Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 119

Author Topic: Gridhood: Aspects of the Divine!  (Read 138716 times)

Nakéen

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #30 on: May 24, 2018, 06:58:15 pm »

Yep, Species is just there for flavor :)
No problem with the trait, as long as it's about mud.
Logged

RulerOfNothing

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #31 on: May 24, 2018, 08:17:17 pm »

Posting to watch.
Logged

The_Two_Eternities

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #32 on: May 24, 2018, 08:36:58 pm »

Spoiler (click to show/hide)

Edited (and edited again)
« Last Edit: May 25, 2018, 11:42:18 am by The_Two_Eternities »
Logged
http://www.bay12forums.com/smf/index.php?topic=177472.0
Roll to Multitask, seeking new players.
Yeah sorry, someone blew up a street in my state and took the internet down for multiple days with it.
This really happened. 2020 was wild.

Zazmio

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #33 on: May 24, 2018, 09:05:17 pm »

Spoiler (click to show/hide)
Once again, you are trying to start on a tile that doesn't yet exist!  You must pick a tile that currently exists, my friend!

Quote from: the OP
Things do not happen until they appear in a turn update.
Logged

Atomic Chicken

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #34 on: May 25, 2018, 01:58:01 am »

Name: The Xekarni
Trait: Raider
Starting tile: I5

Spoiler: actions (click to show/hide)

Logged
As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

King Zultan

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #35 on: May 25, 2018, 04:03:25 am »

I feel like I should play this because the god I play as in Supernerd's version is mentioned in the OP.

Blarg, the god of swamps appears.
He creates a Mangrove forest on K1 and a Bog on K2.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Screech9791

  • Bay Watcher
  • quit
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #36 on: May 25, 2018, 07:02:17 am »

I'm gonna play as a civilization this time and I swear to god if angry neighbors make my life hell.

Also, can you please not put letters over tile names? It's a better idea to put tile info in the tile spoiler like with Supernerd and Nirur's edition, which use detailed tiles and not just solid colors with letters over them. Cmon.

The Orassan Empire, a race of cold-dwelling humanoid catpeople, wait before they find a suitably cold place for themselves to live.
Their natural coats of fur are thick enough to let them easily survive in the cold, but also not too thick to the point where they'd burn up inside a more temperate area.
Their fur colors, patterns, and other features can be anything a real world cat would have.

SHEET:
Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: To be determined

There aren't any starting tiles that please me so I'll just reserve this civ until I find a cold tile to live on.
Logged
it's over

Lenglon

  • Bay Watcher
  • Everyone cries, the question is what follows it.
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #37 on: May 25, 2018, 09:15:17 am »

I'm gonna play as a civilization this time and I swear to god if angry neighbors make my life hell.

Also, can you please not put letters over tile names? It's a better idea to put tile info in the tile spoiler like with Supernerd and Nirur's edition, which use detailed tiles and not just solid colors with letters over them. Cmon.

The Orassan Empire, a race of cold-dwelling humanoid catpeople, wait before they find a suitably cold place for themselves to live.
Their natural coats of fur are thick enough to let them easily survive in the cold, but also not too thick to the point where they'd burn up inside a more temperate area.
Their fur colors, patterns, and other features can be anything a real world cat would have.

SHEET:
Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: To be determined

There aren't any starting tiles that please me so I'll just reserve this civ until I find a cold tile to live on.
I see.
make B3 a frozen tundra.
Logged
((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #38 on: May 25, 2018, 10:33:58 am »

Malvol turns B4 into a Taiga.
Logged

The_Two_Eternities

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #39 on: May 25, 2018, 11:44:26 am »

Spoiler (click to show/hide)
Once again, you are trying to start on a tile that doesn't yet exist!  You must pick a tile that currently exists, my friend!

Quote from: the OP
Things do not happen until they appear in a turn update.

Sorry about that. I'm fairly sure that my actions are valid now.
Logged
http://www.bay12forums.com/smf/index.php?topic=177472.0
Roll to Multitask, seeking new players.
Yeah sorry, someone blew up a street in my state and took the internet down for multiple days with it.
This really happened. 2020 was wild.

Zazmio

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #40 on: May 25, 2018, 06:43:30 pm »

Turn 2

Noteworthy tiles:
Spoiler (click to show/hide)
Godly actions of note:
Nagas creates a swamp at C4.
Amastay, God of Construction arises!
Amastay creates forests at F3, F4, and F5.
As prophesied in the Sacred Original Post of Rules, Blarg, God of Swamps appears!!!
Blarg creates a mangrove forest at K1, and a bog at K2!
The bog morphs into a swamp!!  (Please take pity on poor GM and restrain yourselves from creating scores of very similar land types!)
Mabel creates a tundra at B3.  (You must head your action post with your god name!  I'll let it slide this time!)
Malvol creates a taiga at B4.

Civilization actions:

The Jotun Oligarchy arises at D4!  They are giants!  Farsky, god of Titans is titillated!!!1!  He gains 3 FP!  Mabel, god of Demihumans is delighted!!  She gains 2 FP!
2 workers forage at D4 and find 4 food.
1 worker forages at D3 and finds 3 food.
1 worker forages at E3 but is driven away by 5 Potato Pirates!
1 worker prays to Farsky.
4 food is consumed to create 1 worker!  Apparently, giants consume more food than smaller humanoids!  Farsky, god of Titans, is amused by the population increase!  He gains 1 FP!  Mabel, god of Demihumans, is intrigued!  She gains 1 FP!

Potato Pirates arise at E4!
5 workers forage at E3.  They encounter a giant there!  Though the giant is large and fierce, their superior numbers drive the giant away!  They find 9 food.  Your workers report that foraging seems to be less efficient with more than 3 workers to a tile.

Dipnoi Republic arises at the I6 swamp!  Blarg, god of Swamps is intrigued!  He gains 1 FP!
1 worker prays to Nagas.
2 workers research Herbalism.
2 workers forage for food at I6.  Blarg, god of Swamps, is interested!  He gains 1 FP!  They find 4 food.

The People arise at H4!  Amastay, god of Construction, is excited by their interest in megaprojects!  He gains 3 FP!
3 workers forage at H4.  They find 7 food.
2 workers research simple hunting traps.

The Xekarni arise at I5!  Blarg, god of Swamps likes this turn of events!  He gains 1 FP!
2 workers research primitive weapons.
2 workers forage for food at I5.  Blarg, god of Swamps is entertained, and gains 1 FP!  The workers report difficulty in foraging in a swamp.  They find only 1 food.
1 worker forages for food at H5 and finds 2 food.
3 food is spent to create 1 worker.

Civilization status:
Spoiler (click to show/hide)
Godly Status:
Spoiler (click to show/hide)

Technologies known by all:
Spoiler (click to show/hide)

Let me know if I've made a mistake!
« Last Edit: May 25, 2018, 07:07:40 pm by Zazmio »
Logged

dgr11897

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #41 on: May 25, 2018, 06:50:13 pm »

Farsky looks on
he creates a grove of large trees that forever bear fruit at C4 for 5FP.
« Last Edit: May 25, 2018, 08:15:37 pm by dgr11897 »
Logged
Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Supernerd

  • Bay Watcher
  • Currently experiencing fremdschämen.
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #42 on: May 25, 2018, 06:52:15 pm »

Should there be a list of trait effects somewhere?
Logged
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.

Nakéen

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #43 on: May 25, 2018, 06:57:09 pm »

Name: Dipnoi Republic

1 worker prays to Blarg: "More swamps!"
2 workers research Herbalism
2 workers forage for Food at I6
Use 3 Food to create a Worker

« Last Edit: May 26, 2018, 03:29:15 pm by Nakéen »
Logged

Screech9791

  • Bay Watcher
  • quit
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #44 on: May 25, 2018, 07:00:47 pm »

For the love of god please instead of using a half-assed key that wastes valuable image space and putting letters instead of actual tile graphics just use actually drawn tiles, colored borders that indicate what civilization is there instead of these ugly squares that you can't even call civ markers. (And why the fuck do civilizations not have their color in the civ spoiler?)

And mangrove forests just make my eyes bleed for the horrible attempt at giving them an image.
Logged
it's over
Pages: 1 2 [3] 4 5 ... 119