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Author Topic: [ISG] You, are the Dungeons Master  (Read 5356 times)

Tomcost

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Re: [ISG] You, are the Dungeon Master
« Reply #60 on: July 11, 2015, 05:25:31 pm »

Wait, how many workers per turn does the building of each structure require?

escaped lurker

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Re: [ISG] You, are the Dungeon Master
« Reply #61 on: July 11, 2015, 05:39:18 pm »

Traps?

Since we did not take the trapper "perk", we will need to research them first. Or rather, they need an advanced building the "Workshop", to be built. But really, atm, we have not even housing for our workers & soldiers, so the first "round" might turn out to be half catering to them, half building up our economy.

For most research, we will need the "Dungeon Centre", as it is, after all, the core of our dungeon. Either way, I will introduce the buildings as we are able to build them, or list what is needed for them if there is any interest. I just doubt that there is much need or use for an info-dump at this point in time.

Wait, how many workers per turn does the building of each structure require?
Any basic building, safe for Fortifications, takes 1 "Action / Worker / Workforce / Zombie Peasant".

Later on, when we got the needed prerequisites, we will be able to build "Middle" and "Large" Buildings from scratch, instead of upgrading "Small" Buildings, and these two former ones would take their respective 2 or 3 Workforce to build, but right now, everything only needs 1 worker to be built.
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Tomcost

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Re: [ISG] You, are the Dungeon Master
« Reply #62 on: July 11, 2015, 05:41:12 pm »

Another question: do we need flooring to build stuff?

Aslandus

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Re: [ISG] You, are the Dungeon Master
« Reply #63 on: July 11, 2015, 05:50:55 pm »

so we have 6 buildings we can build this turn then?
-barracks at F5 and E5, they can sleep in shifts
-housing at G4
-Mine at G7 for early moneys
-Dig out H3


And I'm not sure what else, maybe another mine?

Tomcost

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Re: [ISG] You, are the Dungeon Master
« Reply #64 on: July 11, 2015, 05:53:19 pm »

Quarters:
8/0 Military Housing
4/0 Worker Housing
Small Housing: Allows Peasants to be housed. 4 Inhabitants  30G
Small Barracks: Allows Troops to be housed. 4 Inhabitants   25G

It seems that we only need one housing and two barracks

Aslandus

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Re: [ISG] You, are the Dungeon Master
« Reply #65 on: July 11, 2015, 05:59:16 pm »

I noticed and edited my suggestion, though we may have to vote between mine and Shadestyle's

escaped lurker

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Re: [ISG] You, are the Dungeon Master
« Reply #66 on: July 11, 2015, 06:05:10 pm »

Another question: do we need flooring to build stuff?

Nope - it just means that "Mining a Tile", henceforth costs 5 Gold. Dem Zombie Boyz don't run a charity after all.
(Though I do realise that I worded it ambigiously. Way I see it, needing to "refine" a mined tile, would only make things needlessly complicated and long-winded.)

so we have 6 buildings we can build this turn then?
-barracks at F5 and E5, they can sleep in shifts
-housing at G4
-Mine at G7 for early moneys
-Dig out H3


And I'm not sure what else, maybe another mine?

Yes to the first Question.

As for the second question / suggestion, we currently have but 4 Workers, which all would find work in a single mine. Building another one, would serve little purpose.
« Last Edit: July 11, 2015, 06:15:06 pm by escaped lurker »
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Aslandus

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Re: [ISG] You, are the Dungeon Master
« Reply #67 on: July 11, 2015, 06:19:33 pm »

Then I guess nix the copper mine and do something else... not sure what...

High tyrol

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Re: [ISG] You, are the Dungeon Master
« Reply #68 on: July 12, 2015, 02:04:15 pm »

ptw
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Tomcost

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Re: [ISG] You, are the Dungeon Master
« Reply #69 on: July 14, 2015, 10:22:53 am »

Why not building the Dungeon Center? We can do that at H5

escaped lurker

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Re: [ISG] You, are the Dungeons Master
« Reply #70 on: July 14, 2015, 02:34:21 pm »

You, are the Dungeons Master
Turn 2, Second Month of the First Year



~

Second Month of the First Year

It is a busy a month as it could be - the ever restless undead finding even less occasion for pause as they would like.
There is scant a moment where no work is to be heard, the endless echoes of steel on stone, haunting even to your own senses.

Though by the end of it all, the dungeons look and facilities have taken a turn for the better;


With everyone - yourself included - having a place to himself, all are quite content, but the settlement is still very "bare bones". It might be some time before you can attract any but the more basic undead to your domain.

Your peasants do inform you though, that they can't keep up with the whole workload by themselves. Building more Housing, and hiring a few additional of their lot, being the only viable option to solve this problem-in-the-making.

From the soldiers, whose work was very appreciated, comes another input.
They would like for you to build some fortifications in the entrance-way, fully understanding that this won't be likely to happen for a while. Still, they do implore you to do so at your earliest convenience.

So far, everything has been peaceful, and you start plotting your next course of action.


"New" Buildings
Small Dungeon Centre
A structure of great importance, as it serves a multitude of purposes. You don't want this building to fall into enemy hands.
Should you wish to research anything in these halls, they must be staffed. This also allows you to raise taxes, albeit they currently would only amount to a pittance.

Small Barracks
Finally, a home in which your soldiers can rest their weary bones - presuming they still have those.

Small Housing
Finally, a home in which your Peasants can occupy with their restless bodies, after a hard darks work.

Mine
A sound investment, at least until the vein runs dry.

Turn Report
You have spent 205 Gold.
You have unlocked 2 Recruitment Options; Zombie Defenders & Shades.
You have unlocked 6 New Research Options.
You have unlocked 1 New Building, The Smithy.

Spoiler: The Monolith (click to show/hide)
Funds: 95 Gold
Monthly Income: 0 Gold
Idle Workers: 4
Free Military Housing: 0
Free Peasant Housing: 0
Unused Construct Control: 2
Spoiler: Buildings (click to show/hide)
Spoiler: Recruitment (click to show/hide)
Spoiler: Research (click to show/hide)

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endlessblaze

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Re: [ISG] You, are the Dungeons Master
« Reply #71 on: July 14, 2015, 05:42:37 pm »

3 clockwork spiders
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Tomcost

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Re: [ISG] You, are the Dungeons Master
« Reply #72 on: July 14, 2015, 05:46:08 pm »

We can only build 2 clockwork spiders.

And, how do we get more workers?

escaped lurker

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Re: [ISG] You, are the Dungeons Master
« Reply #73 on: July 14, 2015, 06:09:19 pm »

We can only build 2 clockwork spiders.
As Zane gains in levels, we will be able to build more, and more intrinicate / complicated stuff. Actually, we will get to build "2" more units each level. Some of the later, bigger units, will use more than 1 "space" though, but we will cross that bridge as we reach it.

Right now, as you said, only 2.

And, how do we get more workers?
"Small Housing" - 30G build cost, will be able to house 4 more zombie peasants.

I am currently a bit unsure if the peasants really should be hired separately, or just to raise the price of housing. Well, for the start I guess it might have its uses to "pay" for just the needed amount of workers as we come to need them. Hiring most things is instant either way, so theres that. Either way, minor stuff, really.
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Aslandus

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Re: [ISG] You, are the Dungeons Master
« Reply #74 on: July 14, 2015, 06:46:39 pm »

I would think since we're undead that workers would be cheap but our buildings would be limited in usefulness, maybe zombies can only operate tier one buildings while other factions could work bigger ones, but balancing for that would be hard and I tend to over-complicate games I make the rules for...
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