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Author Topic: Playground of the Gods / Kaynan God / Turn 3 Strategy  (Read 10410 times)

A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 0 Strategy
« Reply #135 on: February 07, 2022, 03:50:02 pm »

All right, all right.  I guess we don’t have to worry about the Illithids right away…
Quote from: Botevox
Avatar (yes final vote)
Whiskey Jack, the Lord of Lines: ()
Limkeer Alnan, The Record Keeper: ()
Limkeer Alnan, The Record Keeper (but the island is covered in lush tropical forests): (1) A_Curious_Cat
Evivizet, The Current: (4) NUKE9.13, Kashyyk, Doomblade, evilcherry
The Wolf of Wands: ()

Contract the (pick one)
Fairies: (4) Kashyyk, Rockeater, NUKE9.13, A_Curious_Cat
Avians: ()
Illithids: ()
Lizardfolk: ()
[/quote]
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Doomblade187

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Re: Playground of the Gods / Kaynan God / Turn 0 Strategy
« Reply #136 on: February 07, 2022, 08:12:56 pm »

Quote from: Botevox
Avatar (yes final vote)
Whiskey Jack, the Lord of Lines: ()
Limkeer Alnan, The Record Keeper: ()
Limkeer Alnan, The Record Keeper (but the island is covered in lush tropical forests): (1) A_Curious_Cat
Evivizet, The Current: (4) NUKE9.13, Kashyyk, Doomblade, evilcherry
The Wolf of Wands: ()

Contract the (pick one)
Fairies: (4) Kashyyk, Rockeater, NUKE9.13, A_Curious_Cat, Doomblade
Avians: ()
Illithids: ()
Lizardfolk: ()

Target Planar Trade Network:
Fairies: (1) Doomblade
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 0 Strategy
« Reply #137 on: February 07, 2022, 09:18:08 pm »

Quote from: Botevox
Avatar (yes final vote)
Whiskey Jack, the Lord of Lines: ()
Limkeer Alnan, The Record Keeper: ()
Limkeer Alnan, The Record Keeper (but the island is covered in lush tropical forests): (1) A_Curious_Cat
Evivizet, The Current: (4) NUKE9.13, Kashyyk, Doomblade, evilcherry
The Wolf of Wands: ()

Contact the (pick one)
Fairies: (4) Kashyyk, Rockeater, NUKE9.13, A_Curious_Cat, Doomblade
Avians: ()
Illithids: ()
Lizardfolk: ()

Target Planar Trade Network:
Fairies: (2) Doomblade, A_Curious_Cat

Edit:

:s/Contract/Contact
« Last Edit: February 07, 2022, 10:31:36 pm by A_Curious_Cat »
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Man of Paper

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Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #138 on: February 09, 2022, 01:45:52 pm »

Turn 0 Intelligence

The Faeries of the Air Plane were eager to accept your help in their mission to have fair representation in the Faerie/Avian senate. An outright revolution is out of the question, as both species are too closely matched to go to war without both sides being crippled by the fighting. Instead, the Faeries are looking for ways to improve their ability to persuade, convince, bribe, or disappear the senators who stand against reformation.

The Dragons of the Fire Plane have petitioned your aid after your rival allied with theirs. The vast hoards collected by the dragons are under constant threat of theft at the hands of the suicidal but creative Orcs. They are looking for assistance in providing security and protection for their wealth as well as the means to stop a theft once discovered.

The Planar Trade Network saw a small amount of use this turn as we began to trade with the newly-contacted Faeries. Air-related proposals will fall on the easier side if difficulty is wavering between two levels. Our PTN and Basic Diplomacy make minor inroads, with the Faeries, but not enough to improve Influence in the Plane. Likewise, the Dragons are hardly affected by our Basic Diplomacy.


While humans dominate this Mortal Plane that is unlikely to remain the case. With contact made to Magic Planes and the species within it is now possible to designate a Species Enclave. Species Enclaves are constructions that provide a special bonus to whoever controls the region it's placed in. Species Enclaves can only be designated in regions you control for species you have contact with, and you may only place one Enclave per region. Note that this does not count your opponents choice of Enclaves, meaning it is possible for two Enclaves to exist in the same region. Enclave bonuses improve the odds of successfully creating more specific types of equipment or spells. Once a species is contacted you will learn what effect assigning an Enclave will have. If control of a region flips, the bonus also swaps over to the new controller. You can assign up to one Species Enclave per turn during your Strategy Phase.

A Faerie Enclave is a whimsical, light-hearted place where Faeries can live by their own rules. To enforce their privacy and independence the Faeries protect their little city with very strong illusory magic. Controlling the Faerie Enclave improves the creation of mind-altering, sense-defying, reality-warping illusion magic.

A Dragon Enclave is little more than a few caves and breeding pairs of these highly solitary beings. These terrifying, awesome creatures are a sight to behold, and one that inspires men to arm themselves appropriately. Just in case. Controlling a Dragon Enclave improves the creation of siege weapons. 

It is now the Design Phase.

You have two design actions. Remember, you may choose to use both as a single High-Effort Design!

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: The Map and Key (click to show/hide)
« Last Edit: February 09, 2022, 02:47:38 pm by Man of Paper »
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Kashyyk

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #139 on: February 09, 2022, 04:49:55 pm »

I have a few ideas here.

Quote from: Charming Artwork
Connoisseurs of the creative arts have spent countless hours studying each and every detail of a favoured piece, theorising at length about its double meanings and veiled messages. This firmly goes over the head of the common eye, but even we can appreciate the beauty in a work of art. However, certain pieces can be so charming as to invoke the inner Aficionado in all of us.

These are not those pieces. They are however Charmed with beguiling, fae-inspired magics, that entice the observer to study it deeply, exploring every facet of its construction and encouraging  any fellows in the vicinity to do likewise so they can enthusiastically debate the piece's flaws and merits. Those who  are actual discerners of the fine arts are less effected by the spell, as well as those who know of the enchantments existance, as each has a number of concealed breakout points, which cause the spell to end its effects on the observer.

Our Draconic allies should like this as a subtle trap to protect their lairs, as well as a conversational piece without having to have ugly defences ruining the aesthetic. The faeries may like it as a way to distract politicians and cause them to miss key votes. We'll like it as an improvement to our defenses. The nature of the materials will probably make them Rare though. Perhaps we want to wait until we have a Faerie enclave set up.

Quote from: Sorcerer Sara's Stealthy Sensor
It is a well known fact that all politicians have some sort of secret they'll do anything to protect. They are, technically, still people. The only variable is how well they hide it. Sorcerer Sara's Stealthy Sensor is a spell designed to transmit sensory information from a transmitter to a receiver. These two items can technically be anything, but the law of sympathy means it works far better if the sense to be transmitted matches the form of the Sensor apparatus in some way. For example, casting the spell to transmit all that a statue eye can see to a dish of coloured sand works far better than a small featureless glob of gum being expected to transmit sound.

The Faeries should like this one to identify secrets they can leverage. The Dragons should like this to keep more eyes and ears out for intruders. I'm sure we cna find a military use too. I have no idea what Sphere of magic this would be though.

Quote from: Traitor's Mist
Using a careful mix of Air and Water magics, we can create an obscuring mist at a location on the battlefield. This isn't the end of it though. Anyone who breathes in the water droplets of this area have their perceptions warped, heightening their paranoia ams causing them to mistake the looming silhouettes of friend and foe. As a first effort we can't expect a sudden bloodletting free for all, but it should thoroughly stall an advance as soldiers refusing to heed orders or form ranks as they question everyone around around them.

This is the option if we want something something immediately combat viable. The Dragons might find it funny to use, but I don't see it being particularly helpful to them or the Faeries.
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Maximum Spin

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #140 on: February 09, 2022, 05:10:32 pm »

Okay, personally, I think it's best to try to play to the desires of the allied races as much as possible.
In particular, I like the idea of selling assistance to the dragons in exchange for gold which we use, since we already sort of trade-themed ourselves, for bribery and political corruption that can both aid the fairies and undermine our enemies.
Meanwhile, I have a vague idea of selling to the dragons something founded in air magic which would let them keep their hoards high up where they, assuming these are flying dragons and not lindorms or something, can easily access them while the orcs can't. (Assuming orcs don't fly.) I don't really have a clear picture for getting from here to there, though, since that sounds like it would take a lot more complexity than we currently have with -- hm, unless.

How about flying blimp-carracks?
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NUKE9.13

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #141 on: February 09, 2022, 05:11:04 pm »

Blackcrag Reavers (High Effort): The Princedom of Blackcrag has long been a major player in the East. This is in part due to its strategic location- the titular Black Crag overlooks the Black River, a major artery of trade within the Eastern Empire, and is easily defended. It is in part due to its strict and efficient government- ruthless, some might say, for the Prince responds to accusations of corruption in merciless fashion. It is in part due to the web of alliances it has built up over the centuries, through which it manipulates politics throughout the East. But it is mainly due to the Blackcrag Reavers. For the only surety of survival in the East has always been strength; a prime location, good governance, and loyal allies are nice and all, but they can't compare to the straightforward nature of an axe to the face.
The Blackcrag Reavers are unlike any other force in the East. Most importantly, they are professional- a standing army, well paid, drilled to perfection. They are taken in as children- usually orphans (sourced from orphanages across the Eastern Empire), though poor parents will sometimes submit their own children (either hoping the child will have a better life, or because they simply cannot feed them). In their early years, they are indoctrinated, educated, and conditioned, such that by their early teens they are already instilled with unwavering loyalty and discipline. They spend their teen years training on a near-permanent basis, such that by the time of their official enrollment into active duty at age 19, they rival the most skilled knights in martial prowess. They are also schooled in tactics, conditioned to be able to march for weeks in full gear, and made ruthless enough to kill without the slightest hesitation.
Needless to say, such training is a costly affair, and so to send them into battle in anything less than the best equipment the East has to offer would be folly. They are fully clad in metal armour; blackened plate, more than capable of deflecting anything a militiaman can throw at it, and seriously hard for even fellow elites to pierce. While they are familiar with many different weapons, their traditional armament is a halberd, featuring an axe blade (for scything through chaff), spear head (for absorbing a charge), and hook (for dragging armoured foes to the ground).
With Evivizet's emergence, the Prince of Blackcrag no longer needs his Reavers to maintain order in the East. Being as they are an extremely expensive institution, with Blackcrag no longer able to extort neighbours for tribute, they were on the verge of being disbanded. Evivizet couldn't let such elite warriors go to waste, however. Blackcrag will be subsidised, and the Reavers will march to war again. They are seriously limited in numbers, but they are the best the mortal plane has to offer. Though they may eventually be outclassed by magical means, for now they represent an all-but unbeatable force, capable of holding the line versus militia chaff almost indefinitely (though of course they cannot win a battle alone).
TLDR:
-Janissaries (Raised from childhood to be elite soldiers)
-Plate & Halberd
-Very Scarce




So, here's my thinking: it is the time for mundane things- I like Kashyyk's suggested spells, but all of them would benefit from establishing a Faerie Enclave first. With the discovery of enclaves, there is value in quickly capturing the central regions, to give us more room for enclaves- a blitz probably won't bring us to their capital, but it could get us a research advantage. We could design decent heavy infantry, but they'll be outclassed quite quickly by magic and monsters- elite heavy infantry have a higher chance of remaining relevant for a lot longer (especially with the addition of magical equipment). (Also, MoP really likes the High Effort concept, so he'll probably be generous towards us for doing one)
The alternative, as I see it, would be decent heavies + an influence design. I wouldn't mind doing that, if that's what others want. But I'm supporting just Reavers for now.


Quote from: Voatbocks
Design (Pick two, or one High Effort)
Blackcrag Reavers (High Effort): (1) NUKE9.13
« Last Edit: February 11, 2022, 07:16:40 am by NUKE9.13 »
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Kashyyk

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #142 on: February 11, 2022, 07:44:07 am »

I'm happy to support that. A solid roll on this will give us a reliable Military backbone for the rest of the game. Also, gotta try out High Effort designs at least once.


Quote from: Voatbocks
Design (Pick two, or one High Effort)
Blackcrag Reavers (High Effort): (2) NUKE9.13, Kashyyk
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #143 on: February 11, 2022, 12:43:14 pm »

Quote from: Voatbocks
Design (Pick two, or one High Effort)
Blackcrag Reavers (High Effort): (3) NUKE9.13, Kashyyk, A_Curious_Cat
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evilcherry

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #144 on: February 11, 2022, 12:57:02 pm »

Quote from: Voatbocks
Design (Pick two, or one High Effort)
Blackcrag Reavers (High Effort): (4) NUKE9.13, Kashyyk, A_Curious_Cat, evilcherry

Doubloon-Seven

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Re: Playground of the Gods / Kaynan God / Turn 1 Design
« Reply #145 on: February 12, 2022, 06:00:09 pm »

Quote from: Voatbocks
Design (Pick two, or one High Effort)
Blackcrag Reavers (High Effort): (5) NUKE9.13, Kashyyk, A_Curious_Cat, evilcherry, D7

Affirmation? Affirmative.
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Man of Paper

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Playground of the Gods / Kaynan God / Turn 1 Revision
« Reply #146 on: February 13, 2022, 09:57:07 pm »

Proposal: Blackcrag Reavers (High Effort)
Difficulty: Hard
Result:1, 5 (6+6)-1=11 Masterwork

It is a well-known fact that there is little deadlier than a soldier with nothing left to lose. With this in mind, Reavers are recruited from those who have nothing - orphans, children offered to their lord as tribute or tithe, or those surrendered by parents unfit for raising a child. These children with nothing are stripped of their only remaining possession throughout their initial indoctrination: their identity. Every Recruit is drilled to believe that the greatest glory belongs to those who rise to the status of Reaver and attain their Number, that there is no greater cause than to fight for dominance and victory on the battlefield.

While many are taken in as recruits, very few ever make it to the end of their training in one piece. The children are not spared the horrors of war - there are no training weapons on a battlefield, there is no mercy held at the end of a spear - and the brutality along with constant endurance training are responsible for many early "drop-outs". Mortality remains high throughout the decade(s) of hard, constant drilling, but at the end of that path will stand a finely tuned killing machine. A Recruits final test is to challenge a proper Reaver to a duel. As with all things related to the Reaver lifestyle, this too is to the death. If a recruit bests a Reaver, they adopt the losers number and are branded with a black bar tattooed across the eyes, making it apparent they are a Reaver to any who look upon them. Those who wish to similarly tattoo their face without being indoctrinated and inducted as a Reaver know the punishment to do so is death.

Blackcrag Reavers are armed with a 7ft halberd utilizing an axe head opposite a hook, all topped with a spearpoint, but what really sets Reavers apart is their pristine Black Plate Armor. When not training, eating, or resting, a Reaver is usually found maintaining their armor. This thick, finely polished darkened steel plate offers unparalleled protection, and is expertly designed with to overlap pieces of armor in order to reduce gaps in their protection while also not inhibiting movement (moreso than heavy armor naturally would). The helmet is open-faced, but a steel faceplate is attached to the helmet prior to battle, leaving only an unprotected band at the eyes.

Blackcrag Reavers are fearsome warriors, inspiring awe in their allies and striking terror in their enemies wherever they appear. There aren't many of them however, and they fight as a singular unit, making them Unique.

----------------

It is now the Revision Phase. As always, you have Two Revisions to decide on!

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: The Map and Key (click to show/hide)
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Kashyyk

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Re: Playground of the Gods / Kaynan God / Turn 1 Revision
« Reply #147 on: February 14, 2022, 02:59:28 am »

Quote from: Ost Materia Trading Company
Where there is scarcity there is value. Where there is value there is someone who will make a profit. And there is nothing more scarce than extra-planar commodities. The Ost Materia Co. is a divinely sponsored guild of merchants who will go to each plane as we contact it, and seek out the most valuable resources they have available, and note any glaring needs we might be able to fulfill. On their own, this give us a small boost that synergises with the PTN.

However our merchants will really come into their own once we are able to invest in a Branch Office on a plane. This will require some support from the hosts, and act almost like a "Kaynan Enclave" for our allies. Whilst they may gain the wonders of the mortal plane, in exchange we gain valuable resources and artifacts, destined for the markets of our empire and the other planes. Whilst some will be available to fund future projects,  most of this wealth will go towards enticing persuading straight up bribing people to do what we want (buying votes from avian politicians or paying Orc warbands to go do something else) and thus improve our Influence on that plane.

Also, I thought of a way we can still use Reavers despite their "until death" attitude. Of course, the answer is corruption.

Quote from: 'Foreign' Officers
The many Kingdoms of the East saw the Reavers of Blackcrag with envy and fear. They all knew their effectiveness, and also their insurmountable cost. All that time, energy and coin spent on a reaver... But what if one were to be only moderately crippled, or reach the age where their body just cannot keep up? All that investment, just spilled upon the ground with the warrior's lifeblood in some initiation Duel.

So a plan was hatched. Amenable dignitaries within the court of Blackcrag were found. And every now and then, a reaver is "lost". Not one of the new, fresh ones. Or the ones in their prime. Ones who would be expected to die in the next raid or to some upcoming neophyte. In the dead of night, promises and wealth are exchanged and the soldier is disappeared. A few months later, some nearby Lord's levy will turn out much better trained than before thanks to the efforts of some mercenary commander imported from "beyond the seas" who keeps to themselves for they do not know the culture of the East.
« Last Edit: February 14, 2022, 12:19:50 pm by Kashyyk »
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NUKE9.13

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Re: Playground of the Gods / Kaynan God / Turn 1 Revision
« Reply #148 on: February 14, 2022, 04:47:02 am »

The problem with trying to smuggle out Reavers is that they have an unmistakable facial tattoo that identifies them. But there's still a way to take advantage of their experience, I think:
Quote
Blackcrag Dead Officers: "You have died. You have shamed your number, failed your comrades, abandoned your duty. From this day forth, your name is no longer Thirty-Five. Your name is now Dead. Be grateful, Dead, that the Prince has offered you a chance to atone before your physical death. You will serve Blackcrag in another capacity, to support the living Reavers who must fight on without you."
Sometimes, a Reaver is injured- crippled, unable to fight on effectively. In battle, this will not stop them. They will continue to fight, using their halberd as a crutch and swinging a sword with their off hand, to the bitter end. There is even a story of a Reaver who lost functionality in all four limbs, yet refused to surrender, threatening to bite the enemy commander. However, sometimes the battle is won before death is achieved. And sometimes an Initiation Duel ends with the defeated Reaver disabled but still breathing, the victorious Initiate not required to strike the finishing blow. In these situations, the Reaver has still died. They are stripped of their number. A vertical black tattoo is added down their forehead and nose, creating a cross (which, for reasons lost to history, is often used to denote death). Yet their living corpse may still be of use.
Blackcrag did not rely exclusively upon the Reavers on the battlefield. Levies were still employed, mainly to support the Reavers and mop up after they crushed the enemy's resistance. Yet even the levies of Blackcrag were feared, for everyone knew they were trained by Dead Officers- former Reavers, atoning for their failure by imparting coordination and discipline upon Blackcrag's militia. Blackcrag's allies might similarly be granted a handful of Dead Officers to improve the quality of their forces.
Now that the Reavers serve Evivizet, so too shall the Dead Officers. Though there are not enough to personally lead every drill session, placing them in charge of drill sergeants will still cause trickle-down effects. The Dead Officers will create the training regimes used, and oversee the occasional drill session in person to make sure they are being carried out properly. Even their mere presence will inspire the troops- there is no one in the East who has not heard of the Reavers, so knowing that they are receiving guidance from one will make recruits more confident in their ability. This will improve their ability to maintain their formation and morale on the battlefield, while improved coordination will have a lesser but positive impact on their fighting skill.

Ost Materia seems like a decent upgrade to the PTN, although I'm now thinking it might be better to do an influence revision with a more immediate impact- we do want to start working towards that +1 bonus, and having to wait for a Branch Office to be set up might take too long.

Edit:
Quote
The Universal Language: No, not mathematics. Who cares about mathematics. I'm talking about commerce. You pluck an expert merchant from his home and drop him on an island he's never visited and whose language and customs he's never experienced before, and three days later he will have earned enough by trading to buy a ship and leave the island. Wealth transcends language. A diplomat may study a culture for years, but at the end of the day all he offers is empty words. A merchant need only study a culture for hours, and he'll know enough to offer full crates. Bribery? No, product samples.
With the Planar Trade Network operational, Kaynan merchants will start to build rapport with their extraplanar counterparts. We can use this, giving loyal merchants the task of spreading the good word as they work, as well as facilitating the transfer of bribes to key figures we are trying to win over. Effectively, this is intended to amplify the improvement in relations the PTN causes- it is not intended to improve profits at all.

Branch offices could be established later, perhaps, once we have more influence on the planes.
« Last Edit: February 14, 2022, 05:03:43 am by NUKE9.13 »
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 1 Revision
« Reply #149 on: February 14, 2022, 04:25:26 pm »


<snip>

Ost Materia seems like a decent upgrade to the PTN, although I'm now thinking it might be better to do an influence revision with a more immediate impact- we do want to start working towards that +1 bonus, and having to wait for a Branch Office to be set up might take too long.

<snip>


But, if we do OMTC as a revision, won’t we be able to establish a branch office in this turn’s strategy phase?
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