Bay 12 Games Forum

Please login or register.

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

Author Topic: Emergence (SG with Arms Race Elements.)  (Read 3743 times)

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #45 on: August 02, 2018, 02:58:59 pm »

I think the sub-thinkers are generic. If not, I'd rather have a second theory research leader and possibly a scout leader.

I'm really divided on the scout leader. A single spokesman would help with diplomacy, but being worse than green might mean we start getting casualties from benign terrain obstacles.
Logged

Khamsin

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #46 on: August 03, 2018, 12:54:13 am »

Rolling 3d6s. It smooths out the results and bell-curves them- so rolling a 3 is a -critical- failure. Most results will be 11, 12, or 13 unmodified.

Turn coming later today, too.
Logged

Khamsin

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #47 on: August 03, 2018, 12:19:40 pm »

Week 2: Theorem Phase
The return outside is planned for a large amount of time before it finally happens. The scout Team is making mind maps, a set of hand signals, and are just giddily excited about the prospects of the valley. All the while, the main bunker is ramping into full production, as 50-man shifts of workers are organised, ready to begin production when it becomes available. In addition, the mine, not ordered to extract anything else, extracts 50 iron and copper ore each.


Exploration: Valley Discovery: [?] Encounters: [?]
The scout Team sallies forth with some rations, exploring the valley below their mountain home. Some attributes quickly become apparent. The bunker exit, specifically the path downwards, isn’t natural. Material, same as the bunker’s, once made a gateway along this artificial path, with a seemingly lost gate in between two walls. The thick concrete walls have some vines and creepers, but seem to be solid enough. As such, two buildings could probably be accommodated outside of the bunker entrance, and if the gate were fixed some defences outside of the bunker could be possible. However, that isn’t important: it is time to explore!


The scout team returns two days after their departure, wide-eyed and bursting with enthusiasm and excitement. However, other things can be noted. White strips of cloth over wounds, dripping with blue fluid. In addition, they appear to be carrying some new equipment. The scouts soon begin their story...


The first stop was the valley, and the magnificent bowl terrain it presented. At the bottom, grass extends in many directions, and the aforementioned road is there too. At either side lie hulks of metal rusted over with conflicting spots of red, as is normal,  and some strange, glossy black. Regardless, these wrecks, which seem familiar, are sometimes pushed in a circle, centred around ashes. They must be campsites. There are other people in the valley! However, the scouts, after finishing this bit, continue even faster and faster. They met some. And they swear to the truth of their words. A huge balloon passed overhead, casting a shadow, which they quickly waved down. And then something detached from it, as if deeper inside that large flying ship, and a roar and whir followed. Soon, a bladed flying machine hovered down, and landed in a nearby field, and a man stepped out, followed by a small entourage.


Some things quickly became apparent. When asking for the team’s names, they responded with “The Newcomers.” This man was confused. He was older, white haired, with a strip of cloth over his eye. His regalia was odd, too, quite unlike the jumpsuits. And his men carried what the scouts remember to be guns. Guns are dangerous, but what they -are-, exactly, escapes them (until later, one scout who is slapping themselves with excitement) Soon, he asks for individual names. And an eerie silence descends on the bunker as the story is told. Nobody remembers their name, nobody HAS a name. The scouts nod and agree that something similar happened. The man is clearly intrigued at this point, they explain, and invite the scout Team up into his “airship.” The flying machine’s designation as a helicopter is remembered much more vividly by the scout Team. Onboard the flying ship, he explains himself. He is Kerry, of “The Yard”, a settlement east of the valley. In his words “it used to be a car yard, and then a shipyard, then a scrapyard, and these days, all three”. He points it out on a paper chart which he explains how to use for the scout team (and is one of the objects in their possession.) Then, he provides an aerial view of the valley, and of the nearby surrounds. The scout team, at this point, is rapt, and soon Kerry is leading them back to his helicopter. He is intrigued deeply by the Newcomers and offers them hospitality at The Yard. He also provided the team with a small “care package”, which is the majority of the kit thy brought back.


Their wounds, however, are explained back on the ground. Inside the package was a knife, which soon saw use as the party on the ground was beset by a strange beast that resembled a pig except quadrupled in size and with violent, venom-dripping spines. Kerry’s guards were felled in the assault, their eyes growing dead as their bodies convulsed, but one of the scout team members, the one most injured, took the knife and used it to kill the creature in single combat. Kerry was amazed at her ability to remain perfectly fine despite the venom, and praised her for saving his life. In exchange, he gifted her with a fine sword which remains by her side now, calling her “A Good Feller.” Her name is now Feller and she is unchallenged in her lead of the Scout Team. However, he does note the strange of their “blue blood”, and wonders what exactly that means...


Kerry’s Care Package has been added to the warehouse, food has been deducted for weekly consumption, the scout team is now Trained, and fields+the map have been updated.


Direct orders for your two theorems this Week, and assign bonuses (I.e, the head Thinker).


Spoiler: Known Fields (click to show/hide)



Spoiler: Current Map (click to show/hide)


Spoiler: Current Designs (click to show/hide)


Spoiler: Current Holdings (click to show/hide)
Logged

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #48 on: August 03, 2018, 02:40:29 pm »

That went pretty well. We do need some help in organization, though.

Quote from: Authoritative Leaders (+Head Thinker Prototype)
The use of a leader has its uses, but they are rather tame when said leader lacks any real authority. We will experiment and run practice drills in groups, where previous Sub-Thinkers and other such personnel will be give actual authority in commanding. Hopefully, with even our original Head Thinker being given some authority to help out, they will perform much better.
Logged



Avanti!

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #49 on: August 03, 2018, 03:05:56 pm »

GM: We don't have diplomacy XP listed, did we get any from that?

A fairly advanced, friendly people near us, useful. I think it would be easiest to trade for metalworking tech rather than trying to develop it ourselves, and it shouldn't be hard to bribe a few blacksmiths to teach us. After that, we can we can work our way up by trading refined metals.

Quote from: Technology Trading
The people of the Yard are nice, and know far more about the world than we do. We should figure out how to trade some of our stocks to buy some of their well-known industrial techniques off them, and prepare some of our people to learn their ways, especially for metalworking.
Logged

Khamsin

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #50 on: August 03, 2018, 03:10:49 pm »

Nope! It was just first contact and you were mostly "along for the ride." You will gain it in future, however.
Logged

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #51 on: August 03, 2018, 03:34:02 pm »

Quote from: Authoritative Leaders (+Head Thinker Prototype)
The use of a leader has its uses, but they are rather tame when said leader lacks any real authority. We will experiment and run practice drills in groups, where previous Sub-Thinkers and other such personnel will be give actual authority in commanding. Hopefully, with even our original Head Thinker being given some authority to help out, they will perform much better.
+1 to this.
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

King Zultan

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #52 on: August 04, 2018, 04:45:42 am »

Quote from: Authoritative Leaders (+Head Thinker Prototype)
The use of a leader has its uses, but they are rather tame when said leader lacks any real authority. We will experiment and run practice drills in groups, where previous Sub-Thinkers and other such personnel will be give actual authority in commanding. Hopefully, with even our original Head Thinker being given some authority to help out, they will perform much better.
Quote from: Technology Trading
The people of the Yard are nice, and know far more about the world than we do. We should figure out how to trade some of our stocks to buy some of their well-known industrial techniques off them, and prepare some of our people to learn their ways, especially for metalworking.
+1 I like the sound of both of these.
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?

Basil ii

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #53 on: August 04, 2018, 04:50:38 am »

Quote from: Authoritative Leaders (+Head Thinker Prototype)
The use of a leader has its uses, but they are rather tame when said leader lacks any real authority. We will experiment and run practice drills in groups, where previous Sub-Thinkers and other such personnel will be give actual authority in commanding. Hopefully, with even our original Head Thinker being given some authority to help out, they will perform much better.
Quote from: Technology Trading
The people of the Yard are nice, and know far more about the world than we do. We should figure out how to trade some of our stocks to buy some of their well-known industrial techniques off them, and prepare some of our people to learn their ways, especially for metalworking.
+1
+1
Logged

Khamsin

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #54 on: August 05, 2018, 12:12:10 pm »

 Week 2: Design Phase
The new world brings new challenges and innovations. Today, the Head Thinker and the Newcomers come together to advance themselves in a new way…


Authoritative Leaders: Roll: [12+2] Prototype: Yes
The solution to our rollout of Head Thinkers was relatively simple. Just give them some authority. Where exactly did that authority stem from? Well, the initial idea is obvious: because they’re better at the job, and know how to organise it. The Head Thinker in charge is no longer Head Thinker, but Chief Scientist. The words ring out quite well, and sound good. All it needs now is a more solid outline of a leader’s duties, and their requirements, for a true utilisation to begin.


Technology Trade: Roll: [11] Prototype: Yes
Trading seems to be a no-brainer. Give some things to people, receive some in return. To actually try and get this started, however, they need experience. So, Tradian Trials are organised. Some of the shiny rocks dug up by the Miner, the copper given by Kerry, along with rations of that weird-smelling liquid that some people like, are given to teams. Each tries to get the most valuable possessions by the end of the game. One team consistently wins, led by a man who soon starts to lead trading discussions. Eventually, the Chief Scientist mentions he would make a good Chief Trader, and just like that, a new role is born. The actual practical efforts of trading will need to be worked out, of course…


It is the design phase. Designs and revisions shall be submitted.


Spoiler: Known Fields (click to show/hide)



Spoiler: Current Map (click to show/hide)


Spoiler: Current Designs (click to show/hide)


Spoiler: Current Holdings (click to show/hide)
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #55 on: August 05, 2018, 01:38:06 pm »

That Chief Scientist bonus is niiiice.

Quote from: Chief Developer
Having a Chief Scientist is quite useful for theoretical work. It's time to create a counterpart, to lead practical application work. A Chief Developer is the answer. We can use a similar test as for selecting our Chief Trader, and see who has the best ideas and application for our second design.

Quote from: Trade Caravan
Having a Chief Trader is good. But we can't just pack their pockets with copper and send them on their way. We'll need guards and goods carriers, at the very least. If a caravan is after technology or techniques, we should also bring someone interested in learning that. For now, we should have the scouts brief them as best as possible on our new neighbors, but in the future the caravans should carry people who have studied or are interested in the culture of our targets.
Logged

Doubloon-Seven

  • Bay Watcher
  • You fool. You absolute buffoon.
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #56 on: August 05, 2018, 04:56:41 pm »

Quote from: Chief Developer
Having a Chief Scientist is quite useful for theoretical work. It's time to create a counterpart, to lead practical application work. A Chief Developer is the answer. We can use a similar test as for selecting our Chief Trader, and see who has the best ideas and application for our second design.

Quote from: Trade Caravan
Having a Chief Trader is good. But we can't just pack their pockets with copper and send them on their way. We'll need guards and goods carriers, at the very least. If a caravan is after technology or techniques, we should also bring someone interested in learning that. For now, we should have the scouts brief them as best as possible on our new neighbors, but in the future the caravans should carry people who have studied or are interested in the culture of our targets.
+1
Seems good.
Logged



Avanti!

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #57 on: August 05, 2018, 05:18:44 pm »

Quote from: Your vote matters
Chief Developer: (2) Nirur, Doubloon-Seven
Trade Caravan: (2) Nirur, Doubloon-Seven

For theorems, I'm thinking we should take a look at the power generators within 1-2 turns. Knowing what they're like while functional will help if we need to repair them, and it would be good to know if we need to fuel them.
Logged

King Zultan

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #58 on: August 06, 2018, 06:39:01 am »

Quote from: Your vote matters
Chief Developer: (3) Nirur, Doubloon-Seven, King Zultan
Trade Caravan: (3) Nirur, Doubloon-Seven, King Zultan
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?

Khamsin

  • Bay Watcher
    • View Profile
Re: Emergence (SG with Arms Race Elements.)
« Reply #59 on: August 06, 2018, 08:45:08 am »

Week 2: Orders Phase


Chief Developer: Efficacy: [9] Expense: [13] Bugs: [6]
The Chief Trader and Scientist both practically fell into the newcomer’s laps. Things would not be so easy for the Developer. A similar trial for engineering, using utensils found inside the ration packs, was run, but it quickly discovered the limits of these trials. The Trader became who he was because of his skills of charisma and persuasion. The Chief Developer also did this. Judges were made less impartial than they should have been due to his skills and sharp tongue, and he won the competition. His skills are not fantastic, but he does have a knack driving the teams forward, and has brought some new ideas to the table. The design has manifested as the new Chief Developer, and his proposal for Design Teams.


Trading Caravans: Efficacy: [11] Expense: [16] Bugs: [10]
Trading is going to be necessary. The Newcomers know this. Even better, they know that an extravagant caravan is pointless, because it takes longer to earn it’s own cost back. The new equipment is significant. Backpacks, heavy frame ones, made efficiently from plastic. Small reinforcements on the jumpsuit add durability for travelling. These enable the caravan to carry 20 units of cargo. Currently there are a few small niggles, such as the guard arrangement being less than efficient, but it’s a solid and very economical effort. The carrying methods and more could be improved later, too.


The Orders phase is on. Give orders to your production teams, mine, and scouts.


Spoiler: Known Fields (click to show/hide)



Spoiler: Current Map (click to show/hide)


Spoiler: Current Designs (click to show/hide)


Spoiler: Current Holdings (click to show/hide)
Logged
Pages: 1 2 3 [4] 5