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Author Topic: Gridhood: Aspects of the Divine!  (Read 138810 times)

Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #165 on: May 29, 2018, 01:41:04 pm »

((Wounded workers can't work, right?))

Dipnoi Republic
Tragedy! One of us has been wounded, and the bounties of the swamps are decreasing... Dire, dire times are upon us!

2 Workers research Mud Survival in I6
3 Workers forage for Food in I7
1 Worker forages for Reagents in I6
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Nirur Torir

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Re: Gridhood: Aspects of the Divine!
« Reply #166 on: May 29, 2018, 02:43:56 pm »

Ah hahahahaha! Power at least! Tremble, weaklings, and know fear.

Malvol
spends 3 FP to Zap a Xekarni pop. Over mere seconds, it will experience dozens of battles, painful defeats and hard-won victories, and come out a skillful spear warrior.

For 5 FP, J5 will become a Darkwolf Forest. An excellent hunting ground, but beware: The hunter can easily become the hunted.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #167 on: May 29, 2018, 04:31:40 pm »

The Jotun Oligarchy are only mildly annoyed at the Wolves actions, and are proud that their size is working in their favor for the first time in their short existence! The are aware that it is the "Year of the Wolf"... But the Jotun Oligarchy does not really know what a "Year" is. As such, they decide to stick together until they are sure the threat has passed.

While the Giants have only mild concerns about Dire Wolves, they are considerably more wary of the Mammoths in the south. While it certainly seems that one of their patron gods, Farsky, has a plan, the Jotun Oligarchy decides to leave the mammoths well enough alone until they understand them better.

With a considerable stockpile of food, the Jotun Oligarchy decides to do some research so that they can ensure that they will continue to have ample food supplies in the future.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)

(If you want your people to forage, you must specify the tile co-ordinates! This means you Leodanny. And also you for some reason 0cra_tr0per)
« Last Edit: May 29, 2018, 07:33:44 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.

Leodanny

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Re: Gridhood: Aspects of the Divine!
« Reply #168 on: May 29, 2018, 04:45:23 pm »

Woops
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #169 on: May 29, 2018, 05:22:02 pm »

Nagas puts an ocean at C5.
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #170 on: May 29, 2018, 06:59:18 pm »

Wounded workers need to spend a turn recovering.  However, if you have 3 reagents (or some other way of healing), you can use them to heal the worker, and then perform an action with him.  Gods could do a healing Zap, which would allow you to use the worker the same turn as the zap.

Actions that use a tile should have the tile specified.  "Home tile" or whatever isn't good enough.  In the early part of the game, I'll let it slide for those who aren't yet familiar with Gridhood.

Quote from: Supernerd
5 workers begin research on "Fruit"
Is that a typo?
« Last Edit: May 29, 2018, 07:02:17 pm by Zazmio »
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #171 on: May 29, 2018, 07:16:49 pm »

Fruit: Don't think so, but I think he needs to be more specific..

Research Fruit Growth for Example. That way they know which all ready to pick each day, streamlines their gathering and netting them more, more regularly. At least that's what I would type..

Good on them being somewhat immune to the wolves. I would suggest Research Clubs or Axes though. Treecarving maybe?
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #172 on: May 29, 2018, 07:20:37 pm »

I do not believe that I typed the word "Fruit" incorrectly. There is a special tile adjacent to my home tile that specifically produces fruit. Is there a problem with the research topic?

Edit: I am going to change it because the GM made even the slightest implication that its not an ideal research topic. That's a recipe for a disaster in my game!
« Last Edit: May 29, 2018, 07:32:59 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.

Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #173 on: May 29, 2018, 07:48:58 pm »

I do not believe that I typed the word "Fruit" incorrectly. There is a special tile adjacent to my home tile that specifically produces fruit. Is there a problem with the research topic?

Edit: I am going to change it because the GM made even the slightest implication that its not an ideal research topic. That's a recipe for a disaster in my game!
I have no problem with someone researching "Fruit."  However, when the topic is vague, the outcome is more likely to be something you're not expecting.

So when you say you're researching Fruit, does that mean you're sitting down and examining fruit, considering its fruitiness? Because stone age people understand that fruit is tasty; no research is required.  Or are you trying to domesticate fruit trees?

edit: Okay, I see what you mean now.
« Last Edit: May 29, 2018, 07:54:15 pm by Zazmio »
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #174 on: May 29, 2018, 07:50:32 pm »

Actually, the logic of researching "Fruit" was specifically to get something I wasn't expecting. That way I could research what I did have in mind after that if I got something else!

But now that I revealed what I had in mind, so the GM will now start to consider it.
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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.

King Zultan

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Re: Gridhood: Aspects of the Divine!
« Reply #175 on: May 29, 2018, 10:34:36 pm »

Blarg creates oceans at D6, E6, and F6.
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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?

Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #176 on: May 30, 2018, 05:51:01 am »

Turn 6 - The Stone Age

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Godly actions of note:
Mabel creates artifact "Seed of Ice" for 5 FP, and places it in B4!
Malvol, for 3 FP, Zaps a Xekarni worker, morphing him into a Skillful Spear Warrior!  Then, for 5 FP, Malvol creates the Darkwolf Forest at J5!
Nagas makes an Ocean at C5.
Blarg creates oceans at D6, E6, and F6.

Civilization actions:

The Year of the Wolf has passed!  The packs of dire wolves seem to have gone into hiding!

The Xekarni
3 workers attempt research on Poisonous Plants.  1 point is researched before the workers realize that Herbalism is required before they can get Poisonous Plants!  2 points of research are then done on Herbalism!
1 worker creates a crude spear.
1 worker prays to Malvol.
6 food is spent to create 2 workers.

Orassan Empire
2 workers create 2 crude tools.
2 workers forage for food at B3, finding 5 food. (In the future, please specify the tile with coordinates)

Cait Sith
3 workers create Crude Spears.
2 workers forage for food at J1, finding 4 food.
2 workers forage for food at K1, finding 3 food.  Blarg is intrigued by all the foraging taking place in mangrove forests!  He gains 1 FP!

Potato Pirates
2 workers forage for food at E4, finding 2 food.
2 workers pray to Blarg.
1 worker tries to talk about an advanced concept called "metal" and is mocked as a madman by the tribe!  He instead thinks about Stoneworking.

The People
3 workers forage for food at H4 and find 7 food.
2 workers forage for food at I4 and find 4 food.
1 worker prays to Amastay.
2 workers recover from their injuries.

Dipnoi Republic
2 Workers research Mud Survival and the tech is completed!
3 Workers forage for Food in I7, finding 7 food.
1 Worker forages for Reagents in I6, finding 3 reagents.
1 worker recovers from injury.

The Jotun Oligarchy
3 workers forage for food at C4, finding 9 food.
5 workers research Orchards.

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: May 30, 2018, 06:06:11 am by Zazmio »
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #177 on: May 30, 2018, 05:55:05 am »

Nagas puts a rainforest at J6.
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Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #178 on: May 30, 2018, 06:52:12 am »

Dipnoi Republic
Praise Nagas and Blarg! We survive another year, but many hardships await us ahead.

5 Workers forage for food at H6
2 Workers research Blowdarts at I6
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Lenglon

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Re: Gridhood: Aspects of the Divine!
« Reply #179 on: May 30, 2018, 06:54:09 am »

Mabel of demihumans.
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((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.))
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