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Author Topic: Gridhood: Aspects of the Divine!  (Read 141286 times)

Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1230 on: July 12, 2018, 07:56:14 pm »

Cool.

Dipnoi, would you rather have me upgrade your tile, give you an artifact, or upgrade a worker? And don't forget to use that Hat, I've got debts to pay back now. :P
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Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #1231 on: July 12, 2018, 08:16:50 pm »

Dipnoi Republic

One of our kin came back from the realm of the dead? Is it an act of the gods?

[2] 2 Priests of Nagas prays to Nagas at the [Mud Ziggurath to Nagas] of I6, and one of them wear the Hat, becoming the Great Priest of Nagas?
Nagas answered to our prayers! And gave us a mystic relic,
praise the Snakes! Of your three options, we choose the third. Please bless one of us with your gift, maybe one of the ranchers to become... a Snake Breeder that would know how to make the snakes spread?
And what is that undead worker?

[3] 3 Workers butcher at I6
[2] 2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas.
[3] 1 Undead Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at I7.
[2] 2 Workers make 10 Mud Bricks using 2 Wood
[5] 1 Mud Specialist and 4 Workers finish construction of a Mud Bathhouse at I6.
1 Labor added to the Bathhouse from Mathematics
4 Food is fed to the Anacondas.
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DAPARROT

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Re: Gridhood: Aspects of the Divine!
« Reply #1232 on: July 12, 2018, 08:17:39 pm »

Keerim rests

The current lack of danger from the apocalypse worries me
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I should probably introduce the actual plot soon
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1233 on: July 12, 2018, 08:21:01 pm »

Oh my gosh I just thought of something: An expensive artifact that reveals what events will happen in the future! Any god that creates this would be able to prepare for disasters before they hit!
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.

Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1234 on: July 12, 2018, 08:57:08 pm »

Nagas Zaps a random Dipnoi worker with the ability to breed with snakes in order to produce more snake herds (presumably in other tiles, I guess?), assuming this costs no more than 5FP.

"That's what you wanted, right?"

(sorry)

ETA: Also, I'm about to head to bed, so let me place a standing order that, if it does cost more than 5FP, and somebody is willing to give me the excess, I accept that and follow through with the plan accordingly.
« Last Edit: July 12, 2018, 08:59:44 pm by Maximum Spin »
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Rockeater

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Re: Gridhood: Aspects of the Divine!
« Reply #1235 on: July 13, 2018, 03:19:47 am »

Delta dwellers
Master fisherman, Master Spearman and a worker fish at E7 with the fish whistle, spike of protection and a crude spear.
1 worker reaserch tree cutting
2 workers create crude tools
2 workers create crude spears
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Sarrak

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Re: Gridhood: Aspects of the Divine!
« Reply #1236 on: July 13, 2018, 04:24:15 am »

Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
1 worker, 1 BMA & 1 woodpecker d.MA forage food on I8
Neheb with Staff of Discipline, 2 cobra d.BMA & 1 seagull d.MMA (meditated) put undead menace to rest on J10
1 seagull d.JMA (meditated) finishes research Quarterstaff Creation
1 worker created with 3 food
« Last Edit: July 13, 2018, 04:27:28 am by Sarrak »
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1237 on: July 13, 2018, 09:27:57 am »

Ought I not have 5FP?
Yes, fixed.

Jotun food fixed.

The Cait Sith have never researched Crude Sickles.  Therefore, they don't know how to make them.  The Cait Sith do not even have crude tools researched.

So, does that mean an edit of last turn to them just sitting around?
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Detoxicated

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Re: Gridhood: Aspects of the Divine!
« Reply #1238 on: July 13, 2018, 10:21:18 am »

Disci creates Shashame the Scholar at F5.
This being looks like a humanoid frog that is 5meters tall. It has yellow eyes and green skin with brown dots. It is wearing a pin stripe suit that is waterproof. It can learn and write down technologies and teach it to others. It can be easily angered when not given what he wants but loves teaching.
« Last Edit: July 13, 2018, 10:27:08 am by Detoxicated »
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helmacon

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Re: Gridhood: Aspects of the Divine!
« Reply #1239 on: July 13, 2018, 10:36:36 am »

Disci creates Shashame the Scholar at F5.
This being looks like a humanoid frog that is 5meters tall. It has yellow eyes and green skin with brown dots. It is wearing a pin stripe suit that is waterproof. It can learn and write down technologies and teach it to others. It can be easily angered when not given what he wants but loves teaching.
Learning/teaching technology will probably cost a *lot* more than 5 fp.
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Science is Meta gaming IRL. Humans are cheating fucks.

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1240 on: July 13, 2018, 10:41:10 am »

Hmm. How much did Tallamon cost? It would make sense if it spent time learning from tribes while teaching. Granted, it has to have something to teach first.

Probably 15FP.
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Detoxicated

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Re: Gridhood: Aspects of the Divine!
« Reply #1241 on: July 13, 2018, 11:28:49 am »

Tallamon was 5fp. I figured it costs 10fp.
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #1242 on: July 13, 2018, 08:32:33 pm »

Turn 41 - The Stone Age - Era of Entropy

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras seems to be obsessed with partying and does nothing else!
The Blarg faction of the Zebras seems to be obsessed with partying and does nothing else!
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.
Bimpo the Colossal Undead Fool Harbinger of the Apocalypse and the host of undead jesters move to H4!  Farsky gets 3 FP!
The shattered remains of the Demihuman Colossus reform into the Undead Demihuman Colossus!  Farsky gets 5 FP!  Mabel gets 5 FP!  The Undead Demihuman Colossus wields the Giant Stone Sword!
A horde of wandering undead merfolk arises at F6!  Mabel gets 1 FP.
Forest wights arise at I1!
Mountain wraiths arise at B8!

Godly actions of note:
Farsky adds 12 FP to the divine project "Moonblood Flower".
Blarg adds 2 FP to the divine project "Moonblood Flower," completing the project!
For 5 FP, Mabel creates the artifact Seed of the Sun at C11.
Amastay moves his avatar to C3, destroying all corruption and creating a purified wasteland!  Then Amastay creates the artifact Crown of the Gods for 5 FP.
Nagas zaps a Dipnoi worker into a snake fornicator for 3 FP!
Disci does not have enough FP to create the proposed creature.  (It would cost 15 FP)

Civilization actions:

Cait Sith
3 D-H EM workers pick up 3 spears and fish at K-1 and get 7 food.
3 D-H EM workers forage at J-2. 1 Worker is using the Basket.  They get 7 food.
3 D-H EM apprentices forage for Magical Regents at K-2 and get 11 reagents.
1 Philosopher argues, with discipline.  No breakthroughs.
1 disciplined DH EM apprentice and 1 disciplined D-H EM writer apprentice research Metallurgy.
Aeroith, legendary disciplined demihuman extramagical Magus, uses the Arcanum Botanica to craft a Primitive Wooden House from the Mangroves around her.  This costs 2 reagents.
1 formerly dead worker returns to the living, creating discord!  Unrest increases by 15 to 20!
For the second straight turn, there was not enough housing available!  Unrest increases by 10 to 30!


The People
Ymar with !*Rehield*! and the Armor of Purity, The trapper with a crude spear Hunt at H4 and get 4 food.
2 workers with 2 crude tools, The undead worker with a crude tool, Forage for stone at H3.  They get 4 stone.  The undead worker works very slowly, and the other 2 workers are uneasy working with it.  Unrest is increased by 5 to 20!
3 workers use 3 wood attempt to upgrade a primitive house into a wooden house at H4.  2 workers are unable to work because of uncontrollable dancing!  They are unable to build the house!  1 worker forages for food instead and gets 3 food.
The grandmaster farmer harvests at H4 with a crude tool and gets 4 food.
1 worker attempts to forage for wood at G3 with a crude tool but is interrupted by uncontrollable dancing!
6 workers attempt to research Temples.  3 workers are infected with the dancing craze and can't research!
The half-secretary bird researches Mathematics.
Bimpo the Colossal Undead Fool Harbinger of the Apocalypse and the host of undead jesters arrive at your settled tile!  They do not attack, but set up camp outside your settlement!  Raucous music, dancing, and cavorting go on day and night!  Some of your workers find the music irresistible, and are unable to control their feet!  They begin dancing and cannot stop, disrupting their work!
For the second straight turn, there was not enough housing available!  Unrest increases by 10 to 30!
The undead worker has a voracious appetite, eating 3 times the normal food!

Aglejo
6 workers research Stonemasonry and the tech is complete!
3 workers forage for stone at B6 using 3 crude tools.  They get 3 stone.
1 expert farmer researches Crop Rotation.

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" Pray to Amastay at the Giant Temple of Amastay at E3, generating 4 FP for Amastay.  The Grand Priest gets (lensbuff 8).  Unrest is reduced by 3.
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using 4 crude tools... (4 are BB1) Harvest at the Orchard at E4 and get 37 food!
3 workers using 3 crude tools and 3 slings... (2 are BB1 and 1 is BB1, LB1) Butcher at the ranch at E4 and get 11 food.
5 workers using 5 crude tools... (4 are BB1) Construct a giant stone house at D4.
3 workers using 2 crude tools Forage for wood at E4 and get 1 wood.
1 undead worker using an artifact "Light Lamp" and the artifact "Scepter of Purity" Begins research on Undead.  The undead worker refuses to go near the light lamp and the scepter, but is driven to research that topic, generating 2 RP in the tech!
5 workers Begin research on Leadership.
1 worker recovers from injuries.
The undead worker has a voracious appetite, eating 3 times the normal food!
1 Food is fed to the Tame Cobras.
1 Food is given to the Clan of Little People.
1 Grand Priest of Amastay generates 3 FP for Amastay.
Sanitation goes to 100.  Unrest is increased by 10 to 31.
The presence of the undead worker continues to raise unrest.  Unrest is raised by 5 to 36.
Another formerly dead worker returns!  This time, it was the plague infected worker you sent to its death!  It is quite upset, and raises hell!  Unrest goes up by 20 to 56!
Some citizens demand the expulsion of the undead workers!  Others are happy to see their return!  A fight breaks out, injuring 2 workers!
3 workers go on strike because of unrest!


Dipnoi Republic
[2] 2 Priests of Nagas prays to Nagas at the [Mud Ziggurath to Nagas] of I6, and one of them wears the Hat.  3 FP is generated for Nagas.  Unrest is reduced by 4.  Blarg gets 2 FP!
3 Workers butcher at I6 and get 8 food.
2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas and get 8 food.
1 Undead Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at I7 and get 3 food.  The 2 non-undead workers dislike working with the undead.  Unrest is raised by 5 to 21.
2 Workers make 10 Mud Bricks using 2 Wood.
1 Mud Specialist and 4 Workers finish construction of a Mud Bathhouse at I6.  Amastay gets 3 FP!  Blarg gets 2 FP!
1 Labor added to the Bathhouse from Mathematics.
2 Priests of Nagas generate 3 FP for Nagas.
2 tame giant anacondas eat 4 food.
The undead worker has a voracious appetite, and consumes 3 times the normal amount of food!
Another worker returns from the dead, raising unrest by 15 to 36!
The Mud Bathhouse decreases unrest by 8 to 28.
For the second turn in a row, there is inadequate housing for workers!  Unrest increases by 10 to 38!
1 worker goes on strike because of unrest!

Delta Dwellers
Master fisherman, Master Spearman and a worker fish at E7 with the fish whistle, spike of protection and a crude spear.  They get 15 food.
1 worker researches tree cutting and the tech is complete!
2 workers create crude tools.
2 workers create crude spears.
Tallamon the Hero Trainer trains 1 master spearwarrior to be disciplined.  Disci gets 1 FP.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10 and get 6 food.  Mabel gets 1 FP.
1 worker, 1 BMA & 1 woodpecker d.MA forage food on I8 and get 5 food.
Neheb with Staff of Discipline, 2 cobra d.BMA & 1 seagull d.MMA (meditated) put undead menace to rest on J10.  The party destroys the undead polar bears.
1 seagull d.JMA (meditated) finishes research Quarterstaff Creation and the tech is complete.  The Birds of Paradise inspire!  Keerim gets 1 FP.
1 worker created with 3 food.
1 python-style master martial artist returns from the dead!  This increases unrest to 15!
Workers grumble about a lack of adequate housing, increasing unrest to 20!

« Last Edit: July 13, 2018, 08:46:11 pm by Zazmio »
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #1243 on: July 13, 2018, 08:32:57 pm »

Turn 41 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
« Last Edit: July 13, 2018, 09:45:24 pm by Zazmio »
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1244 on: July 13, 2018, 09:30:23 pm »

REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

It is decided that because the Light Lamp specifically burns away only nightmares, horrors, and monsters of darkness; the undead workers must be exposed to it regardless of any opinions to the contrary. And because one of the undead workers also carries the plague, permitting him to not be exposed to the Scepter of Purity would be unthinkable. The undead workers will be permitted to stay if they are able to handle being around the sacred artifacts of Mabel and Amastay. If they are not able to do so, then it proves that they are monsters. The Grand Priest of Amastay steps out of the temple to personally see to it that the artifacts are properly used this time. If they continue to refuse being exposed to the Light Lamps and Scepter of Purity, they shall be given the option of being exposed to the Flaming Sword of Purity instead.

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
« Last Edit: July 13, 2018, 09:53:01 pm by Supernerd »
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.
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