...Discussion!
Surround-us:what?
Cloud-sky-some, sky-ship-not-ours-many}far-most
Land-sky}near-one, sky-ship}near-few
This-way:land-sky}small-far, sky-ship}one-far
That-way:land-sky}big-near, sky-ship}two-near
Go:which-way?
That-way!
That-way!
...
That-way...
Consensus!
Move south
((Akylon, I think I worked out a bit better/more clearly how I intended Growth to work; it's a stat that can be used to grow new weapons or defenses, repair things, build specialized stuff that isn't a weapon/defense, or boost castle stats(other than Growth, obviously). It's gained at a passive rate of 1 per turn, and takes a turn to use(it doesn't use up deployment stuff or anything, it's just that whatever I want it to get done with isn't finished until the start of next turn). Existing castle stats and weapons/defenses/etc. can be recycled to produce growth, without loss, at the following exchange rate: 1 Growth point per castle stat point, 1 growth point per 10 weapon or defense points. Recyclying happens at the beginning of the turn, so the item recycled is still lost but the growth points are not available until next turn(thus keeping a reserve can be handy). Repairs cost 1 growth to restore twice it's worth in integrity(which, for weapons/defenses, means 8 integrity points restored, rather than 20, and means 2 non-combat(4 combat) integrity points for the castle) and take a turn just like production does.).
That sound fair/balanced/reasonable to you? Some stuff could give more Growth, and some stuff could cost more, or produce more passively, etc., or drop my reserves, etc.))
((Additionally, is Adaptive Armor Plating still okay? I realized it's 50 points, not 40. I could change it, if you wanted....))
((I had sorta come up with a system for balancing massiveness and whatnot, but I've already taken long enough with this post...))