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Author Topic: Gridhood: Aspects of the Divine!  (Read 141517 times)

Atomic Chicken

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Re: Gridhood: Aspects of the Divine!
« Reply #60 on: May 26, 2018, 01:11:43 am »

I actually quite like the map style, though I agree that the civilisation colours should be added to the key to facilitate readability. Also, it might be a good idea to make the colours used for the civs at I5 and I6 easier to distinguish.

The Xekarni

3 research primitive weapons
3 forage at H5
« Last Edit: May 26, 2018, 01:22:48 am by Atomic Chicken »
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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. 

helmacon

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Re: Gridhood: Aspects of the Divine!
« Reply #61 on: May 26, 2018, 04:32:49 am »

Amastay, the god of construction, looks on with interest, but he does not act yet.
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King Zultan

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Re: Gridhood: Aspects of the Divine!
« Reply #62 on: May 26, 2018, 07:05:59 am »

Blarg creates a Mangrove forest on J1 and a Swamp on J2.
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Screech9791

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Re: Gridhood: Aspects of the Divine!
« Reply #63 on: May 26, 2018, 09:26:39 am »

0cra_tr0per, is there anything else you need for your civ to be founded?

That's all.

Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: B3

2 people forage B3
1 person forages B4
2 research tool usage
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Nirur Torir

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Re: Gridhood: Aspects of the Divine!
« Reply #64 on: May 26, 2018, 10:32:33 am »

Malvol violently creates plains at I4.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #65 on: May 26, 2018, 01:27:41 pm »

I am going to point out a couple of things.

First of all, there are not actually any rules in place that permit gods to pool their FP to do a single thing. It might still work (or at least not penalize you if you attempt it) though.

Second, if a special tile is "Too powerful" the rules state that the GM can make it cost more than just 5FP. If I was the GM, I would definitely count the meteor thing as exactly this.

Third, remember that it only takes 3FP to replace a tile. Any other god would be able to undo your 5+FP of work with only 3FP. Doing so would not only get them favor with other civilizations who might not appreciate the tile, but it would also undo your efforts.

And fourth... Having to keep track of different traits for each individual worker might put stress on the GM. We want GM stress to be low to reduce the odds of this game dying.
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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.

dgr11897

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Re: Gridhood: Aspects of the Divine!
« Reply #66 on: May 26, 2018, 01:29:23 pm »

OK, I can change some things about it, and i would protect it, Kinda why i am saving my two extra FP.
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #67 on: May 26, 2018, 02:36:45 pm »

Nagas replaces B3 with a desert for 3FP!

NO COLD, COLD BAD FOR SNEK

Then it puts another swamp at I7.
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #68 on: May 26, 2018, 02:55:05 pm »


Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: B3

2 people forage B3
1 person forages B4
2 research tool usage
You can be Cat or Eskimo... which is it gonna be, my friend?  If you prefer cold, I'd suggest Eskimo, and have Cat be just flavor text.

I am going to point out a couple of things.

First of all, there are not actually any rules in place that permit gods to pool their FP to do a single thing. It might still work (or at least not penalize you if you attempt it) though.
I will allow pooling of FP into a big project, and gifting of FP to other gods.

I assume the rest of your post has something to do with dgr's special land proposal, which I haven't had time to read through yet.  A tile involving meteors and all kinds of other things that impact workers and stuff outside of the tile will most likely be very expensive, costing many multiples of 5 FP.  Something adding major amounts of record-keeping probably won't be allowed.
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Screech9791

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Re: Gridhood: Aspects of the Divine!
« Reply #69 on: May 26, 2018, 03:29:27 pm »

Yeah, go with cat as flavour text.

Nagas replaces B3 with a desert for 3FP!

NO COLD, COLD BAD FOR SNEK

Then it puts another swamp at I7.

Temperate air is toxic to snakes.

Not to mention someone will just turn my future desert into a tundra because tundras are just cold deserts.
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Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #70 on: May 26, 2018, 03:30:28 pm »

Name: Dipnoi Republic (action change)

1 worker prays to Nagas: "Mud! Happy!"
2 workers research Herbalism
2 workers forage for Food at I6
Use 3 Food to create a Worker
« Last Edit: May 26, 2018, 04:09:04 pm by Nakéen »
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #71 on: May 26, 2018, 03:55:22 pm »

Name: Cait Sith
Trait: Magic
Starting Tile: K1

Actions:
 2 workers research primitive spear-making.
 3 workers gather food at K1.


The Cat Fairies have arrived.

Cat Ears and tail. Good eyesight. Night vision. None taller then 5'5. Normal skin.
« Last Edit: May 26, 2018, 04:00:15 pm by TricMagic »
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #72 on: May 26, 2018, 04:31:08 pm »


Just to let you know the process I'll try to use for determining FP cost of a special tile.

For 5 FP, you get one special effect, such as increased fertility, monsters, active volcano.

So we have a tile that makes monsters for 5 FP.  But how powerful are these monsters?  Extremely powerful monsters would cost 10, 15, or more.

The monsters gather into armies.  That's very powerful.  Say, another 5 FP.

The monsters gift food and special powers to workers that defeat them.  5 FP for just food, 10 or more FP for special powers gifted.  Though, since the monsters are powerful and hard to defeat, maybe not so much FP added.

The monsters leave their starting tile.  +10 FP.

So we're looking at 25-40 FP to make this tile.
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dgr11897

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Re: Gridhood: Aspects of the Divine!
« Reply #73 on: May 26, 2018, 04:31:59 pm »

OK, What can i change to decrease the cost?
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #74 on: May 26, 2018, 05:13:28 pm »

OK, What can i change to decrease the cost?

The entire tile idea is a bit of a mess in my professional opinion. If your goal is to help the Jotun Oligarchy, then here are some ideas.

If you want to provide the Jotun Oligarchy with food without making it easy for other civilizations to get to, you can make some fruit bearing trees that grow fruit about 12 feet above ground level. A giant can reach up and grab it, but a normal person would need to jump or climb.

If you want to give a blessing to the Jotun Oligarchy and not others, you can change their home tile. This will be difficult for other civilizations to interact because its already giant infested so you don't need additional monsters.

If you want to harm other civilizations, you can replace tiles near them with less useful tiles. For example, if a civilizations trait is sailing you can remove the water tiles near them and replace them with say... Mountains or something.

An alternative way to harm one civilization and not others is to consider their differences. Instead of complex demons, ordinary animals can suffice. Solitary predators tend to avoid dangerous prey if they can so they would be less inclined to attack the Jotun Oligarchy. A similar idea would be to put piranhas in the water to make sailing more dangerous as the Potato Pirates would take to the waters much earlier than the Jotun Oligarchy.

... I should play as a god in the next Gridhood game that pops up.
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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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