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Author Topic: The End Times: Turn 1  (Read 6346 times)

Naturegirl1999

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Re: The End Times: Turn 1
« Reply #105 on: June 03, 2019, 12:19:49 pm »

(You can only raise militia in cities with no direct combat units, Adjilia Aera in your case.)

(I don't remember Adjilla Aera being one of the cities, did I miss something? This shouldn't affect the report)
« Last Edit: June 03, 2019, 12:33:17 pm by Naturegirl1999 »
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Glass

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Re: The End Times: Turn 1
« Reply #106 on: June 03, 2019, 01:48:47 pm »

(You can only raise militia in cities with no direct combat units, Adjilia Aera in your case.)

(I don't remember Adjilla Aera being one of the cities, did I miss something? This shouldn't affect the report)
They were talking to me. Adjilia Aera is my capital.

I can only assume that it’s being attacked by flying undead, because there’s not really any other way to access the place.
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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.

Naturegirl1999

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Re: The End Times: Turn 1
« Reply #107 on: June 03, 2019, 02:03:17 pm »

Its possible, there could be undead birds. I just got confused because it was mentioned just before the report.
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IcyTea31

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Re: The End Times: Turn 1
« Reply #108 on: June 03, 2019, 02:54:55 pm »

Undead sky pirates on airships.
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Roboson

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Re: The End Times: Turn 1
« Reply #109 on: June 03, 2019, 03:40:55 pm »

Giants

In cities where militias can be raised, they are raised. (Not super clear on the rules here).

All cities prepare for battle!
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Naturegirl1999

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Re: The End Times: Turn 1
« Reply #110 on: June 03, 2019, 04:30:18 pm »

Giants

In cities where militias can be raised, they are raised. (Not super clear on the rules here).

All cities prepare for battle!

Only the GM can spawn disasters. Also, not all of the reports for the Undead have been filled out yet
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FakerFangirl

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Re: The End Times: Turn 1
« Reply #111 on: June 03, 2019, 07:43:39 pm »

I believe direct combat unit is anything that's not a support unit.
Saris (desert naga city) rallies militia.
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Naturegirl1999

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Re: The End Times: Turn 1
« Reply #112 on: June 03, 2019, 07:59:39 pm »

Keep military where it is, it seems nothing happened
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Tyrant Leviathan

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Re: The End Times: Turn 1
« Reply #113 on: June 04, 2019, 01:29:55 am »

Okie dokie. Back.

So what does everyone start with? Sorry for lack of details just brain rebooting.

Roboson

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Re: The End Times: Turn 1
« Reply #114 on: June 04, 2019, 09:08:59 am »

Giants

In cities where militias can be raised, they are raised. (Not super clear on the rules here).

All cities prepare for battle!

Only the GM can spawn disasters. Also, not all of the reports for the Undead have been filled out yet
Every city of every player

I'm not spawning disasters...? Every city of every player is under attack, so it seemed fine to go ahead and submit an action for when they get around to my civ. I can resubmit it if necessary when the time comes for continuity.
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #115 on: June 04, 2019, 12:24:38 pm »

He is the Giants, like the jotunn. Anyway, I ran everything and no good units were lost.
All cities gain 2 unrest points, knowing that The End Times are truly here.
It is now the research phase. Pick 1, they all take 7 turns to complete, except for barbarians.
Atlantians: Crab armor (Calvary) seaweed plantations (farm II) Coral arrows (bowyer II)
Jotunn: Mini Balistas (crossbowmen) Giant orchards (Farm II)  Disi’s strength (Soldier)
Nagas: Slightly snake like horses (stable II) snake ships (galleon) tower II
Adjila: Floating farms (Farm II) Clockwork Forge (Forge II) Milita HQ I
Beetles: Worker caste armor (militia HQ I) Crossbowmen Mud brick towers  (tower II)
Barbarians: Ironworks (warrior) dedicated ranks (archer) knowledge raids
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #116 on: June 04, 2019, 12:27:16 pm »

Also, reworking units and militia in general. A city can summon milita at any time, but a city can support only units equal to it’s population.
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Glass

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Re: The End Times: Turn 1
« Reply #117 on: June 04, 2019, 12:39:07 pm »

I'll take the Clockwork Forge, please.
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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.

IcyTea31

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Re: The End Times: Turn 1
« Reply #118 on: June 04, 2019, 01:16:18 pm »

The Holy Chiropteran Ministry of Military Technology reports that it is currently working on a brand-new doctrine for support troops flying above the enemy with heavy stones and dropping them on their heads. Current tests include the cost-effectiveness of using other objects, such as bronze spheroids instead. "There's no question that our military has brass balls; the question is whether or not we should be crushing our enemies with them. I say: yes!" spoke General Shirq of the Sunlight Guard.

(Archers, please.)
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There is a world yet only seen by physicists and magicians.

Roboson

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Re: The End Times: Turn 1
« Reply #119 on: June 04, 2019, 02:22:15 pm »

Jotunn (I like that, I'll roll with that. They're a bit more cultured than the source Norse lore, but fantasy Norse with a bit of Anglo-Saxon epicism encapsulates the theme).

The Jotunn have long tended the earth. From the fire seas beneath the lightless reach, through the crystal caves and the mushroom forests, to the greenlands beneath the sky, through the mountains which pierce the heavens. The dead which rise from the shallow soil are no bother to the giants. Atop their sundered skulls the seeds of the future shall be planted and the Jotunn shall feast upon the bouties of the earth as they have done since time inmemoral.

The Jotunn research Giant Orchards.
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