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Poll

Which is best, East or West?

East!
- 2 (28.6%)
West!
- 1 (14.3%)
Neither.
- 2 (28.6%)
The White.
- 2 (28.6%)

Total Members Voted: 7


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Author Topic: Re: Divine Duel Turn X- Hiatus [1 Tribe Spot open]  (Read 23435 times)

Zazmio

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Re: Divine Duel Turn 15- First Steps Begun
« Reply #255 on: September 11, 2020, 07:23:47 pm »

The Tauri, if they were capable of math, would be very grumpy at getting only a 1.4 food per worker average last turn.  At least it is better than the 1 food per worker average the turn before that.  However, concepts such as math and averages are beyond them right now, so they must be content to just be grumpy about the shitty amount of food they keep getting in this part of the world.  Maybe things are looking up now that they understand improved foraging.

2 workers forage for food at C3
2 workers forage for food at B3
3 workers forage for food at C4
2 workers research wood gathering, while simultaneously farting in the general direction of the East.
« Last Edit: September 11, 2020, 07:39:24 pm by Zazmio »
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Nirur Torir

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Re: Divine Duel Turn 13- Advance and Setback
« Reply #256 on: September 11, 2020, 09:06:57 pm »

Thul, Purity of Avarice
Did his rival know something he didn't? Perhaps he should exhaust his power on filling in the land around his followers, and work towards finishing that river.

Ponder Magical Grass. It seemed it would be surprisingly easy. This was a much better idea than directly empowering his mortals.
Replenish C3.
Create river on B6.
Create forest on C2.
Create grasslands on C8.




I know exploring the mechanics is a staple of Gridhood games, but I don't think completely blind mechanics and techtrees work properly in a two player competitive setting. If there's another mirror match game, I think having a basic sample techtree from a generic civilization, and some examples of god ponderings, would work better. Foraging, for example, is a simple tech, and a big boost to the first side to research it. I'm sure there are others, especially farming. Create Deer + Hunting is a more creative branch that wouldn't be in it, and I suppose there wouldn't be such synergy in the basic trees.

It might be ideal to have multiple players controlling each civ and god, to prevent drops or wording errors, but the coordination would be a gimmick to base the game on in itself.

I'm kicking around the idea of starting my own Gridhood, with sample techtrees and distinct tech ages. Leading civs could then be incentivized to research wider and experiment, while trailing civs get the chance to catch up.
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Zazmio

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Re: Divine Duel Turn 13- Advance and Setback
« Reply #257 on: September 11, 2020, 09:17:36 pm »


I'm kicking around the idea of starting my own Gridhood, with sample techtrees and distinct tech ages. Leading civs could then be incentivized to research wider and experiment, while trailing civs get the chance to catch up.

I don't think multiple players running the same civ would work.  People want to do their own thing.

But if you run another Gridhood, you might want to make it so that you get a set amount when you forage or farm, rather than the die roll we typically do now.  In other words, you always get exactly 2 when a vanilla worker forages a basic plains, with tech modifying that.  Maybe have occasional events like famines or bumper crops to add a little luck, but mostly there would be no luck to throw the game way off.

Is anyone interested in joining a Gridhood discussion discord?
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King Zultan

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Re: Divine Duel Turn 15- First Steps Begun
« Reply #258 on: September 12, 2020, 03:21:22 am »

The Zebra Commonwealth
2 Workers forge for food on C7.
2 Workers forge for food on C6.
1 Worker prays to Thul.
3 Worker researches basic shelter making.
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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?

Supernerd

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Re: Divine Duel Turn 15- First Steps Begun
« Reply #259 on: September 12, 2020, 02:21:42 pm »

Jaanin'Maldaraak considered possible ideas and technological leads that their followers could take. Of course, any such information discussed in this manner could also be utilized by the west... But this technological path would be more useful to the west than the east; it simply would not be possible for Thul and their followers to defeat Jaanin'Maldaraak by just doing the same things.

Of course, these are merely ideas and not a mandate to follow. The finer details of mortal progression were best left to mortals after all.

- An oracle would be an exceptional investment, especially for the Swampmen who may be able to either get a better yield from them, or satisfy a future larger minimum prayer condition with one oracle as opposed to two normal citizens. Even if prayer is not needed urgently, an oracle can still gather food in the home tile.
- A rope/weaving technology, could serve as a precursor to other useful technologies. Also, a means to bind stone to wood may also be the missing tech to having optimal basic stone tools.
- Fishing. All three east tribes have at least one tile that should grant at least some bonus to fishing; either because they were looked at or blatantly water related. The benefits of having more food were obvious.
- Farming and Basic Construction. A large investment was already made in them, so it would be wise to finish these techs.
- Regent Gathering. Perhaps not a priority, but this line of thought is likely the key to help the injured get more work done.

Jaanin'Maldaraak had some other ideas too, but those ones might actually be useful to the west just as much as the east.
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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: Divine Duel Turn 15- First Steps Begun
« Reply #260 on: September 12, 2020, 03:30:45 pm »

Spiderlings
3 workers scavenge at C5
1 worker gathers wood at C5
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auzewasright

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Re: Divine Duel Turn 15- First Steps Begun
« Reply #261 on: September 13, 2020, 06:49:35 am »

Swampmen
3 workers forage in G4
2 workers forage in G5
1 worker gathers wood in G4
1 worker prays
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Supernerd

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Re: Divine Duel Turn 15- First Steps Begun
« Reply #262 on: September 13, 2020, 10:55:55 am »

All players have posted an action!
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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.

TricMagic

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #263 on: September 14, 2020, 07:58:54 am »

Actions Locked


To let you know ahead of time, this Age grants doubled research speed. As well as the ability to Ponder 2 topics for the gods, or double down on one.

It is also when Raiding is going to be introduced. Though not West vs East. Things are about to get more dangerous. Survival of the Fittest.
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Zazmio

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #264 on: September 14, 2020, 04:27:44 pm »

*twitches in excitement*
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Supernerd

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #265 on: September 14, 2020, 06:18:43 pm »

The GM just posted their action in my game, so the update here will probably come out today!
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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.

TricMagic

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #266 on: September 14, 2020, 08:42:42 pm »

That would require me not having wasted the day away today playing Skyrim and getting murdered by Falmer. And ending up getting sick from spaghetti and a banana reacting badly together.

I'd say Friday at the latest for the update.

As a sneak peak as I do a lot on little motivation for now. Thul's Lands are very uniform. Therefore, your side is easy to do, you get Wolves. All the Wolves.



Edit: Friday/At some point today I ran out of spirit. And inspiration. The East has a Bunch of different tiles. Future turns would go a lot more smoothly after this part, but I still need to do 3 more tiles and run the event numbers for the East. West is pretty much done.
« Last Edit: September 18, 2020, 11:47:24 am by TricMagic »
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Supernerd

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #267 on: September 18, 2020, 03:33:53 pm »

Would a Dryad Rage update fix the spirit problem enough for 3 more tiles of whatever?
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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.

TricMagic

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #268 on: September 18, 2020, 04:17:39 pm »

Won't hurt, but Sleep would also help. Just a case of not wanting to force things through and do it tomorrow morning.

Having trouble thinking what to type in the first place right now, which is why I didn't buckle down and work on those three. Stretches sleepily (As a GM, I do tend to laze about and read all day, working in bursts to get things done. Though I fully blame a newfound interest in playing Skyrim for hours.)
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Supernerd

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Re: Divine Duel Turn 16- Age of Growth & Strife
« Reply #269 on: September 18, 2020, 05:04:43 pm »

Its bad for player morale to say something like "Friday at the latest" then put it off even further.
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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.
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