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Author Topic: Gridhood: Aspects of the Divine!  (Read 141446 times)

Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #945 on: June 30, 2018, 02:36:12 am »

Amastay is a bit surprised at the giants response. Part of the deal was always becoming one of his people, which comes with all the boons and protections he grants to any of these people. Nonetheless, a 25fp artifact is nearing holy grail levels of power, and it didn't feel right to make that all an investment back into himself. He settles on a bit of a compromise.

Amastay plucks a star from the sky and works it with his own hands, beginning his greatest artifact yet. He create a translucent yellow gem of great size. This gem shall be known as the lens of Amastay. Its function is twofold. When activated by praying to Amastay, it allows the user to create a minor zap the way a god would. It also makes the user slightly stronger, smarter, and more resilient, meaning that a lifetime of prayer can lead to very strong individual.

He then affixes this gem in the center of his temple, so that when the light hits it, it scatters brilliant rays of light over the temple.
(I will levee the actual strength of these effects up to the gm, for what he feels is appropriate for 25 fp. )

Ok. Let's scrap the zap power and just have the thing that makes people stronger.

The swamp of strength only costs 10 fp, and it effects an entire tile passively. I just want to effect a single worker when the artifact is activated, and have the effect cumulative.

The rest of the 25 fp will go to multiplying fp gain from prayer.

Is that better?

The strength multiplier is the primary effect. It should cost no more than 10 fp. The rest of the FP goes to multiplying fp generated during prayer. The amount that you think it should increase is up to you. If you think it's ridiculously op for some reason, just make the multiplier very low. 1.05 or something. I don't think it should be low at all, but you are the gm so the nature of that effect is up to you.

Most of the effects are based around what I and other people have been able to do with much smaller amounts of fp, so I don't know why this should be unreasonable.


After finalizing the artifact, Amastay  then spends another 10 fp to create an artifact called the scepter of purity. It is a staff that when carried will render all units in the same tile immune to diseases or toxic effects. This is based off the effect of the Armor of purity, but instead of being magical armor as it's second attribute, it has an AOE.

The lens and the scepter are both placed in the temple at E3.

Last of all, Amastay spends the required amount of fp to teach the wingless talking wyverns the raiding tech.
About that Lens:  I am kind of hesitant about the cumulative power every use thing, so I think that part should be more than 10 FP.  Let's say 15 FP just for that part.  Seems like you could make someone invincible, though that would take a while, so maybe it's not as bad as I thought.

The scepter would be 5 FP for the immunity to toxins part, 5 FP for immunity from disease (they are separate things, and the armor of purity gives only immune to toxins), and 5 FP for multiple workers impacted instead of just one, for 15 FP total.

Anyway, thanks for the descriptive post that we can refer to.
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helmacon

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Re: Gridhood: Aspects of the Divine!
« Reply #946 on: June 30, 2018, 06:32:23 am »

Ok, well, 15fp for the buff and however much of a multiplier 10fp will give me on prayers. I really don't think the buff is going to be anywhere near as significant as you think it is.

I'll go ahead and just reduce the scepter down to just diseases then, with the AOE. I'll edit it back into the post.
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #947 on: June 30, 2018, 09:45:37 pm »

Turn 32 - The Stone Age

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:
Blarg drives his magic wagon over the duck shrine, killing the ducks and destroying the shrine!!  The Zebras that worshipped the ducks are shocked and outraged, and riot!  Houses and buildings are damaged!  They break off from the Blarg worshipping Zebras and become a Keerim worshipping faction!  The conservative Blarg faction cracks down on the Keerim faction!  Civil war ensues!!!
The One Eye Screaming corrupts the flora at B3 into twisted creeping vines!

Godly actions of note:
Mabel heal zaps 2 plague infected Jotun workers for 4 FP.  Then Mabel creates another Light Lamp at D4 for 5 FP.
Blarg teaches suspicion of duck gods to the Blarg faction of zebras for 5 FP!
Disci adds a Giant Marble Tower to the forest at F5 for 5 FP!
Keerim makes the seagulls at B5 plague-immune carriers for 5 FP!  Then Keerim creates a Marine Duck at F7 for 1 FP.
Tellus creates Glitterleaf Grove at J1 for 5 FP!
Amastay creates the Scepter of Purity at E3 for 10 FP!

Civilization actions:

Hidden Monastery
1 cobra d.BMA, 1 cobra BMA & 1 woodpecker d.MA forage for food on K10 and get 7 food.
1 seagull d.MMA & 1 seagull d.JMA forage for food on I8 and get 3 food.
Neheb asks Tallamon to guide him to be even more disciplined.  Tallamon states that there is nothing left that he can teach the legendary master martial artist.  He does, however, offer advice:  "You monks should keep a bigger reserve of food."  Neheb instead forages for food at J8 and gets 1 food.
1 BMA recuperates.
9 food is spent to create 3 workers.
Tallamon teaches discipline to a beginner cobra-style martial artist.  Disci gets 1 FP.

Delta Dwellers
4 workers (one with the fish whistle) forage forage for food at E8 and get 8 food.  Workers report that foraging with more than 3 workers in one tile was less efficient.
2 workers research Call of the sea and the tech is complete!

Cait Sith
1 Philosopher Argues.
2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice researches Spell Reagent Gathering at K-2.
2 D-H EM Workers pick up their spears and fish at J-1 and get 7 food.
1 D-H EM Worker forages at K-2 using the Bountiful Basket and gets 6 food.
1 D-H EM Worker pick up their spears and fish at K-1 and gets 2 food.
Aeroith, the legendary disciplined demihuman extramagical Magus, researches the Arcanum Mineralis.  See tech section.  Izzith gets 2 FP!

The People
5 workers research Boat Construction.
3 workers forage for reagents at H4 with 3 crude tools and get 10 reagents.
Ymar with!*Rehield*! and the Armor of Purity, The half-secretary bird worker with a crude spear Hunt at H4 and get 6 food.

Aglejo
3 workers forage for food at B6 and get 7 food.
1 expert farmer and 2 workers construct a farm at B6.

The Jotun Oligarchy
1 worker using a crude tool and 1 worker (Ate bloodberries) using a crude tool Forage for stone at E5 and get 5 stone.
5 workers (ate bloodberries) using one Lens of Amastay and 5 workers Pray to Amastay at the Giant Temple of Amastay at E3, generating 40 FP for Amastay!!!  1 worker (ate bloodberries) gets (lensbuff 1).  Izzith is interested and gets 2 FP.
1 Greenthumb worker using a crude tool and the artifact "Giant flint sickle of harvesting" and 1 Bountiful Gatherer using a crude tool and the artifact "Bountiful Basket" and 2 workers (ate bloodberries) using 2 crude tools and 2 workers using 2 crude tools Harvest the orchard at E4 and get 23 food.  Workers report that using more than 3 workers to harvest at the normal sized orchard is less efficient.
1 Food is fed to the Tame Cobras.
4 food is used to make a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

Dipnoi Republic
3 Workers ranch at I6 and get 9 food.  Blarg gets 1 FP.
1 Master Python-style Martial Artist and 1 Workers hunt at J6 with 1 Blowdart and get 4 food.
2 Snake Tamers forage for Wood at J7 with 2 Tame Giant Anacondas and get 5 wood.  1 Tame Giant Anaconda eats a boar and does not need to be fed this turn!  Farsky gets 2 FP!  Nagas gets 2 FP!
1 Mud Specialist and 3 Workers finish construction of the Mud Kiln at I6.  Amastay gets 2 FP.
1 Pygmy Charmer makes 1 Blowdart.
2 Food is fed to the Tame Giant Anacondas (one is full and need not be fed).

The Xekarni
Kezai (armed with 1 crude spear) accepts the summons of Bakhon and enters his wondrous palace at H5.
Kezai enters the amazing palace of fountains, marble, and wonders.  Bakhon sits there on a throne.  Air spirit servants fan him and file his long blue nails.
Says he:  "Your species is foul smelling and produces copious amounts of snake-like dung.  That was a statement, not a question, so no need to answer.  I have a quest for one like you.  I must deliver a message to one Oofsaa the 'Brilliant'."  He says "Brilliant" sarcastically and holds up two fingers on each hand as quote-marks.  "Take yourself and 2 of your warriors and deposit the contents of your bowels upon the steps of his Ziggurat.  Come back to me when the deed is done for a reward."  As Kezai turns to leave, Bakhon adds:  "Beware!  This quest could be perilous!  I will find out if you do not do the deed but lie and say you did."

After visiting the palace of Bakhon, your Djinn Restlessness increases by 1!
1 worker, 1 slightly snake-like horse tamer and 1 Naga worker (armed with 3 crude spears) forage for food at J4 using 3 crude tools and get 7 food.  1 worker becomes slightly snake-like and 1 slightly snake-like horse tamer becomes moderately snake-like.  Nagas gets 2 FP. 
1 literate Naga worker and 2 Naga workers research Diplomacy.
2 Naga spear warriors (armed with 2 crude spears) hunt at J3 (I5,I4,J3) and get 7 food.  The party sees the Ornate Ziggurat of Oofsaa the Brilliant, and their Djinn Restlessness increases by 1!
2 food spent to feed 2 mounts.

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 01, 2018, 08:40:33 pm by Zazmio »
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #948 on: June 30, 2018, 10:33:50 pm »

Looks like the Jotun and Amastay have figured out a way to make way too much FP.  Congrats go to them.  Is the game broken now?  That is a question, isn't it?

I will now take this opportunity to explain a bit what will happen when the age changes from Stone to the next age, which I think I will call the Heroic Age.  Assuming people still want to keep playing by then.

It's going to be sort of a reset.  That is, the gap between the most advanced civs and the newcomers will be lessened somewhat.  Civs won't be made equal, though.  If you have a big tech advantage over everyone else, you will still have a tech advantage at the start of the new age.

All workers become vanilla again.  All the current legendary heroes are of the Stone Age and are just legends in the new age.  I might give the Cait Sith an apprentice and the Monks a martial artist, but mostly everyone will have vanilla workers.  Flavor wise, there is assumed to be a time period gap of around a thousand years between the ages when nothing much happens and the gods go dormant.  A lot of techs will become common knowledge, such as all the agriculture techs.  Basically, the civs will be at the beginning of what was the Bronze age on Earth.

The gods will be reset to 1 FP, I think.  I might introduce god dormancy where they have to be awoken somehow.  I'm thinking that all artifacts will become "lost", which means they will have to be found somehow by heroes searching in tiles, or something like that.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #949 on: June 30, 2018, 11:02:20 pm »

(I've really been going all out on this game to make sure my actions are as good as possible. I have made a few goofs admittedly. I love to focus on improvements that help me make more improvements. More population means more actions like technology and production. Then I use the technology and production to increase population again which in turn improves my production. When I saw the temple tech, and looked back to the gigantic structures tech I just knew it was the beginning of something incredible. Now better prayers means better tiles, artifacts and zaps. Thus, the request for the prayer artifact! It is better in the long run than some generic benefit. Now I want a single worker to be zapped so that they are super good at praying, possibly being a very VERY advanced zap; and I also want the temple's tile to be converted into a holy mountain. Those two things should cost no more than 30FP based on the prices of other things. I hate to admit it, but the GM might be justified in wanting to do a soft reset.)

Jotun Oligarchy

Note: I am going to start referring to giants who ate bloodberries as "BB#" where # is the number of bloodberries they ate. I will also use "LB#" to depict lens buffs. This should keep their names from taking up an entire line.

The Jotun Oligarchy takes note of the fact that Amastay has already taken measures to ensure the Keerim's hostile activities will not be highly detrimental to them. They still have concerns about Naga's monstrosity in the Northwest, but with their new primary god having over 80FP their morale remains high.

As much as they would like to be able to pump 40 FP into Amastay each turn, the giants still need to focus on growing their civilization. As they will want at least one person praying each turn and a population fast approaching 20, the Jotun Oligarchy finds themselves in need of better organizational skills to accommodate a higher amount of actions on each turn.

The giants also take notice of Mabels continued assistance in regards to the One Eye Screaming problem. The Giants wonder if an arrangement could be made so that they would generate more FP passively for Mabel somehow... While Amastay appears to quickly becoming the primary diety for the Jotun Oligarchy, they are not yet monotheistic.

Crazy rumors have been heard about the potential future including the loss of special workers and artifacts, and gods being reset back to 1FP. This is particularly problematic news for the Jotun Oligarchy. It seemed like tile quality improvements would be the best use of a gods FP in the near future...

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
« Last Edit: June 30, 2018, 11:05:08 pm by Supernerd »
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Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #950 on: June 30, 2018, 11:11:11 pm »

Dipnoi Republic

3 Workers ranch at I6
2 Snake Tamers hunt at J7 with 2 Blowdarts and 2 Tame Giant Anacondas
1 Mud Specialist and 1 Worker make 10 Mud Bricks at the Mud Kiln I6 using 2 Wood
1 Pygmy Charmer and 4 Workers research Diplomacy
4 Food is fed to the Tame Giant Anacondas
« Last Edit: July 01, 2018, 06:32:30 am by Nakéen »
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Rockeater

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Re: Gridhood: Aspects of the Divine!
« Reply #951 on: June 30, 2018, 11:31:59 pm »

Delta dwellers
2 workers (one with The Fish Whistle) forage food at E8
2 workers forage food at D8
2 workers reaserch tool creation
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helmacon

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Re: Gridhood: Aspects of the Divine!
« Reply #952 on: July 01, 2018, 01:28:17 am »

Wow. Uh... just wow. I didn't expect it to be anywhere near that effective.

...


I spend as much fp as need be to convert the mountain at E3 into the holy mountain of amastay. It will be filled with caverns that mimic all types of architecture and design, with aqueducts diverting natural creeks and rivers so that no area is without fresh water. Strategically places crystals and skylights ensure that the whole interior is lit is refracted sunlight. (5 fp for special tile, plus 3 fp for replacing land. 8fp total?)

He then spends another 27fp (9 multiplies of 3) to zap the Lens buffed giant to a grand priest of Amastay. Soon, as he grows stronger, he will become the unstoppable priest king of the giants.

You missed this action last time.
Quote
Last of all, Amastay spends the required amount of fp to teach the wingless talking wyverns the raiding tech

And this turn I will spend another 10? fp to teach the wyverns tool use.

Last of all, I use another 9 fp to zap a worker of The people at H4 into a master farmer, capable of farming much more effectively than his brethren.
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dgr11897

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Re: Gridhood: Aspects of the Divine!
« Reply #953 on: July 01, 2018, 03:07:56 am »

So farsky acts once more
I pump 28 FP into the titangate, seeing as my other idea is a bit complicated.
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Re: Gridhood: Aspects of the Divine!
« Reply #954 on: July 01, 2018, 06:28:59 am »

I might introduce god dormancy where they have to be awoken somehow.
"But who will watch over the Zebras if I'm asleep for years?"

I'm thinking that all artifacts will become "lost", which means they will have to be found somehow by heroes searching in tiles, or something like that.
"How would I lose my wagon if I end up sleeping the deep sleep while I'm inside of it, and what could a hero do with it if I'm the only one with the keys to it?"


"I made you Zebras and I can just as easily destroy you!"
Blarg threatens the group of zebras that started to worship Keerim, he gives them a hour to leave G7, if they remain after the time is up he will run them over with the wagon, then he spends some FP to teach the good loyal Zebras how to fish while he glares at the evil duck.
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Prismatic

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Re: Gridhood: Aspects of the Divine!
« Reply #955 on: July 01, 2018, 07:07:29 am »

Aglejo

1 expert farmer and 3 workers continue constructing the farm at B6.
2 workers forage for food at B6.
1 new worker is created.
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Detoxicated

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Re: Gridhood: Aspects of the Divine!
« Reply #956 on: July 01, 2018, 08:01:42 am »

Disci sends Tallamon to train the Deltadwellers.
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #957 on: July 01, 2018, 08:12:56 am »

The chances of anyone making it to us are very low GM. That and we all are Extra-magical demi-human by now. If there is one thing we do not want to lose, it's these Arcanum.

Note, will need to research General Spell Use once academy is up.


Cat Sith

Philosopher Argues

2 D-H EM Workers pick up their spears and fish at J-1 and get 7 food.
1 D-H EM Worker forages at K-2 with the Bountiful Basket.

1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice researches Spell Reagent Gathering at K-2.
2 D-H EM Apprentices and Aeorith the D-H EM Magus research Spiritualism.


1 D-H EM Worker trains as an Apprentice.

It is needed for a the old worker to work metal and stone, earth and wood.


Also, Can I ask our gods something? As it seems you will soon slumber, Can you put your FP to a divine project?

A thousand years may pass, but we shall forever take care of it.

The World Tree's Sapling.
Yggdrasil, a Divine project which supercharges the area near it. And grows stronger as the world is flooded with Mana. A 1000 years may pass, and it shall grow ever stronger at K-1.

For now, it will simply boost the efficiency of spells cast in the area, requiring 1 less regent. But after a thousand years, it shall spread it's Mana from G-1 to K-5, charging those areas.

The Thousand Year Tree.
3-regent cost reduction: K-1, J-1 & J-2 & K-2
2-regent cost reduction: I-1 though I-3, then through J-3 and K-3
1-regent cost reduction: H-1 through H-4, then through I-4, J-4, and K-4
Edges of Yggdrasil's reach: G-1 through G-5, then through H-5, I-5, J-5, and K-5

All those in this zone get a bonus when researching magic of 0.5, or 2 people for 1 bonus point.

Next Age:
All Previous zones gain +1 cost reduction. Bonus in those zones becomes 0.8 per person researching.
Only applicable if project was invested in previous age. Double primary cost.
Zone is expanded by 3 tiles.
First 2 tiles gain 1-regent cost reduction. Last tiles on edge of Yggdrasil's reach.

Next Age: All Previous zones gain +1 cost reduction. Bonus in those zones becomes 1.0 per person researching. Yggdrasil is fully grown.
Only applicable if project was invested in previous age. Double secondary cost. Mana has spread across the world.

Special-Ancestral History's Protection: Divine Project Yggdrasil can only be brought low past the first age by spending twice the FP currently invested in it across it's life. This can be done over time in a single age. Caretakers can pray to reduce the negative FP on it.
« Last Edit: July 01, 2018, 08:44:11 am by TricMagic »
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #958 on: July 01, 2018, 08:17:20 am »

Nagas decides to start Divine Project: Apzu the River Dragon at E8. Apzu is a big river-dwelling dragon (in a Persian thematic style) who breathes mist and frost. He is intelligent and knows terrible secrets, and is very protective of those whom he regards as his own. Nagas puts up to 5 FP into the project for now.
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Rockeater

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Re: Gridhood: Aspects of the Divine!
« Reply #959 on: July 01, 2018, 08:52:30 am »

Nagas decides to start Divine Project: Apzu the River Dragon at E8. Apzu is a big river-dwelling dragon (in a Persian thematic style) who breathes mist and frost. He is intelligent and knows terrible secrets, and is very protective of those whom he regards as his own. Nagas puts up to 5 FP into the project for now.
"That was unexpected"
Delta dwellers
Offer food to the river dragon
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