Traders seem to move slow because of the Slaves.
One Dwarf absorbed the Strange Blue Gem. The Dwarf became a Priest! The Dwarf can now cast spells! A list of Spells can be found below.
One Elf contiunes to plant some Wheat, 1 turn left.
The Miner contiunes to mine some Copper ore, 1 turn left.
The Ranger finished the Bucket, using the last pile of Wood.
The Forman/Soldier continues to butcher the Corpse, 1 turn left.
The Woodcutter conitnues to fell a Tree, 1 turn left.
The Miner continues carving the Stairs, 1 turn left.
The Soldier rests in the Shelter, 2 turns left.

Some Informations about the Village:
Spoiler (click to show/hide)

Note:
Each Strange Blue Gem gives +15 Mana to a Unit. The Unit becomes a Priest after that. You can expand the max Mana of a Priest with Strange Blue Gems. These Gems can be found everywhere.
You can regenerate Mana with sacrifices to your God. For the God of Blood you will need Blood, Bones or other Bodyparts. You can sarcifice something to you God only at a Shrine, Altar or Temple.
« Last Edit: December 29, 2013, 07:42:57 am by Der Metzger »
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escaped lurker

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Rally-Time!

Let the "1 Turn left" finish, the others gather spears and any weaponable tools in the meantime. Which actually means "anything but the saw". The ranger will take the ridgeback with him. The miner by the stairs probably won't make it, so we leave him be.


On the spells - whichs theme fits well - I have a small inquiry. Are the risen undead any stronger than the living? Else mindcontrol, with same cost and duration would always prove superior...  (or is it channeld, leaving the priest vulnerable and unable to cast anything else?)
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Der Metzger

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Mindcontrol would render the Priest unable to move. The Living Dead would be as Strong as they were, well in living form. You can upgrade Spells too, but for that you will need something that is hidden like the Mana Gems or maybe you get lucky and some Traders offer it to you. You already can give Orders to everyone, whoīs work will finish next round.

Edit:
The risen Skeleton will get +25% for dmg and - 25% for health.
« Last Edit: December 29, 2013, 07:44:10 am by Der Metzger »
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Aseaheru

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When the slavers show control one and have him kill the others. Than everyone hit the one.
The one probably should be the one with the shield and without the prisoners.

ACTUALLY, wait until they talk first. They may be selling, or even going to join us!
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GiglameshDespair

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When the slavers show control one and have him kill the others. Than everyone hit the one.
The one probably should be the one with the shield and without the prisoners.

ACTUALLY, wait until they talk first. They may be selling, or even going to join us!
+1
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Der Metzger

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Shipslayers (startpoint):
Spoiler (click to show/hide)
One Elf finished to plant some Wheat. The Elf becomes a Farmer! -4 Wheatseeds
The Miner mined some Copper Ore. +2 Boulders, +2 Copper Ore
The Woodcutter felled a Tree. The Trunk needs to be prepared for further use.
The Foreman/Soldier butcherd a Corpse. +2 Meat, (in Bag), +2 Bones, +2 Tendons, +1 Hide (Raw)
The Miner carved some Stairs. The Miner continues to carve some Stairs, 3 turns left.
The Soldier is still resting, 1 turn left.
The Scouttroup alert the Village of the Slavers.
Every Villiager, exept for the Miner to the South, is drafted into militia and gets armed with some Tools.

One of the Slaver Traders shows up!
Slaver: "Hehe nice little "Army" you Guys got there. Its nothing compared to our Clan! Donīt worry we wonīt hurt you, at least not now. Interessted in buying some "Workers"? Only 150 Gold for one, hehehe. We could make a deal, too. You little buggers build some Pitīs and Penīs . Then you make this place to one of our Outposts. In exchange we will send some Guards and maybe, but only MAYBE, you guys get some Gold. Why so speechless, hehehe?"

Whats your answer? Wich of the Villagers do you wanna send to talk with the Slaver, if you wanna talk at least?

Some Informations about the Village:
Spoiler (click to show/hide)
« Last Edit: December 30, 2013, 05:20:27 pm by Der Metzger »
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escaped lurker

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Honestly, becoming a slaver would not be that bad... actually, how about selling the elf off? ;з

Ahem - I do however have my grievances about their tone. Which actually is not unlike the df-elves. Yeah, no, taking their offer is not an option, given our god; He would be sure to look down on us if we accept.

Advance! Glory be Armok!
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Der Metzger

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Our god is not Armok per se, that was just for fun because it fits the God of Blood. The Bloodgod here donīt judge for selling someone or practice slavery. Hes just interested in Blood, meat, death, etc.
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GiglameshDespair

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Don't attack just yet! Use subtlety.
Say, "Sure, let's have a look at the merchendise."
When they briong the slaves over for inspection,
Mindcontrol the one furthest away, have him stab the next furthest away in the back. Mob the closest with our soldiers and then any surviving slavers.

We don't want any to get away, else they'll tell their slaver civ and they'll send forces to attack us. Without any defences, we'd find it a problem.
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