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Author Topic: Gods Race Rebirth: Dark (Turn 3, Design)  (Read 15115 times)

Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
« Reply #225 on: July 12, 2018, 06:34:28 pm »

Design Phase 3 Results

Forgebound:
Increasing the natural capacities of the imps, we could have a particularly skilled labourers that are magically talented and heat resistant. While losing the wings, and exchanging the claws for humanoid hands, the bodies of the forgebound are broadened and laden in muscle and some fat, with extra fire/heat resistance built in them to ensure that they can easily work with the furnaces and the blazing hot metal.

Designed with working in the forgeworks in mind, and being cheaper than most alternatives whilst being skilled labour makes them an optimal choice for running the forges for the legions. Not to mention the efficiency gains due to making them that extra bit fireproof so the heat won't impact them too much.

Easy, 1

Rationale: Reshaping imps to be buffer, more resistant to fire, and losing the wings.

The Forgebound are just what the proverbial healer ordered. Slightly taller, much more muscular, and with their innate Fire magic focused to provide heat resistance, they will be excellent workers in the Forge. While they aren’t very tall, it isn’t an issue at present. The only flaw is that they’ve lost their innate control of fire, so they won’t be able to fire the forges themselves.

Production/Deployment phase next, please stand by.
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RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 3)
« Reply #226 on: July 12, 2018, 09:13:23 pm »

please stand by.
By does not know how to stand. It is a word, words don't generally do that sort of thing unassisted. Truly, most instances of words standing occur amongst enslaved words, and enslavement of conceptual entities is frowned upon in divine society, for obvious reasons...
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #227 on: July 16, 2018, 09:20:13 pm »

Production and Deployment Phase

It is time. Build additional units and send them out. You can move units 1 realm a turn, including the turn they were made. You are gods, after all.

Planning sheet (download a local version):
https://docs.google.com/spreadsheets/d/1M0AISBBdJDve1_WPzWyW7XuXotxYJjm7kcgHLmebrG8/edit?usp=drivesdk

Spoiler: Production Costs (click to show/hide)
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RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #228 on: July 17, 2018, 04:02:35 am »

Quote from: extant forces
Bolter
200 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain
375 Imps+ Shadow Blades+ Bronze Light Chain
300 Imps+ Shadow Blades+ Flame Casters
500 Imps+ Flame Casters
Quote from: Is this still accurate?
1 Forge has 10 Forge Hubs.
1 Forge Hub uses 200 Material/turn and needs 50 workers.
1 Material is equal to 1 power worth of non-magical equipment. (Adamant counts as non-magical)
1 Power produces 2 Material (may be rebalanced depending on future developments)
You must run 1 type of equipment per Forge Hub. Any wasted material is not refunded, material is not shared between forges.
You do not have to run all 20 forge hubs. This doesn’t cut maintenance cost, though.
1 Forge costs 400 Power/Turn to run. You can turn off the forge if you want.
Initial costs would be 2500 forge + 1000 forgebound=3500 Ongoing costs would be 400 forge + 1000 material = 1400. Production would be 2000 power worth of gear.
So 9800 would get us maximum shopping power in the shortest timeframe but would only end with, say, 2000 adamant light chains and nobody much to put them on... but would get us a 1200 power discount on future turns and that armour would be used eventually...

Quote from: Plan Norush
Production:
 Forges:
  5400 = x2 forges + x1 running costs
  1300 = 650 forgebound(1350 more for full capacity)
  1300 = 2600 materials
  {-1000} = 500 Adamant Blunt Weapons
  {-1600} = 800 Adamant Light Chainmail
 Troops:
  2000 = 500 Ravens

Placement:
 Fire:
  001 Bolter
  400 Ravens
  500 Imps + Flame Casters + Adamant blunt weapons(-500=0) + adamant light chain(-500=300).
  100 Imps+ Shadow Blades+ Flame Casters + Adamant Light Chain(-100=200)
  020 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain

 Earth:
  100 Ravens
  180 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain
  200 Imps+ Shadow Blades+ Flame Casters + Adamant Light Chain(-200=0)
  375 Imps+ Shadow Blades+ Bronze Light Chain

 Dark:
  2 forges
  650 forgebound + nudity
Probably light in Earth...

Oh, whoops, did we lose some scouts?

Edited for 20 hubs, fewer 'bound and more ravens. It is probably best to build only one forge if only one is being used, but the costs will be difficult to split regardless, and I really can't be bothered to fix it that much... Spending 2800 for 4000 equipment for the foreseeable future doesn't seem that implausible.

Fire plane gains 600 flame casters.
« Last Edit: July 20, 2018, 10:18:12 pm by RAM »
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #229 on: July 17, 2018, 09:35:47 am »

The forges have 20 hubs each, and the scouts I mentioned were just some wraiths your master provided.
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Failbird105

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #230 on: July 19, 2018, 09:46:36 am »

Well, since it's the only plan available to vote for, I guess I'll vote plan Norush.

Quote from: votequote
Plan Norush (1) - Failbird
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zomara0292

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #231 on: July 19, 2018, 01:30:31 pm »


Quote from: votequote
Plan Norush (2) - Failbird, zomara


I don’t have the belly for the math, right now, but the numbers do put most of what she need in the area where we are going to be the weakest, so i can roll with it. Do we not have troops from our last creation turn, though?
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #232 on: July 19, 2018, 02:07:54 pm »

Quote from: votequote
Plan Norush (3) - Failbird, zomara, DGR
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #233 on: July 19, 2018, 02:20:04 pm »

I don't quite understand your question, Zomara.

Also, if you need the deployment spreadsheet in another format, let me know.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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zomara0292

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #234 on: July 19, 2018, 03:19:40 pm »

If I remember correctly, we had made some troops, already, so we should have more than What we are making right now.
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The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #235 on: July 20, 2018, 02:40:31 am »

Also, if you need the deployment spreadsheet in another format, let me know.
I am sure that they are fine. I just hate working with Google stuff and am no good with spreadsheets. These are, of course, personal issues and hopefully other proposals will emerge that make use of it. I just wanted to make sure that we had something...

If I remember correctly, we had made some troops, already, so we should have more than What we are making right now.
Those troops are factored in. My proposal includes imps and blackscales and a bolter in the placement, and has none of those in the production.
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Taricus

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #236 on: July 20, 2018, 02:56:37 am »

Honestly I think we could cut back on the amount of forges we're getting. If we can't even staff the one fully, there's no point in getting two
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RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #237 on: July 20, 2018, 04:31:16 pm »

Honestly I think we could cut back on the amount of forges we're getting. If we can't even staff the one fully, there's no point in getting two
That is fair criticism, a proposal with only the one would likely be better. On the other hand, the costs involved are difficult to work into one turn, and we are likely to have better stuff to spend on next turn, and I don't see us prioritising a reduction in initial costs of forges. We probably want two eventually, so... meh. Clear a fixed cost early and sort out the details later...
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #238 on: July 20, 2018, 04:32:49 pm »

If I remember correctly, we had made some troops, already, so we should have more than What we are making right now.
You do. I don't know off the top of my head where the nber weirdness is.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #239 on: July 20, 2018, 10:17:26 pm »

Spoiler (click to show/hide)

3000 bolter
2000 500Raven
2350 1175imp
0500 F500adamantblunt
0800 F800Adamantchain
0400 200adamantchain
0675 675shadowblade
0600 300flamecaster
1200 200B.S.
0200 200bronzeblunt
0375 375bronzechain
5000 2forge
1300 650F.B.

=18400
...
Oooooh, I didn't carry the Flame casters... Editing the plan for +500 of those! for another 1000power. Which still leaves 600... No, whoops, I also left out the forge upkeeps, which brings it to a 200 point deficit.
« Last Edit: July 20, 2018, 10:18:58 pm by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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