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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 23550 times)

King Zultan

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #330 on: October 21, 2020, 03:53:38 am »

The Zebra Commonwealth
2 Workers forage C7.
3 Workers take 3 wooden spears with them to forage B7.
1 Worker prays to Thul.
2 Workers research farming.
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?

RulerOfNothing

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Re: Divine Duel Turn 18- Clear Skies and a Battle's End
« Reply #331 on: October 21, 2020, 05:52:17 am »

The Extradimensionals
Trait: Psionic Regeneration
Starting Tile: F6
Tribe Total: 10/10
Workers: 10/10
Food: 11
Wood: 0
Stone: 1
Stone Tools: 4/10

3 workers forage at E6 with 2 stone tools
3 workers forage at F6 with 2 stone tools
1 worker prays
1 worker researches Stone Spears
1 worker harvests stone at F6
1 worker harvests wood at F6
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TricMagic

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #332 on: October 21, 2020, 08:49:27 am »

God actions are Locked. Civ actions still needed.

Also need a new tribe app. I remind that just because you worship the same god, that doesn't mean you can truly understand each other in the face of competition for resources. You need some way to communicate. Granted, first you need to have a need for it, or advance enough along the tree to research it.

Somehow we've hit 10000 views, which is new to me, I think. Praise be to the White.
« Last Edit: October 21, 2020, 08:52:53 am by TricMagic »
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Zazmio

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #333 on: October 21, 2020, 08:59:12 pm »

The Tauri

1 worker hunts deer at C3 with 1 wooden spear
3 workers forage for food at C3
1 worker researches farming at C3
1 slightly injured worker contemplates the meaning of Thul whilst standing upon his head at C3. 

They all have an orgy at C3 afterwards and produce a new worker, expending 3 food.  The baleful otherworldly bovine wailing shall reverberate throughout the land!
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auzewasright

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #334 on: October 21, 2020, 10:05:44 pm »

The Swampmen
3 workers forage at G3
3 workers forage at G5 with one stone tool
2 workers build one stone tool
The Oracle prays
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Supernerd

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #335 on: October 21, 2020, 10:58:34 pm »

All civs have posted an action now.
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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 19- Broken Rains & First Loss.
« Reply #336 on: October 22, 2020, 08:30:33 am »

I would have hoped for a new civ. Still hoping.

Actions Locked

Note that if a new tribe pops up as I do the turn, I'll add them in.
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Nirur Torir

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Re: Divine Duel Turn 19- Broken Rains & First Loss.
« Reply #337 on: October 22, 2020, 11:59:16 am »

I would have hoped for a new civ. Still hoping.
Do you mind changing the title to show that there's a spot open?
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TricMagic

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Re: Divine Duel Turn 19- Broken Rains & First Loss. [1 tribe needed]
« Reply #338 on: October 22, 2020, 12:02:37 pm »

Done, probably should have done that earlier.
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TricMagic

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Re: Divine Duel Turn 20- Advancements [1 tribe needed]
« Reply #339 on: October 26, 2020, 03:30:04 pm »

Divine Duel Turn 20- Advancements



Thul Ponders. Why is the Improved Woodlands cheaper? What can he do to make a healing regent. He also replenishes the food on C7, and comes to epiphany. The Woodland seems to have a native magical effect, in that such regents can grow there more easily. By learning how to grow such, the it has become easier to figure out How to improve Woodlands.
On healing regents, it is simpler, the energy within them can be led to form positive effects, a type of Healing Herb. The breadth of Magical Grasses covers many effects, though how they manifest can differ from location to location. All of them have Mana though, as Thul has named it, and as such can be used for that which requires it. IW-1/2, HR-1/5.
Nothing currently does of course, but it's there.

C3 and C7 receive his new blessing, energy falling and coalescing within the plants.

Jaanin'Maldaraak Observes F7, beneath the sea.
Jaanin'Maldaraak Ponders Oracle Spells. His thoughts turn in on themselves during his pondering, for now he can only think of 3 spells he can teach. However, other spells would require regents or special items to cast.
4/10
(The 0/3 is a sign of how many spells have been pondered to completion.)
Of note, Jaanin'Maldaraak is beginning to feel very full of power. Jaanin'Maldaraak is approaching a limit to their current FP storage. There isn't really an immediate solution to this other than growing stronger over time.

The Deep Sea continues to swirl. The border heals slightly.



The West

The Tauri
1 worker hunts deer at C3 with 1 wooden spear, downing 1 dear. +5 food.
3 workers forage at C3, finding 9 food.
1 worker researches Farming. 4/??
The injured contemplates the meaning of Thul. Philosophy: 2/??
Afterwards, 3 food is used for a new worker to be born.

Combat Report
C3: Combat is initiated by the Tauri, but the Wolf pack avoids the initial ambush and combat occurs. After some skirmishing, their leader takes an injury and the pack deals an injury to one of the Tauri.(Not minor, so they'll need to heal.)


The Zebra Commonwealth
2 Workers forage C7, finding 2 food.
3 Workers with 3 wooden spears forage B7. They find 7 food.
1 Worker prays to Thul. +2 FP.
2 Workers research Farming. 8/??

Combat Report
C7: The wolves come in to strike back at the Zebra Commenwealth. However once more the Zebras anticipate them and perform a devastating counterattack, killing another of the Wolves. (and injuring another?) +3 food.
B7: No combat occurred.

Combat Report at C5
The Ling
Within the mist, The Ling set a trap. 1 wolf dies at the start, before the leader falls in the attack, and from there the battle's outcome was never in doubt. The same Ling takes another injury fighting, but the Wolves are no more.
The Ling have gained a new trait from their foes. Mutation: Queen. 5 RP Bounty added to theirs. +5 RP Bounty.


The East

Zastarn Bonekin
7 workers with 1 stone tool move to forage everything they can from F1. However they anger the bears who themselves wander those lands, and have to face them as they come back.
1 worker researches first aid at home. An Oracle with a worker carrying a stone tool take 3 food to try and make peace with one of the jaguars.
First Aid has been completed, and you can now Scavenge for regents. Generally, 1 regent is enough to allow an injured worker to do non-labor intensive actions, such as prayer and less physical research.
Medicinal Knowledge I can now be researched directly, bypassing Regent Gathering.


Combat Report
F2: Combat occurs as the Oracle and Worker are ambushed from behind. After the initial combat, the worker is injured protecting the Oracle. They manage to drive it off, but it is noted it was the injured one. Due to the fighting, the trail from the other was lost. Food was not lost.
F1: After collecting food, the Bonekin face an issue. Mostly that the two bears are coming for them. Thw White bear opens up with a ranged magic, wind swiling forward as the Black Bear charges in. The Bonekin evade both, but the Bears are now among them for a moment. The Black Bear pounces on one of the slower Bonekin while the White Bear sends out a shockwave, knocking another away(injured) and scattering some of the food. CRACK.
The attacked worker is instantly killed by the Black Bear's blow and the Bonekin run. Another attack by the White Bear is aimed ahead of them, but they swerve and avoid it, and barely manage to keep ahead of the charging Black Bear, escaping to the Jungle where they can't follow.
Result is that F1 is exhausted. 10 food was collected, and the Bears have a stockpile of 7 food.(They are likely to fight over it a bit though. Not enough to injure them permanently.)
[Black Bears have the Trait: Physical Might. It is well suited to crushing blows and physical activity.]


Swampmen of Uudvurk
3 workers forage G3, collecting 4 food. [Not been the best of turns.]
3 workers with 1 stone tool forage G5, finding 5 food.
2 workers build 1 stone tool.
The Oracle Prays. +3 FP.

Combat Report
G4 remains peaceful as ever. The Great Mountain Eagle is observed in the sky, diving to hunt creatures.
G5: Upon foraging, the Swampmen are ambushed, a Giant Crab erupting from the underwater mud to strike at a Worker. Despite this, it's the Stone Tool user, and tries to knock it away. All that accomplishes is getting away for a moment. The Swampmen rally only for the Giant Crab's Bulk to almost skim along to crash into them, and despite flailing an injury occurs. The Stone Tool worker moves to strike, only to be knocked aside in the same way, the tool having little effect against it's shell. What follows is a frantic game of cat and mouse, the turtle taking Full Advantage of the Flooded plains to avoid attacks, while the Swampmen rally and manage to draw away with their food and lives. They manage to retreat into the Wetlands where it seems like it won't follow, but the exertion and combat resulted in another injury to a worker.
G3: The bear is avoided, but the Bobcats are unseen. What is spotted from a distance is a fairly large White Tiger. One wonders how it was missed before.

The White Tiger: Another FOE. Of the ones seen so far, it seems peaceful. It's main skill is in White Magic, however it can also travel between tiles should it choose to. Of the FOEs spotted, it is by far the weakest of them. On the other hand, atypically non-aggressive. On it's claw, well. Fighting it is ill-advised without the right prep.

Giant Crab: Not a FOE. Still a ridiculous Defense. Add in the water and fighting on it's preferred turf and you have issues. On the other hand, this is the only enemy on this tile. If one could only figure out how to defeat it, it would be a boon. Not going to be easy though. The Tauri are the only ones who could Trump it, despite their poor first showing.


Extradimensionals
3 workers forage at E6 with 2 stone tools, collecting 10 food.
3 workers forage at F6 with 2 stone tools, collecting 8 food.
1 worker prays. +2 FP.
1 worker researches Stone Spears, completing the tech. 8/8. Stone weapon designs are a bit more involved than wooden ones.
1 worker gathers 3 stone at F6
1 worker gathers 1 wood at F6

Combat Report
F6: The White Bear seems full, and the Black not interested.
E6: The foragers are ambushed not once, but twice. In the first case, minor scratches build up but the Jaguar is repelled. In the second, the ambush is turned against it, and then turned again, the three killing it and collecting 4 food from it's corpse.[And the Luck is back]


Weather Reports
E2 The storm has faded. With it, F2's storm is ripped apart, sun shining.
H5 is still facing sandstorms.

EF7's border heals. Slightly.


Weather Reports
F2, The Rain has cleared, though the ground will remain muddy for a bit. It should have dried after the next two turns. Some of the Jungle's lushness is observed to be returning, it should be healed by the end of next turn.



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, +5 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.

There may be errors in this.
« Last Edit: October 27, 2020, 04:24:02 pm by TricMagic »
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Supernerd

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Re: Divine Duel Turn 20- Advancements [1 tribe needed]
« Reply #340 on: October 26, 2020, 04:40:57 pm »

Jaanin'Maldaraak
Jaanin'Maldaraak considered the situation.

Overflowing with power, the time had come to deal with the most problematic invaders! Jaanin'Maldaraak shifts the weather dramatically.

With F1's food exhausted, there was no need to hold back as the Bonekin wouldn't be needing to tread there in the immediate future.

Jaanin'Maldaraak creates a Firestorm at F1! (-2fp)
Jaanin'Maldaraak creates more Rain at F2! (-2fp)
Jaanin'Maldaraak creates a Blizzard at G5! (-2fp)

Jaanin'Maldaraak invokes Tile Detail Observation on: G3
Jaanin'Maldaraak ponders Oracle Spells (Ponder Action 1)
Jaanin'Maldaraak ponders Oracle Spells (Ponder Action 2)
The second spell was probably related to the Weather Creation ability. Perhaps the third was related to Oracle Spells itself?
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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.

RulerOfNothing

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Re: Divine Duel Turn 20- Advancements [1 tribe needed]
« Reply #341 on: October 27, 2020, 01:30:16 am »

The Extradimensionals
Trait: Psionic Regeneration
Starting Tile: F6
Tribe Total: 10/10
Workers: 10/10
Food: 19
Wood: 1
Stone: 4
Stone Tools: 4/10

3 workers forage at E6 with 2 stone tools
3 workers forage at G6 with 2 stone tools
1 worker prays
2 workers harvest wood at E6
1 worker researches Terrace Farming Technique

Is the food I got from the jaguar included in the result for the E6 foragers?
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Dustan Hache

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Re: Divine Duel Turn 20- Advancements [1 tribe needed]
« Reply #342 on: October 27, 2020, 04:48:56 am »

the Zastarn bonekin
Hunger continues to gnaw at their being with the lack of readily available food to focus their minds on creation, be it tools or research.
2 workers take 1 tool and head to e2 in search of food, while the rest begin to deforest around their encampment for wood.
 The oracle researches reagent gathering, sensing that finishing this may speed up their future research of medicine.
Summery: 2 workers and 1 stone tool to E2 foraging food,
5 workers and 1 stone tool to F2 foraging wood,
Oracle researches reagent gathering.
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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.

King Zultan

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Re: Divine Duel Turn 20- Advancements [1 tribe needed]
« Reply #343 on: October 27, 2020, 05:13:44 am »

The Zebra Commonwealth
2 Workers forage C7.
2 Workers take 3 wooden spears with them to forage B7.
1 Worker takes 1 wooden spears with them to gather wood at B7
1 Worker prays to Thul.
2 Workers research farming.
1 Worker is born for 3 food.
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?

TricMagic

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Re: Divine Duel Turn 20- Advancements [1 tribe needed]
« Reply #344 on: October 27, 2020, 07:40:29 am »

The Extradimensionals
Trait: Psionic Regeneration
Starting Tile: F6
Tribe Total: 10/10
Workers: 10/10
Food: 19>23
Wood: 1
Stone: 4
Stone Tools: 4/10

3 workers forage at E6 with 2 stone tools
3 workers forage at G6 with 2 stone tools
1 worker prays
2 workers harvest wood at E6
1 worker researches Terrace Farming Technique

Is the food I got from the jaguar included in the result for the E6 foragers?

It wasn't, fixed.
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