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Author Topic: Gridhood - Divine Duel: Turn 21 - Learning about Food  (Read 21138 times)

Supernerd

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Re: Gridhood - Divine Duel: Turn 12 - Good job getting your actions in on time
« Reply #195 on: August 04, 2019, 04:34:00 pm »

Turn 13: Secret of the Cracked Void



Now you know what the big deal is with the cracks in the void. Hooray?

Yara
Yara continues to ponder Artifact Creation. It seems that more worshippers will be necessary to make the most of Artifacts...
Yara expends 2 FP to make it rain at A5. This will affect mortal actions next turn!

Stickwalkers
4 workers harvest the farmland at A6 to collect 9 food
2 workers pray to Yara to produce 2 FP

Confederation of Deer
4 workers harvest at A5 to collect an unprecidented 16 food!
2 workers research Cracks in the Void...
-- The tech has been abandoned! The situation is hopeless, and no mortal can interact with the cracks! If the cracked void cannot be replaced, your civilization will be doomed to be devoured by progressively more horrifying monstrosities!
1 worker prays to Yara to generate 1 FP

The Amish
3 workers research cracks in the void...
-- The tech has been abandoned! The situation is hopeless, and no mortal can interact with the cracks! If the cracked void cannot be replaced, your civilization will be doomed to be devoured by progressively more horrifying monstrosities!
3 workers forage at B5 to collect 7 food.
1 new worker is born at the cost of 3 food

==========

Wolf of the Void
The Wolf of the Void begins to ponder Divine Constructs
Include your god name in your future posts. There's a non-infinite amount of times I'll let people neglect this

Cait Sith
4 workers forage at F5 to collect 10 food
-- It seems that using multiple passive techs have a chance to cause minor penalties to efficiency.
2 workers begin research on Wood Weaponry Crafting
1 new worker is made at the cost of 3 food.

Drecthul Commonwealth
4 workers forage at G5 to collect 13 food
-- It seems that using multiple passive techs have a chance to cause minor penalties to efficiency.
2 workers research Boatmaking
1 workers prays to the Wolf of the Void to generate 1 FP

Arutz
4 workers forage at F1 to collect an amazing 12 food!
1 worker forages at F2 to collect 2 food.
3 workers research Hunter-Gathering to complete the tech!

==========

Other
Some manner of horror has spawned at the neglected crack at C2!

==========

Spoiler: Yara (click to show/hide)
Spoiler: Science of the West (click to show/hide)

Spoiler: Stickwalkers (click to show/hide)
Spoiler: Confederation of Deer (click to show/hide)
Spoiler: The Amish (click to show/hide)

==========

Spoiler: Wolf of the Void (click to show/hide)
Spoiler: Science of the East (click to show/hide)

Spoiler: Cait Sith (click to show/hide)
Spoiler: Drecthul Commonwealth (click to show/hide)
Spoiler: Arutz (click to show/hide)

==========

Spoiler: Noteworthy Tiles (click to show/hide)
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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.

Naturegirl1999

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #196 on: August 04, 2019, 04:39:46 pm »

Yara places a Rocky Plateau at C2, hopefully preventing more creatures from spawning there and sealing the crack
Yara continues to ponder Artifact Creation
« Last Edit: August 04, 2019, 07:40:11 pm by Naturegirl1999 »
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TricMagic

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #197 on: August 04, 2019, 04:51:17 pm »

Cait Sith
3 Workers spend their Action to become Tribesmen.
3 Workers use their Island Foraging Skills to forage F5.
1 Worker prays to Wolf of the Void.



Wolf of the Void, investigate ways to repair the cracks. I suspect FP is needed. The current techs we have do mean we should do fine now. We just need to switch to tribesmen.


perhaps how to Repair/Seal the cracks.
« Last Edit: August 04, 2019, 05:04:32 pm by TricMagic »
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Superdorf

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #198 on: August 04, 2019, 07:22:45 pm »

Well that ain't good. Yara's gonna need some proper power to contest that thing... first I gotta replenish food stocks tho. Let's test the limits on this farm plot thing.

Stickwalkers
6 workers harvest at A-6
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RulerOfNothing

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #199 on: August 04, 2019, 07:30:28 pm »

Drecthul Commonwealth

3 workers forage at G5 using Island Foraging Skills
3 workers research boatmaking
1 worker prays to the Wolf of the Void
Create 1 new worker
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Pavellius

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #200 on: August 04, 2019, 08:03:44 pm »

Let's test the limits on this farm plot thing.

Stickwalkers
6 workers harvest at A-6

I think the deer should do this, too, so we can see how much effect the rain has. I will supply the FP for another tile.

The Amish
3 workers pray.
2 workers forage at B4.
2 workers forage at B5.
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auzewasright

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #201 on: August 04, 2019, 08:50:51 pm »

Wolf of the Void, investigate ways to repair the cracks. I suspect FP is needed. The current techs we have do mean we should do fine now. We just need to switch to tribesmen.

I think investing into basic tools is a good idea as well, as well as simple weapons to take full advantage of the hunting part of hunter gathering. I have a few other planned techs to do for the future, but that is better to send through PMs. Agriculture probably should wait until after complex tools, herbalism, construction, etc. Aquaculture would be perhaps useful down in the oceanic south asteroid in the future.



Arutz tribe(s)
4 Rooties forage at F1
2 Rooties become Rootie Tribesmen (Or is the term "Tribesmen Rooties"?)
2 Rooties research basic stone tools (Hand axes here we come!)
2 Rooties are born for 6 food


After much discussion on what to about the neighboring crack in the void, it quickly became derailed by contemplation on how tasty those eldritch beings must be. The agreement among the Rooties is that this crack in reality is probably not that bad, and if anything, is a benefit for life as a whole. Never let Rooties handle crises while they are hungry...
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Supernerd

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #202 on: August 04, 2019, 09:03:55 pm »

Tribesmen Rooties? The technical term must be "Tooties".
Seriously though, it would probably be easiest for me to understand if you refer to them as Tribesmen in the action post.
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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.

TheRedwolf

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #203 on: August 04, 2019, 09:33:52 pm »

Wolf of the void
ponder divine Flex Tape
Make a sandy desert at F3

« Last Edit: August 04, 2019, 09:35:56 pm by TheRedwolf »
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auzewasright

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #204 on: August 04, 2019, 09:43:10 pm »

Tribesmen Rooties? The technical term must be "Tooties".
Seriously though, it would probably be easiest for me to understand if you refer to them as Tribesmen in the action post.
That's probably for the best.
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King Zultan

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #205 on: August 05, 2019, 10:58:16 am »

Confederation of Deer
5 Workers harvest the farm at A5.
1 Workers creates a stone weapon.
1 Worker prays to Yara.
1 New worker is born for 3 food.
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Pavellius

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #206 on: August 05, 2019, 07:08:18 pm »

Confederation of Deer
5 Workers harvest the farm at A5.
1 Workers creates a stone weapon.
1 Worker prays to Yara.
1 New worker is born for 3 food.
I think I got prayer covered for the turn. Wouldn't making most of the rain this turn be better? The extra food would let you do more prayer next turn.
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Supernerd

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #207 on: August 05, 2019, 07:27:12 pm »

Turn 14: The Answer



You can find the answer by examining the previous updates carefully.

Yara
Yara creates a Rocky Plateau at C2. As it turns out, no void means no cracked void. With enough prayer, you can prevent the world from getting out of hand! Or at least, half of the world.

Stickwalkers
6 workers harvest the farmland at A6 to collect 12 food
-- The shade cast from the trees has negatively affected this turn's crop

Confederation of Deer
5 workers harvest at A5 where the rain falls to collect 18 food!
1 Stone weapon has been created.
1 worker prays to Yara to generate 1 FP
1 new worker is born at the cost of 3 food

The Amish
3 workers pray to Yara to generate 3 FP
-- Even if its obvious, you should ideally specify that you are praying to Yara
2 workers forage at B4 to collect 3 food
2 workers forage at B5 to collect 3 food

==========

Wolf of the Void
The Wolf of the Void considers some kind of divine Flex Tape... That seems like an... Interesting... Solution to the problem.
A Sandy Desert has been created at F3. As opposed to the non-sandy variant.

Cait Sith
3 workers have became Tribesmen
3 workers forage at F5 to collect 10 food
1 worker prays to the Wolf of the Void to generate 1 FP

Drecthul Commonwealth
3 workers forage at G5 to collect 3 food
-- Sorry to report that this was not a GM error
3 workers research Boatmaking
1 worker prays to the Wolf of the Void to generage 1 FP
1 new worker is born at the cost of 3 food

Arutz
4 workers forage at F1 to collect 9 food
2 workers have become Tribesmen!
2 workers begin research on Stone Tools
2 workers are born at the cost of 6 food

==========

Other
The ö menace lurks in the void at C3

==========

Spoiler: Yara (click to show/hide)
Spoiler: Science of the West (click to show/hide)

Spoiler: Stickwalkers (click to show/hide)
Spoiler: Confederation of Deer (click to show/hide)
Spoiler: The Amish (click to show/hide)

==========

Spoiler: Wolf of the Void (click to show/hide)
Spoiler: Science of the East (click to show/hide)

Spoiler: Cait Sith (click to show/hide)
Spoiler: Drecthul Commonwealth (click to show/hide)
Spoiler: Arutz (click to show/hide)

==========

Spoiler: Noteworthy Tiles (click to show/hide)
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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.

Superdorf

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #208 on: August 05, 2019, 08:00:13 pm »

Ni-i-ice, it looks like over-farming isn't too much of a problem for time being! I should do something about the shade, tho... maybe a little clearcutting will help.

Stickwalkers
4 workers research Stone Axes
2 workers pray to Yara. "Great stone-bird of the west, we ask you: seal the world-chasms with good land, that we need fear them no longer!"
« Last Edit: August 05, 2019, 09:20:40 pm by Superdorf »
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RulerOfNothing

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Re: Gridhood - Divine Duel: Turn 13 - Secrets of the Cracked Void
« Reply #209 on: August 05, 2019, 08:26:40 pm »

Drecthul Commonwealth

4 workers forage at G5 using Island Foraging Skills
2 workers research Boatmaking
2 workers pray to the Wolf of the Void

Anyway it seems that the cracks can be fixed simply by putting tiles on F4 and G7.
« Last Edit: August 06, 2019, 09:30:24 am by RulerOfNothing »
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