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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 22969 times)

TricMagic

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #315 on: October 13, 2020, 03:38:47 pm »

By snipe, I mean that they now know what it costs, so they could research it quickly if they choose to. Going from 0/?? to 30/30.

Pretty much every known Gridhood case of farms requires a large amount of labor however, so a tribe on the edge isn't likely to be able to make some as the Tauri, who while having a higher Labor cost, can also perform more labor on large-scale projects.
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RulerOfNothing

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #316 on: October 13, 2020, 03:52:06 pm »

The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 10/10
Starting Tile: F6
Workers: 10/10
Food: 22
Wood: 0
Stone: 1
Stone Tools: 4/10

2 workers forage at G6 with 2 stone tools
2 workers forage at F5 with 2 stone tools
1 worker prays
3 workers research Stone Spears
2 workers research Farming
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Supernerd

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #317 on: October 13, 2020, 05:09:15 pm »

Jaanin'Maldaraak
Jaanin'Maldaraak considered the situation.

The Zastarn Hometile was not in an optimal condition at the moment. It seemed like an optimal time to experiment with the new weather powers; as just about any change would be an improvement at this time. Elsewhere, nothing was in need of urgent attention; at least nothing that could be easily solved.

Jaanin'Maldaraak creates Rain on file F2! (-2fp)
Jaanin'Maldaraak invokes Tile Detail Observation on: E2
Jaanin'Maldaraak ponders Oracle Spells (Ponder Action 1)
Jaanin'Maldaraak ponders Oracle Spells (Ponder Action 2)
Jaanin'Maldaraak wanted to improve the mortals of the east in some manner in order to make them more useful. To start things off, Jaanin'Maldaraak would begin with the Oracles; the mortals who were the closest to Jaanin'Maldaraak's divinity. The creation of a few "Oracle Spells" that they can cast would enabling them to utilize the excess energy of the world to do something useful, as opposed to letting it form into new monsters.
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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.

Zazmio

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #318 on: October 13, 2020, 06:07:18 pm »

The Tauri should have 7 workers with no injuries.  The food appears to be right, though.

1 worker hunts deer at C3 with 1 wooden spear
2 workers forage for food at C3
2 workers forage for food at B3
1 worker forages for wood at C2
1 worker prays to Thul
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TricMagic

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #319 on: October 13, 2020, 06:12:39 pm »

Always something. The Bonekin also have an injured and need their turn revised to reflect this.

Nevermind on the latter, but I might mention the stream of writing makes accounting and reading the numbers directly difficult. Written math is not fun to do.

If I have the answer right, that's 7 accounted for, 1 injured, and 1 oracle. Which means one worker is missing....
« Last Edit: October 13, 2020, 06:18:58 pm by TricMagic »
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Zazmio

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #320 on: October 13, 2020, 06:21:45 pm »

Quote
As a bit of advice, this is probably a good a time as any to snipe the other team and perform Farming research.
It's almost as if you finally realize that things are completely getting out of hand.  Yeah, one side with farming will have a big advantage over the side without.  A large part of that is the direct result of you deciding that research and worship will be doubled, giving a massive boon to the side that has workers to spare on such things.  I mean, they were already way ahead, and that decision just exacerbated the imbalance.
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TricMagic

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #321 on: October 13, 2020, 07:24:30 pm »

This has been planned since the Era of Beginnings.

I expected deaths to occur, but not many have on their side despite everything. Jaguars have been making a go at it, but the bears just lounge around. The East took an early lead thanks to the abnormal luck the Extradimenionals had, followed by the Bonekin coming in.

I'm not kidding about that Luck, it reads like the dice were rigged when they were foraging. They still read like that. As a result they currently have a very stable economy going on.

If it's any consolation, the next tribe Thul has it going to be taking advantage of the higher average currently trending.
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King Zultan

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #322 on: October 14, 2020, 04:49:57 am »

The Zebra Commonwealth
7 Workers take 3 wooden spears with them to forage C7.
1 Worker prays to Thul.
1 Workers research farming.
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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?

Dustan Hache

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #323 on: October 14, 2020, 07:02:56 am »

Action edited. I thought one more had died due to the jaguar attack.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Nirur Torir

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Re: Divine Duel Turn 17- Counters and the Howls of Sorrow
« Reply #324 on: October 14, 2020, 02:59:46 pm »

Thul, Purity of Avarice
Thul looks around, saddened by another lost tribe. It seems that his people simply have too much magnificence to retain their mortal minds. No matter, it is time to make room for a new tribe. Perhaps an Estuary at a planned river conflux would be a good location.

Create an estuary on A4.
Create river on A3
Create river on A5.

Ponder Magical Grass.
Ponder Magical Grass.
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TricMagic

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #325 on: October 14, 2020, 04:09:17 pm »

An interesting choice of tile. Mostly cause it comes with an attached ocean in a half of the world lacking in oceans.

Actions Locked. May the dice treat you well. It's a nice symmetry though. The ocean at the end of the world and the desert at the end of the world.


Spoiler: At World's End (click to show/hide)


Probably shouldn't have got caught up watching most of a let's play. Turn will be out tomorrow for any cheking.
« Last Edit: October 19, 2020, 06:52:44 pm by TricMagic »
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TricMagic

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #326 on: October 20, 2020, 03:10:09 pm »

Divine Duel Turn 19- Broken Rains & First Loss.



Thul Ponders deeply. Through concertation, he tests. They find how to take 2 FP and change it to form spores, seeds of power, tiny things which can settle within grass and grow Magical Grasses. Where enough gather, patches and spots of it can be found. Satisfied, he rests, watching events down below. He creates an Estuary and rivers to feed into it, hoping a tribe may settle between the two rivers on it's banks. A little slice of ocean at the end of the world which the rivers flow into.
Due to completing Magical Grasses and his own experiments, Smite now at 0/3. See spoiler for Magical Grass details. Improved Woodlands has changed to 0/2.
Due to the creation of an Esturary, the rivers flow have been decided. They flow into the ocean, and will drag connected rivers to it.

Jaanin'Maldaraak creates Rain to ease the regrowth of F2.
Jaanin'Maldaraak Observes E2. What happened there is only for he to know.
Jaanin'Maldaraak Ponders Spells for his Oracles. He thinks on how to teach them, and decides upon what to teach them. It shall take time to convert his natural ability into a Spell which can be taught and learned.
2/10
Jaanin'Maldaraak is Pondering Spells outside normal tech trees. They can only be learned by Oracles, and must be learned individually. The first of his spells is Identify, a version of his Observation. There are 3 spells to be Pondered.
Note that these Spells are outside other Research Trees, and cannot be researched or taught normally. They are unique to the Eastern Oracles.

The world shutters, before part of Jaanin'Maldaraak's territory breaks apart, the White collapsing into the blue deep.
E7 has become a Deep Sea. It is currently experiencing the Whirlpool effect. E6 has encroached upon E7, forming a small cliffside/beach. Due to it's method of formation, the is no White to coalesce, and no RP to gain.




The West


The Tauri
1 worker hunts deer at C3 with 1 wooden spear. Through luck(both good and bad) and size, they down 1 Deer and collect 5 food!
2 workers forage for food at C3, finding 4 food.
2 workers forage for food at B3, finding 3 food.
-----

Combat Report
C3: During time spent hunting, one finds the trail of the wolves and gathers others to hurt them. However the wolves turn the trap back, and fierce fighting(and nipping of legs) ensues. The spear wielding Tauri pushes back, and the leader fights, and mcuh combat is had before both sides escape with plenty of scrapes. No injuries though.
B3: 2 foragers are attacked by.. A Large Crab bursting from the river! It lands a blow on one of the Tauri's legs before trying to finish the job, before it is tossed away. The Tauri bash it, but the crab scuttles away under it's shell unharmed by their blows, slipping into the river and going downstream. The two decide to end the day and return home. [1 minor injury resulted. Due to lack of healing techs, that worker is barred from physical labor next turn. Right now, Prayer and making tool/weapons with another can be done.]
C2: While not immediately obvious, the worker did not come back from the forest. The Tauri deduce the wolves were the culprit, but have no time to check or send a rescue party. Though from the gods view, they saw the Tauri being ambushed by the entire pack and going down swinging. Sadly they all survived and feasted on the corpse.
From basic experience in battle with them, the Wolves are Pack Hunters, and have major advantages the more they outnumber their prey. They have been observed to have a Leader directing them who is stronger and hardier than the rest. Pity the one who travels alone when they are about.
The Tauri have discovered the Mighty Crab. While not a FOE, it's defenses are top-notch.


The Zebra Commonwealth
7 Workers take 3 wooden spears with them to forage C7. In their foraging they rummage up 9 food. Unlike the Bonekin, the tile isn't any more exhausted than it would normally be.
1 Worker prays to Thul. +2 FP. The worker Starved.
1 Worker researches farming. It will take time and working together to succeed in this task. 2/??


Combat Report
C7: The Wolf Pack move and evade the Zebras in their foraging. While their old den is found, the opportunity has passed.


Combat Report at C5
The Ling
A short scuffle occurs within the misty morning, with the wolves retreating injured. The Ling took minimal damage in the conflict, though one was injured slightly.



The East

Zastarn Bonekin
The Oracle researches First Aid while the other worker keeps watch. The rain patters down, a calming melody.
The Oracle has made a breakthrough. Their connection to their god is deep. 10/12
3 workers gather stone from G2, with 1 tool among them. They gather a total of 10 stone.
4 workers forage from G2 7 food.

Combat Report
F2: A panther attacks the Bonekin Home, but is noticed and rebuffed by the one set to Watch.
G2: No combat occurs, mostly through vigilance and caution by the locals.
The Panthers seem inconvenienced by the rain and lack of open targets. In all encounters, they have set to ambush and avoid detection. In this is their preferred style as a Stealth Hunter revealed. Once detected, their ability to actually fight is limited. Not to say they aren't dangerous.


Swampmen of Uudvurk
2 workers forage for food at G4, finding 6 food.
1 worker gathers stone from H4. Their cautiousness leads to 2 stone being gathered. Noted is a goat hopping around higher up the mountain, where the tree cover is less.
1 worker gathers wood from G3, avoiding the local animals and collecting 1 wood.
2 workers make 1 Stone Tool.
The Oracle leads a Worker in Prayer to their god. Praise be to his Name! True Faith Triggers, +5 FP.
1 Worker is born from the moss for 3 food.

Combat Report
G4 remains peaceful as ever.
H4: 1 goat spotted on the Mountain
G3: A bear fishes for food.


Extradimensionals
2 workers forage at G6 with 2 stone tools, finding 4 food.
2 workers forage at F5 with 2 stone tools, finding 5 food.
1 worker Prays to their god. +2 FP.
3 research Stone Spears, confident in finishing. However, how to attach the stone firmly to the wood? 6/8
2 workers research farming, finishing the Tech. However, it immediately becomes apparent that there is something they have missed. Not every location is as suitable as others. 30/30

Farming
Through 20 labor, one can till the soil, clear the land, and create a place to plant crops in a tile. Then, workers can Work the tile, watering the plants, waiting for it to grow, and harvest the result. However, flat terrain is needed for an optimal farm, and they can be damaged by wildlife.
In Thul's Land, the Plains spread for-seemingly-ever after. However Jaanin'Maldaraak's lands are diverse, different from one area to the next. Farms can be made on rivers and plains and prairie. However in Wetlands, Jungles, forests swamps, shrublands, Mountian, it is far more difficult, such to be impossible. As knowledge of farming is dreamt about, each of the tribes has their own ideas on how to best realize it.

The Extradimesnionals can research Terrace Farming Technique. While a Farm can be made on hills, it is not nearly effective as if on a plain, river, or lake. Terrace Farming is very effective in comparison, and less prone to damage. 0/15

The Swampmen of Uudvurk can research Wetland Farming Technique. Traditional farming on plains doesn't work on wetlands, however the alternative does not require watering, the wetlands themselves do the work. Their return is useful. However, they can only be farmed every Even turn, and not when it's raining/flooding. 0/15

The Zastarn Bonekin can research Jungle Farming Technique. While not requiring watering, workers do need to protect this type of farm more than others. Unlike other Farms however, multiple can be set up so long as you can protect them. 0/15

Of note, the Tauri have Widespread Farming Technique and the Zebra Commonwealth Advanced Farming Technique. The Blenderong had Animal Grazing Technique, and the just departed Spiderlings Animal Trapping Technique. Each is unique to the Tribe, but can be taught eventually. Plains are the simplest of tiles.


Note that seaside locations can't have a normal farm. G3's Woodland could be converted to a Farm tile due to it's open space, however something would be lost. The same could be said of a jungle if you deforested enough of it, but you aren't close to that. These unique farming techniques could also be learned independently, but once again that would require more research. We are also approaching the first milestone.

Additionally, make sure to have tools for farming, the return without them is less.


Combat Report
F6: The White Bear is hungry, and starts an attack on the Extradimensionals home to Raid their food stockpile.
G6: A large crab jumps out at an Extradimensial from the river. The ED after a short scuffle takes an injury, before the two gather and manage to strike it to no effect. The crab backs off before both strike at it, but it enters the stream and watches, waiting. The two ED back off.
F5: As one of the foragers draws near the lakeside to collect some plants, a massive wave surges trying to sweep them away! The ED backs off quickly enough to evade it, and is in time to evade the second surge from the landed waters. The waves recede as the ED sees eyes glinting from beneath the waters.

Mighty Crab has been discovered by the Extradimensionals. Another example of it's defenses in play too.
Meanwhile, the Lakeside Extradimensionals have discovered a FOE, the King of the Lake. The name is not for show, as seen by the survivor. Unlike the Giant Mountain Eagle(which flew off over the Prairie this turn), it's more situated in a single location.

The injuries dealt this turn are of course recovered thanks to Psionic Regeneration. You are going to need it.

Now to the meat of the fightslaughter

The White Bear approaches, confidant. The extradimensional notice it as it tops a hill too late, and it begins blasting burst of white silky energy forward as it runs down. The Extradimensionals manage to avoid the volleys by a hair as they prepare to meet the charge as the energy stops being released. The White Bear crashes into them before a wave of solid energy throws them all through their home and it trots in, following it's nose straight to the food left out. While 1 was injured, they regather and move to strike it again as it eats, managing to injury it before the White Bear throws another wave of energy emitted from it's body. 1 ED is hit by it's paw and sent particularly hard. It resumes eating, the Extradimensionals dazed by two back to back flights. Once regathered, the White Bear has left, it's blood matting some of it's fur but seeming unharmed.
- 10 Food!

GM Notes
Right, I kinda expected something like this to happen sooner. You see the White Bear? It does not play around. Worst part is it's not even a FOE.
Notes: You've had your first run in with White Magic. The first two were wind/light spells. While not directly noticed, the last was healing magic. Kill it quickly and bring strong weapons, otherwise it will come back for round 2.
Sometimes some creatures can form able to naturally use magic. FOEs are the most common, but some animals can too.
Granted, that wasn't all that was going on...
Quote
  Psionic Regeneration: If injured, will be able to act on the next turn with no penalty. Immune to traditional sickness. Prayer FP generated per turn is capped at 1/10th of the tribe number. Due to makeup, concentrated energy has greater effects against them.
Psionic Regeneration is powerful, but being made up of energy naturally makes you weak to energy-based attacks.

It can be noted that all White Bears that form have access to the White Magic observed. The Black Bear isn't any nicer for it's own reasons.

As for food, well. Bad luck and food in the open, or close enough that it had no trouble getting into it. It's still a Bear.


Weather Reports
E2 The storm is still ongoing, but is projected to fade soon.
H5 is still facing sandstorms. Noises are heard echoing from the far distance.

EF7 has had it's border shattered, or is it erased? It will recover in time, but what would have the power to have done that?


Weather Reports
F2 is facing Rain. It's muffling sounds and scents, though muddy footprints can be tracked. The jungle seems to enjoy the change of pace. It is projected to clear before the next report, though the ground will remain muddy for a bit.



Thul, +2 FP from Zebras, +2 FP from stream.(will become 1 at the ending of these Ages. New Tribe will cut it.)
Jaanin'Maldaraak, +7 FP.

Spoiler: Thul's Tiles (click to show/hide)



Spoiler: Thul's Western Tribes (click to show/hide)





Let me know if you spot errors, as always.


Quote
As a bit of advice, this is probably a good a time as any to snipe the other team and perform Farming research.
It's almost as if you finally realize that things are completely getting out of hand.  Yeah, one side with farming will have a big advantage over the side without.  A large part of that is the direct result of you deciding that research and worship will be doubled, giving a massive boon to the side that has workers to spare on such things.  I mean, they were already way ahead, and that decision just exacerbated the imbalance.

This has been planned since the Era of Beginnings.

I expected deaths to occur, but the bears just lounge around. The East took an early lead thanks to the abnormal luck the Extradimenionals had.

I'm not kidding about that Luck, it reads like the dice were rigged when they were foraging.


Well, there goes their luck. This is the result of East trending ahead and being stronger, in that things are balanced based on each tribe's strength. Needless to say, who were the strongest tribe at that moment?

Also, Whirlpool, plenty interesting. East is on the last push to leave the Tribal State of the game where foraging, hunting, and fishing was your only option. Ganbatte West. And try to avoid travelling in small groups, there are wolf packs about.

.. Despite everything, the Beasts and Ling aren't FOE-class, but more needing dedicated Raids later. At least they don't move from their territory.. FOEs on the other hand are named for a reason, they're top of the food chain.
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Nirur Torir

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Re: Divine Duel Turn 17- Counters and the Howls of Sorrow
« Reply #327 on: October 20, 2020, 03:59:15 pm »

Thul, Purity of Avarice
Thul feels worried. His world is even more dangerous for mortals than expected. It's more dangerous for the other, but why? It can't just be because his own side is better. Is the world itself rejecting his rival, is it because there are more mortals upsetting the world, or is it the varied biomes?

He reconsiders his plans. He worries that throwing more magic into the world will make things worse, and more chaotic, but his own people will need the boost. He unhappily decides that he might skip the fire-breathing wolves though.
He hopes they will be ready by the time he is finished designing. He looks again at Improved Woodlands, wondering why it is easier now. Perhaps it is worth pursing.
If these animals can form able to use magic, he wonders what living among magical grasses will do to his people.

Ponder Improved Woodlands.
Ponder Healing Reagent Design.
Magical Grasses will collect mana for the ecosystem. He will later design an animal to eat them to gather the mana they need to sustain magical organs, which he hopes that his people will be able to use for potions, creating their own spells, enchanting gear, or perhaps for special meals. Before he can design the animal, he needs to figure out how to create a reagent that will heal mortals. Perhaps he can bundle conceptual healing into it, triggered and fueled by being injected with enough mana? If not, he might need to figure out how to make a spell blueprint as part of a living being.

Create Magical Grasses on C3.
Create Magical Grasses on C7.
Replenish Food on C7.
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Supernerd

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #328 on: October 20, 2020, 04:39:25 pm »

Jaanin'Maldaraak
Jaanin'Maldaraak considered the situation.

It seemed that there were more issues that were going to be in need of attention sooner or later; though for now, continuing to maintain an advantage over the other deity was still the most pressing thing.

Meanwhile, Thul was doing something with magical grass?

Okay, maybe Jaanin'Maldaraak's attention would be better spent investigating the new incursions after all. First order of business is to decide what action if any will be needed to correct the problems around the new mystery tile.

Jaanin'Maldaraak invokes Tile Detail Observation on: F7
Jaanin'Maldaraak ponders Oracle Spells (Ponder Action 1)
Jaanin'Maldaraak ponders Oracle Spells: Identify (Ponder Action 2)
Jaanin'Maldaraak figured that the additional 0/3 next to the identify research subject was specific to the Identify spell. This was clearly influenced by the Detail Observation ability; a variant on a mortal scale that would enable mortals to investigate the kind of thing that is ordinarily beneath the god's notice.
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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.

Dustan Hache

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #329 on: October 20, 2020, 09:51:17 pm »

The Zastarn Bonekin
Struck by a moment of inspiration, The oracle and 1 worker with 1 set of stone tools arrange a "Raid" on the remaining jaguars, offering 3 food to them in an attempt to placate them and see if another plan could be undertaken in the future.

Meanwhile, the freshly healed worker finishes research on first aid, having learned from experiencing injury firsthand.
Finally, the remaining 7 workers head to F1 to pick it clean of any and all food they can find.

Summery: oracle and 1 worker with 1 stone tool "raid" jaguars of F2 and give them 3 food, split between the two.
1 worker researches first aid.
7 workers Forage f1 with 1 stone tool.
« Last Edit: October 21, 2020, 08:19:36 am by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.
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