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Author Topic: Hive Race: The League  (Read 25941 times)

Madman198237

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Re: Hive Race: The League
« Reply #255 on: August 18, 2017, 11:17:00 am »

Alright, I just don't see that information anywhere.

So, how about these:

Perhaps for revisions:
Screening Camps
Our distributed training camps gain an additional purpose: Recruiting mages. By allowing a day's worth of basic testing for magical and mental competency, we can recruit mages easily from across the League without needing to send them to Dorytos for evaluation. This saves on training costs, quite substantially.

Slave Screening
Physically unfit slaves are assigned to production lines, farms, and to help maintain and improve training camps, instead of to battle, reducing our slave numbers, but reducing the costs of other soldier types.
« Last Edit: August 18, 2017, 04:45:01 pm by Madman198237 »
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Tack

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Re: Hive Race: The League
« Reply #256 on: August 18, 2017, 01:44:04 pm »

Save the dice, two more camps?

Or we can accept the deal and use them next turn to re-curb the corruption.
Unless potential hive involvement is actually included in this scenario?
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Nirur Torir

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Re: Hive Race: The League
« Reply #257 on: August 18, 2017, 02:49:02 pm »

Screening Camps
Our distributed training camps gain an additional purpose: Recruiting mages. By allowing a day's worth of basic testing for magical and mental competency, we can recruit mages easily from across the League without needing to send them to Dorytos for evaluation. This saves on training costs, quite substantially.
Shouldn't work. We couldn't figure out a test. I like the purpose. Maybe a magical education study, but I can't think of anything more creative to write than "Study the curriculum for improvements looking for improvements."

Quote
Slave Screening
Physically unfit slaves are assigned to production lines, farms,  instead of to battle, reducing our slave numbers, but reducing the costs of other soldier types.
I'm willing to vote for for a troop upgrade revision, but not this. It would decrease our manpower, which I suspect we're going to need once cities start falling.
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Terenos

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Re: Hive Race: The League
« Reply #258 on: August 18, 2017, 03:48:55 pm »

Absolutely fantastic spell. Even if all it does is keep our apprentices alive, that will do great things down the line as we continue to build a magical force.

As for our 2 dice in the revision/strategy phase, maybe 1 more training camp, and a troop revision of some kind?
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Jilladilla

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Re: Hive Race: The League
« Reply #259 on: August 18, 2017, 04:19:14 pm »

We could save the dice (no revisions), build a Training Camp in Kroton, and redistribute troop allocations (Perhaps give Fleet 1's transport 'income' to Fleet 3 and a bit to Fleet 2, AND maybe have Kroton send their reinforcements to Front 3? We would certainly lose a bit of ground with Front 1, but it might just be enough to push back Front 3.)


But yeah, Enchant Armor went wonderfully. Should keep our apprentices alive and help out our troop retention rates a bit.
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Nirur Torir

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Re: Hive Race: The League
« Reply #260 on: August 18, 2017, 04:29:09 pm »

(Perhaps give Fleet 1's transport 'income' to Fleet 3 and a bit to Fleet 2, AND maybe have Kroton send their reinforcements to Front 3? We would certainly lose a bit of ground with Front 1, but it might just be enough to push back Front 3.)
I keep saying this, but not yet. Our 'friends' might turn to piracy when shunned, and hit Fleet 1.
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Madman198237

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Re: Hive Race: The League
« Reply #261 on: August 18, 2017, 04:44:47 pm »

Screening Camps
Our distributed training camps gain an additional purpose: Recruiting mages. By allowing a day's worth of basic testing for magical and mental competency, we can recruit mages easily from across the League without needing to send them to Dorytos for evaluation. This saves on training costs, quite substantially.
Shouldn't work. We couldn't figure out a test. I like the purpose. Maybe a magical education study, but I can't think of anything more creative to write than "Study the curriculum for improvements looking for improvements."

Quote
Slave Screening
Physically unfit slaves are assigned to production lines, farms,  instead of to battle, reducing our slave numbers, but reducing the costs of other soldier types.
I'm willing to vote for for a troop upgrade revision, but not this. It would decrease our manpower, which I suspect we're going to need once cities start falling.

Why should the first one not work? And why would having better slaves (Capable, presumably, of picking up weapons) and cheaper troops NOT be a good thing?
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Nirur Torir

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Re: Hive Race: The League
« Reply #262 on: August 18, 2017, 04:55:08 pm »

Quote
Why should the first one not work?
Revision: Routine Testing  [Effectiveness: 1]

As it turns out, for the same reason it is difficult to teach magic, it is difficult to test for the mental aptitude for it.  Some students we think will be definite prodigies have no ability, while others we would ignore prove to be naturally skilled.  We try to put together a test to thin out the herd, but we suspect we're separating as much wheat as we are chaff.  The only benefit is a slight increase in the number of potential students applying full stop, which has apparently resulted in a slight but measurable increase in interest in learning amongst the masses.

It is now actually the Strategy Phase.  You have no dice.

Quote
And why would having better slaves (Capable, presumably, of picking up weapons) and cheaper troops NOT be a good thing?
Your proposal, converted to game mechanics, works by costing manpower, either directly from the pool, or by making slaves cost more manpower to train (and transport, unless Iituem codes in more complexity and makes the troop sheet more confusing with tags like [1/2 transport cost]).
I don't think we can cheapen troops costing 1 ore each with a revise action. So far everything uses whole numbers.
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Madman198237

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Re: Hive Race: The League
« Reply #263 on: August 18, 2017, 05:06:53 pm »

Then I amend the proposal and make them just work towards (constant?) improvements of training camps. We gain a training bonus, I'd hope, in exchange for losing raw numbers of slaves.

This would certainly work best as a prelude to a phalanx design, just sayin'. But maybe that's only because the Macedonian Phalanx was perhaps the greatest military unit of classical periods of history. The Roman Legions never would have beat Alexander or Phillip II. It just wasn't as flexible.

Having better slaves is still helpful, since right now they just die in droves without accomplishing much.


As for the magic one, that will be something of a larger issue. I'd save that die, then, because it will only really work when we have enough mages to place basic teaching apparatus at our training camps, so we can actually find those who are talented.
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Nirur Torir

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Re: Hive Race: The League
« Reply #264 on: August 18, 2017, 05:17:39 pm »

We wouldn't be losing slaves, we'd be losing manpower. We're converting manpower to slaves I think as quickly as we can transport them.

If you want a 0-training peasant phalanx, the best path is probably colonizing that south-island ore and upgrading the minor training camps specifically to prepare for their basic training.
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Madman198237

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Re: Hive Race: The League
« Reply #265 on: August 18, 2017, 05:19:08 pm »

I don't, though.

I want to make a decent phalanx, drawing from the slaves to gain any bonuses possible.
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Iituem

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Re: Hive Race: The League
« Reply #266 on: August 18, 2017, 05:20:39 pm »

Quote from: Voteboxplxthx.
Screening Camps:  0
Slave Screening:  1 (Madman)

No Revision:  2  (Tack, Jilladilla)

Quote
Why should the first one not work?
Revision: Routine Testing  [Effectiveness: 1]

As it turns out, for the same reason it is difficult to teach magic, it is difficult to test for the mental aptitude for it.  Some students we think will be definite prodigies have no ability, while others we would ignore prove to be naturally skilled.  We try to put together a test to thin out the herd, but we suspect we're separating as much wheat as we are chaff.  The only benefit is a slight increase in the number of potential students applying full stop, which has apparently resulted in a slight but measurable increase in interest in learning amongst the masses.

It is now actually the Strategy Phase.  You have no dice.

Quote
And why would having better slaves (Capable, presumably, of picking up weapons) and cheaper troops NOT be a good thing?
Your proposal, converted to game mechanics, works by costing manpower, either directly from the pool, or by making slaves cost more manpower to train (and transport, unless Iituem codes in more complexity and makes the troop sheet more confusing with tags like [1/2 transport cost]).
I don't think we can cheapen troops costing 1 ore each with a revise action. So far everything uses whole numbers.

Actually, I'm going to confirm here that you can go into fractions.  So it is conceivable to cut down troops costing 1 ore to costing, say 0.9 ore.  Of course, depending on how you did that design or revision or whatever you might sacrifice capability.  Or not.
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Nirur Torir

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Re: Hive Race: The League
« Reply #267 on: August 18, 2017, 05:40:32 pm »

Phalynx Training Grounds - One of our engineers has plans for greatly increasing the effectiveness of our meatshields, using only a minimum of training. This will go better if they are given bits of regular training beforehand. The minor training camps will be expanded, and those slaves expected to be drafted will begin regularly training there, as part of their normal scheduled duties.

Quote
Screening Camps:  0
Slave Screening:  1 (Madman)
Phalynx Training Grounds: 1 (Nirur)

No Revision:  2  (Tack, Jilladilla)
One Revision: 1 (Nirur)
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Madman198237

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Re: Hive Race: The League
« Reply #268 on: August 18, 2017, 05:55:49 pm »

Quote
Screening Camps:  0
Slave Screening:  1 (Madman)
Phalynx Training Grounds: 1 (Nirur)

No Revision:  2  (Tack, Jilladilla)
One Revision: 2 (Nirur, Madman)
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Nirur Torir

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Re: Hive Race: The League
« Reply #269 on: August 18, 2017, 06:00:43 pm »

That was for you. I'd rather have more training points.

Quote
Screening Camps:  0
Slave Screening:  1 (Madman)
Phalynx Training Grounds: 0

No Revision:  3  (Tack, Jilladilla, Nirur)
One Revision: 1 (Madman)
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