Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 83 84 [85] 86 87 ... 119

Author Topic: Gridhood: Aspects of the Divine!  (Read 141292 times)

Zazmio

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1260 on: July 14, 2018, 04:51:17 pm »

Question to GM

Just to be sure, did Stymphalos get the transportation ability that was in its description? if so, how many people would that allow to work off tile for the Aglejo?

That will be important to determine how to best supply them with stone.
From reading the description, I get the impression it can transport one worker.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1261 on: July 14, 2018, 05:14:35 pm »

Still wondering why a primitive house costs two regents. Thought it was a simple spell I was using.
Logged

Supernerd

  • Bay Watcher
  • Currently experiencing fremdschämen.
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1262 on: July 14, 2018, 05:17:31 pm »

If you want to make a primitive house, wouldn't it make so much more sense to just... Build it normally? It takes 1 labor and nothing else to build a primitive house instead of taking an action AND spell ingredient thingies.
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.

TricMagic

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1263 on: July 14, 2018, 05:20:54 pm »

I just don't get how that required spell components. And yeah, Hindsight.


If the undead worker isn't reborn, then it is a major threat.
Logged

Prismatic

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1264 on: July 14, 2018, 06:08:16 pm »

Aglejo

1 expert farmer and 2 workers farm at B6 using 3 crude tools.
2 workers forage for stone at B6 using 2 crude tools.
4 workers research Crop Rotation.
1 worker researches Metal Casting.
Logged

Zazmio

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1265 on: July 14, 2018, 06:36:35 pm »

I just don't get how that required spell components. And yeah, Hindsight.
I was doing the turn quickly, not really thinking about it.  I was thinking that spells that create buildings would always be at least medium complexity.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1266 on: July 14, 2018, 06:37:38 pm »

It's a primitive house that houses one worker though. And does that mean that 4 regents is the minimum cost?


Besides which, I'm pretty sure I didn't have regents that turn anyway. I used them all last turn. So discipline would have triggered if that was the case.
« Last Edit: July 14, 2018, 06:39:22 pm by TricMagic »
Logged

Zazmio

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1267 on: July 14, 2018, 06:50:09 pm »

It's a primitive house that houses one worker though. And does that mean that 4 regents is the minimum cost?


Besides which, I'm pretty sure I didn't have regents that turn anyway. I used them all last turn. So discipline would have triggered if that was the case.
No, you had a lot of reagents.  Do you really want me to take away all your reagents, just so you can build the house normally and save 2 reagents?

The age is going to end in a few turns anyway, so relax.  It's all good.

edit:  Something else you haven't thought of:  Spellcasters are poor at everything except casting spells and research.  Your spellcaster would have failed trying to build a house manually...
« Last Edit: July 14, 2018, 06:52:36 pm by Zazmio »
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1268 on: July 14, 2018, 06:56:43 pm »

Damn, really? Thought we'd least have till 50.
Logged

The_Two_Eternities

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1269 on: July 14, 2018, 07:50:39 pm »

The age is going to end in a few turns anyway, so relax.  It's all good.

Do you mean Age or Era?
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.

DAPARROT

  • Bay Watcher
  • More parrots
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1270 on: July 14, 2018, 08:09:34 pm »

Can I add more fertility to a fertile tile? if yes then:
Keerim does nothing

Tellus I have an idea for an artifact that would allow them to use the infinite water of the islands to make stone, so that they don't need to use gatherers
« Last Edit: July 15, 2018, 01:34:48 am by DAPARROT »
Logged
I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

Supernerd

  • Bay Watcher
  • Currently experiencing fremdschämen.
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1271 on: July 14, 2018, 10:02:37 pm »

I thought it was already the second Age.
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.

Zazmio

  • Bay Watcher
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1272 on: July 14, 2018, 11:50:51 pm »

The age is going to end in a few turns anyway, so relax.  It's all good.

Do you mean Age or Era?
I mean Age.

This is the Era of Entropy in the Stone Age.  I called it an 'era' to show that it is a calamity that will last more than one turn.  There's no way you could have known that and the confusion I'm seeing is not surprising.  It is basically a dramatic finale to the age.

Can I add more fertility to a fertile tile? if yes then:
Keerim makes B6 more fertile
Having multiple levels of fertility would be very powerful.  Let's say that the cost increases the more fertile it gets.  So, a fertile tile would cost 5.  An extra fertile tile would cost 15, or 10 to add to a fertile tile.  A super fertile tile would cost 35, or 20 to add to an extra fertile.
Logged

Sarrak

  • Bay Watcher
  • Venit leger cerebrum amissa
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1273 on: July 15, 2018, 12:03:09 am »

Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
Neheb with Staff of Discipline & 2 cobra d.BMA forage food on K8
1 seagull d.MMA, 1 seagull d.JMA & 1 worker forage food on J8
1 worker, 1 BMA & 1 woodpecker d.MA forage wood on I8
1 undead python MMA meditates
Logged
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.

DAPARROT

  • Bay Watcher
  • More parrots
    • View Profile
Re: Gridhood: Aspects of the Divine!
« Reply #1274 on: July 15, 2018, 01:35:26 am »

Ok, don’t have the FP for that yet then
Logged
I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.
Pages: 1 ... 83 84 [85] 86 87 ... 119