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Author Topic: Founding Families - A Semicompetitive Civ Building Game [Explore IV]  (Read 11093 times)

A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #225 on: December 02, 2023, 01:38:13 am »

Quote from: Major Families
Settle Down (2.1): Powder Miner, Minor Families
Walls of Ghastly Aversion ():
Soul Drivers (1): Crystalizedmire
Quote from: Minor Families
Settle Down (2): Quarque, TCK
Walls of Ghastly Aversion (1): m1895
Soul Drivers (1): A_Curious_Cat
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Man of Paper

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Founding Families - A Semicompetitive Civilization Building Game [Exploit III]
« Reply #226 on: December 14, 2023, 12:18:16 am »

Expansion Phase III: A Change Of Pace (Roll: 7)

As the Wardens familiarized themselves with their surroundings, it became increasingly obvious that they would need to prepare themselves to centralize the tribe and develop a more permanent settlement. Under the guidance of a Minor Family (Quarque +1I), the tribe gathered themselves up once more and made the trek toward their new home - 17-M. The trip was relatively easy, and the tribe was anticipating life somewhere under open sky (an admittedly unsettling prospect) near running water. Being closer to the spiritual center that gave the tribe their self-imposed identity was very exciting as well. Folk excitedly moved throughout the area, and using lines of stones they were able to isolate portions of the area to give to each family in the tribe. While any old loose stone was used to mark property lines at first, the skilled stoneworking hands of the Wardens eventually made themselves clear and present.

Where Stonebreakers carved through the earth to reach an end goal, for Stonecarvers the end goal is the cutting of stone. Stonecarvers came about as a niche job meant to occupy the youth not quite suited to work in the caverns yet, but was quickly adopted by adults as they began to understand the potential utility of shaping stones for more purposes than just tools. Rough stones were replaced by smoother stone blocks that could be placed tighter together with fewer gaps, and soon the size and quality of a family's border blocks became something of a status symbol, with the better connected or "wealthier" (in the context of barely civilized cave people who just realized property is a concept) families even stacking their blocks vertically so as to let their property be identified clearer and from further away. The lakeside settlement quickly became a labyrinth in itself as stone walls formed corridors and unintentionally walled communal areas, rapidly coming to resemble the caverns that the Wardens had been familiar with for so long already. With supplies still coming from workers in 17-N, the tribe could take slightly more time getting settled in, and do so in a way that minimized their interaction with the mud wasps.

You tribe has coexisted in the same region as hostile creatures before, but the bears were few in number, kept largely to themselves, and were fairly non-aggressive. This is exactly the opposite of the wasps, and even with some careful planning, the sudden appearance of an entire tribe encroaching on the wasp's territory has rustled some chitin. Their aggression has only been stymied thanks to the use of lignite torchbowls, creating a sort of equilibrium that will need to be addressed should the local resources be developed upon any further - or the tribe grow much larger. There is one more cruel twist, as a shortage of stone thanks to the walls has resulted in an inability to fully provide for the Lignite Torchbowls. This lack of funding will see the efficacy of the torchbowls drop as time goes by, which will likely lead to more confrontations with the wasps.

[GM Note: Degradation will not slow since, although there is still Fuel available in the stockpiles, the Torchbowls require a full Lignite resource. This should provide a baseline to keep things simple as considerations become more complex, at least regarding multi-resource shenanigans.]


SETTLEMENT FOUNDED
Tribal Complex (17-M)


Spoiler: Settled Rules (click to show/hide)

Settling has an immediate effect of requiring 1 Food for upkeep per settlement

NEW DISCOVERIES:
Stone Blocks: Pieces of stone cut from the earth and shaped for easier stacking. Being used in a proposal will add/increase stone upkeep but it will benefit from slightly higher quality construction in addition to the effects (for good or ill) resulting from using carved stone vs. another material. Requires access to Stone.

Complex Walls: Complex walls are crafted from Stone Blocks to outline property and interlock with other walls to create a large singular complex. Instead of encircling a settlement, complex walls define the entire thing, with a wide variety of heights, stone sizes, and overall quality throughout. Doubles as housing. Requires 2 Stone for base upkeep, with costs increasing as the tribe and it's settlements grow larger.

-Stonecarvers: Tribesfolk with a desire to shape stone instead of carve through it. They are responsible for the tribe's stonecrafts and will generally improve the overall quality of the tribe's stonework. Requires access to Stone.


MODIFIED DISCOVERY:
Stonebreakers: Your tribe is intimately familiar with various properties of stone, and have a chance to identify an additional stone (or "stone") based resource when exploring or settling a new area. The digging out, smoothing, and marking of tunnels for regular usage also makes all forms of travel easier. Scouts also benefit from the ability to dig around/through obstacles. Exploration Range +1. Exploitation ->and Settlement Range<- extends +1 beyond borders. Only applicable to underground actions.



It is now the Exploitation Phase. Remember that you can choose a resource to begin exploiting in a neighboring area, or propose a development that would facilitate or build upon your ability to gather, identify, or otherwise interact with the resources of the world around you.

With the change in the tribe's lifestyle it became increasingly apparent that one family was somewhat absent from the decision-making process, and as a result was replaced by a former Minor Family. [In-game reasoning for swapping out Max Spin - due to a tie in influence a coin flip has determined that m1895 ascends to the position. I'm ignoring any ill effects from influence ties and the like since this was a request and not me trying to beat you nerds.]

EDITED TO ADD: With your first settlement in place, your people might eventually desire to come up with a name to collectively refer to their home as. As with the name of the tribe, naming settlements has no deadline and considers all voters equally regardless of family status.

Spoiler: The Age of Attunement (click to show/hide)
Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)

Spoiler: Families (click to show/hide)
TURNTURNTURN
« Last Edit: December 14, 2023, 12:29:42 am by Man of Paper »
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m1895

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Exploiting the granite mountains seems like the safest way to fix our stone issue
To wit, most other options either have their own fucked up gribbly to deal with, or can intersect with the spider path, the mountains only have the cave bears, explicitly easier to deal with, and they probably won't care what happens outside the caves.
« Last Edit: December 14, 2023, 12:31:01 am by m1895 »
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #228 on: December 14, 2023, 01:17:46 am »

Decided I might as well try this suggestion again.  It should help increase our access to food resources.
(Also, fixed a typo…)

Pit-fired terra-cotta ceramics (Builds on: Warm Fires, Requires access to: Clay, Fuel)

After experimenting with the strange soil in 17-M, we have found that we can form it into any shape that we want.  Leaving the items in this form, however, leaves it soft and prone to being dissolved by liquids.  Further experimentation has shown that if we burn the items in a pit along with some lignite, the items become hard and more resistant to liquids (they can still be seriously damage if exposed to liquid long enough and any liquid they contain will eventually leak out very slowly).  We have also found that, if we make and “fire” one of these in the form of a container with an open top and solid sides and a solid floor (which we call a “pot”), that they will retain water long enough for us to boil it (this requires us to separate the pot from the fire using stones so that the flames aren’t directly touching the pot, otherwise the pot will crack from the heat of the flames; also, as mentioned above, the water will eventually leak out if left in the pot long enough).  Finally, we have found that certain things that we previously couldn’t eat become edible when boiled in a pot (we also find that we can (optionally) boil many other food that doesn’t otherwise need to be boiled, making them more palatable).


Ceramics, I tell you!  Ceramics!…



Edit:



Shooting Stones (and exploit 17-N) (requires access to: Textiles and Stone)

We need stone and we need it now!  There’s plentiful stone at 17-N, but there’s a problem.  17-N is inhabited by cave bears.  And we are deathly afraid of the cave bears.

One day, someone was playing with a length of cord (a small rope) and found that if they wrapped it just right around a stone (and provided the stone wasn't too big or too small), they could swing it around.  They further found that, if they let go of one end of the cord while swinging the stone around and kept hold of the other end, they could cause the stone to shoot forth with deadly speed.  Fast enough (and hard enough) to shatter the skull of a cave bear.  They also found that, with practice, they could control where the stone hit.

With this new weapon, we can now protect ourselves from the cave bears and exploit the resources that they once prevented us from accessing.



Quote from: votebox
Major Families:

Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat

« Last Edit: December 14, 2023, 10:36:48 pm by A_Curious_Cat »
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Quarque

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Quote from: votebox
Major Families:

Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat
Exploit granite from 17N (1): Quarque
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m1895

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Quote from: votebox
Major Families:
Exploit granite from 17-N (1): m1895
Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat
Exploit granite from 17-N (1): Quarque
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The Canadian kitten

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Quote from: votebox
Major Families:
Exploit granite from 17-N (2.1): m1895, Minor families
Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat
Exploit granite from 17-N (2): Quarque, TCk
While slings will be useful as a weapon, I think ensuring having enough stone is a good idea first
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Powder Miner

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Quote from: votebox
Major Families:
Exploit granite from 17-N (3.1): m1895, Powder Miner, Minor families
Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat
Exploit granite from 17-N (2): Quarque, TCk
Gotta have a horse to even put in front of our cart

Namewise I like the idea of something emphasizing the idea that we have enemies on all sides right now but damned if I’m coming up with that something on a plane
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Quarque

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Starting the naming votebox, this is the best idea I heard so far but open to other suggestions.

Quote from: Naming vote
Spirithaven (1): Quarque
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NUKE9.13

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Quote from: votebox
Major Families:
Exploit granite from 17-N (3.1): m1895, Powder Miner, Minor families
Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat
Exploit granite from 17-N (3): Quarque, TCk, NUKE9.13
We need stone, and of the options available to us, I agree that the bears are, somehow, the least threatening.

Quote from: Naming vote
Spirithaven (1): Quarque
Skarybae (1): NUKE9.13
Skara Brae is the oldest preserved neolithic village in Europe, by some accounts. Like our settlement, it consists of drystone walls forming twisting clusters.
Also, our settlement is built next to a spooky body of water, or a 'scary bay', loosely.
Thus, Skarybae.
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Long Live United Forenia!

Quarque

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Quote from: Naming vote
Spirithaven (0):
Skarybae (2): NUKE9.13, Quarque
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Maximum Spin

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Quote from: Naming vote
Spirithaven (0):
Skarybae (3): NUKE9.13, Quarque, Maximum Spin
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Crystalizedmire

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Quote from: votebox
Major Families:
Exploit granite from 17-N (4.1): m1895, Powder Miner, Minor families, Crystalizedmire
Minor Families:
Shooting Stones (and exploit 17-N) (1): A_Curious_Cat
Exploit granite from 17-N (3): Quarque, TCk, NUKE9.13
Exploiting granite seems to be the best option we have
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she/her

Man of Paper

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Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #238 on: December 16, 2023, 01:01:33 am »

Exploitation III: Rock And Stone Again

Pushing themselves front and center, one family within the tribe has risen to prominence through strong command of their people. In this case, the family has directed the tribe toward the wealth of granite within 17-N. Stonebreakers and stonecarvers who worked on-site began making their regular treks between the tribal complex and their workstation in order to provide the tribe with the stone necessary to offset the shortages that led to a reduction in the number of active Lignite Torchbowls. While the re-increase in activity in the area certainly didn't go unnoticed by the Cave Bears, the Lignite Torchbowls being relit more than offset any agitation the tribe would have caused the bears.

As with the bears, the wasps within 17-M find themselves repelled once more by the redoubled efforts to provide the proper materials for the tribe's growing needs. While there's always going to be the occasional sting or bite, mass swarmings and deaths are rare if not completely absent for the time being.


It is now the Experimentation Phase. Remember unlike the other phases, proposals for new advancements in the Experimentation Phase do not need to be in any way related to an existing technology or piece of knowledge. Also remember that winning proposals have their resulting influence multiplied by 2!

Spoiler: The Age of Attunement (click to show/hide)
Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)

Spoiler: Families (click to show/hide)
TURNTURNTURN
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #239 on: December 16, 2023, 01:44:25 am »

Ok.  Heres Five (5) suggestions:

Pit-fired terra-cotta ceramics (Builds on: Warm Fires, Requires access to: Clay, Fuel)

After experimenting with the strange soil in 17-M, we have found that we can form it into any shape that we want.  Leaving the items in this form, however, leaves it soft and prone to being dissolved by liquids.  Further experimentation has shown that if we burn the items in a pit along with some lignite, the items become hard and more resistant to liquids (they can still be seriously damage if exposed to liquid long enough and any liquid they contain will eventually leak out very slowly).  We have also found that, if we make and “fire” one of these in the form of a container with an open top and solid sides and a solid floor (which we call a “pot”), that they will retain water long enough for us to boil it (this requires us to separate the pot from the fire using stones so that the flames aren’t directly touching the pot, otherwise the pot will crack from the heat of the flames; also, as mentioned above, the water will eventually leak out if left in the pot long enough).  Finally, we have found that certain things that we previously couldn’t eat become edible when boiled in a pot (we also find that we can (optionally) boil many other food that doesn’t otherwise need to be boiled, making them more palatable).



Shooting Stones (and exploit 17-N) (requires access to: Textiles and Stone)

One day, someone was playing with a length of cord (a small rope) and found that if they wrapped it just right around a stone (and provided the stone wasn't too big or too small), they could swing it around.  They further found that, if they let go of one end of the cord while swinging the stone around and kept hold of the other end, they could cause the stone to shoot forth with deadly speed.  Fast enough (and hard enough) to shatter the skull of a cave bear.  They also found that, with practice, they could control where the stone hit.

With this new weapon, we can now protect ourselves from the cave bears and exploit the resources that they once prevented us from accessing.



Soul Sentries (builds on: Soul Scouts, Requires access to: Mourning Dew)

After our run-in with the spiders, we quickly came to the conclusion that we needed some way of providing us with early warning of their approach.  At first we considered tasking some of the living with keeping tabs on the foul arachnids, but there were few (if any) who would volunteer for such a task.  We soon came to the conclusion that the dead were the best for the task.  The dead have nothing to fear from the fangs of the spiders, after all.  This works similar to scouting an area with Soul Scouts, except that the Soul Sentries patrol an area and report on any movements of creatures in to, out of, through, or within that area.  As this is more long-term than the Soul Scouts, it is also necessary to periodically pass the task of patrolling an area on to a new (set of) Soul Sentr(y/ies) while allowing the old one(s) to pass on to the Whispering Lake.



Soul Drivers (Builds on: Soul Scouts, Requires access to: Mourning Dew)

The spiders are a serious threat.  But they could be made to do our bidding.

Soul Drivers are similar to Soul Scouts, except that they create a sense of fear, dread, and uneasiness that frightens and repels targeted creatures.  By carefully coordinating their movements, the Soul Drivers can herd creatures from one area to another.  This can have multiple uses.  It can be used to dispose of pests by driving them into something (such as magma) that is sure to kill them… or it can be used to “weaponize” such pests by herding such that the their only route to “safety” is through our enemies..  And we all know how vicious something can become if it is trying to escape and something is standing in it’s way.  Thus we can turn them into our own personal “armies”, and send them forth to terrorize our foes!



Soul Spies (Builds on: Soul Scouts, Requires access to: Mourning Dew)

Soul Spies are similar to Soul Scouts except that they spy on other tribes and report back their findings to the Wardens.  They are very useful in determining the strength and demeanor of other tribes and, because they are nearly impossible for uninitiated members of other tribes to detect, they are very effective.  In addition, they can also be used for targeted killings and spookings (e.g. of animals)…



As you can see, all but one are recycled.

The first suggestion would be our first step on the path of ceramics and open up new sources of food for us.

The second would give us our first weapons (it’s also the best I could come up with considering our utter lack of access to wood).

The third would give us early warning of the spiders (and other encroaching hazards).

The fourth would allow us to drive the spiders away (or perhaps weaponize their movements to our advantage).

The last suggestion would benefit us in our relations with the other tribes.



Edit:  updated Soul Drivers with the changes noted in a more recent post (and in Discord).
« Last Edit: December 17, 2023, 04:05:33 am by A_Curious_Cat »
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