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Author Topic: A Tribal Game - Game over!  (Read 5932 times)

quinnr

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Re: A Tribal Game - Tribing!
« Reply #30 on: February 20, 2010, 10:57:45 pm »

4 of my people gather wood.
2 of them work to build a farm
2 of them begin searching for a way to make fire
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Haika

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Re: A Tribal Game - Tribing!
« Reply #31 on: February 21, 2010, 06:34:56 am »

lets see here, in J9 as you put it, (I agree with others the map is kinda sketchy, needs revision)

The farm animals will build another farm.
Population 1 will maintain farm #1(hopefully I'll eventually get a bonus)
Population 2 will take the coral building materials and build a hut/cave/home type thing.
Population 3 will gather food.

in J8
One population will search for animals to tame.
The other, who I will name, Mer the scout, will continue on his way to the northwest, and survey again at the mouth of that river there.

I'm assuming that the growth in population from my scout is from him finding 'wild' merfolk out in these areas who join up to the civilization. Makes more sense than some sort of asexual breeding.

And wow, these ocean restrictions are really limiting. Even with a farm I can't support my initial population, I hope that deep water will provide more space for such. Otherwise to grow, I'm going to have to spread out like amoebas, and that seems very odd.
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Lidhuin

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Re: A Tribal Game - Tribing!
« Reply #32 on: February 21, 2010, 11:38:43 am »

Have 1 person maintain each farm. Have 1 person in D19 try to tame a farm animal. Have 1 person in E19 create some digging implements out of stone, and have the final person in E19 create a storage shed out of stone, with a basement for storing food underneath. If that's too much for one person in one action, start with digging out the food storage basement.

You still have 2 people available. It only takes 1 pop unit to maintain All farms in any one terrain.

(Almost have all replies ready, but it does take a while. I find I prefer GIMP to MS Paint, but I do wish I could make it less pixelated...)
« Last Edit: February 21, 2010, 12:46:39 pm by Lidhuin »
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100killer9

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Re: A Tribal Game - Tribing!
« Reply #33 on: February 21, 2010, 07:30:12 pm »

Alright, have another work on the food storage, and the last one build a ditch in E20, connecting to the volcano and draining some lava into a resovoir.
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Re: A Tribal Game - Tribing!
« Reply #34 on: February 21, 2010, 11:41:41 pm »

Newly defined actions
Spoiler (click to show/hide)

As an abstracted game, a unit may represent anything from a single person to a million or beyond. It basically represents whatever would make sense. Same thing with time. Time passing may be a day, a year, a century or more.

Global Event
The volcano erupts, spewing forth lava, poisonous gas and ash. The volcano has proven itself active.


RNG

Event: The stone you collected last time proves too fragile and brittle for use and crumbles away. Perhaps it was all that exposure to the elements it suffered? (-1 stone)

Event: Rats get into your food store and eat themselves nice and fat. The food you collected last time is all spoiled as a result. (-1 food)

Your people manage to collect 3 wood.
Your people find a measly 1 food
Your people build 2 farms in F4
Your people collect 1 stone from the riverbed.
Your people consume the food in a feast and grow by one.

End of Turn Status:
points: 11+15=26
Population: 7+1 in F4
Farms: 2 in F4
resources: 0 food, 1 stone, 3 wood


Quinnr


You build two farms in H5
Your people find 5 wood in the forest.
They consume 2 food in a feast, but discover there is insufficient space for them to grow.
Your people wonder if the last piece of food will last. It does, for now.

In their search for how to make fire, your people produce 3 charcoal. Rather than consuming the wood to produce this as would usually be the case, the motivation found in discovering something new kept your people from consuming your gathered goods.

End of Turn status:
Points: 13+18 = 31
Population: 8 in H5
Farms: 2 in H5
Resources: 1 food, 5 wood, 3 charcoal

Your people consumed two food to avoid starvation (capacity increased from 5 to 8 (max capacity))


Haika

(A unit can be more than one person ;) )
Event: Some of the coral that your merpeople so dilligently collected is stolen by native fish. You lose 1 coral.

You build a farm in J9 and maintain the farm already present.
You build 3 homes in J9. Your people discover the value of Cities!
You gather 1 unit of kelp fruit (1 food) in J9.
Your people grow by 3 in J9, after eating hearty amounts of kelp fruit. They would have grown by more, but found themselves limited by food. (-1 food, +3 pop units)

Event (J8): Your merpeople see a flock of seacow and prepare to tame them, but then, from out of the depths of the sea, they see that a flock of gargantuan crab is making their way towards the shore. They spend the next period of time taming these crab. (Tamed crab instead of seacow).
You tame 1 flock of gargantuan crab (amphibious farm animal) in J8. No growth possible.

Mer the scout goes NW and surveys, discovering the area contains a reef (+1 food). The discovery spurs the growth of your people and they grow by two.


End of Turn Status:
Points: 10+19=29
Population: 6 in J9, 1 in J8, 3 in I7
Farm Animals: 1 (sea) in J9, 1 (amphibious) in J8
Farms: 2 in J9
Cities: 1 (cap: +3) in J9
Resources: 0
Bonuses: +1 mineral in J8


Nevyn

Your people gather 3 food
Your people build 1 farm in D12
Your people maintain the 2 farms in D12
Your people gather 3 wood
Your people build 1 warehouse in D12
Your people consume two food and find that there is not enough room for them to grow. (capactiy increased from 5 to 8 (max capacity))

End of Turn Status:
Points: 11+17=28
Population: 8 in D12
Farms: 2 in D12
Warehouse: 1 in D12
Resources: D12: 1 food, 3 wood



100Killer9

Your people maintain the farms in D19 and E19
Your people fail to tame any animals in D19
Your people produce 1 tool in E19 from 1 stone.
Your people build 1 warehouse in E19
Your people build 1 warehouse in D19
Your people move 1 unit from E19 to E20 and ”survey” (magma reservoir) in E20

Your people in E19 grow by 2 to the maximum capacity of 5.
Your people in D19 fail to grow, due to a poor hunt, remaining at 3.
Your people in E20 grow by 1

The volcano erupts and fills your reservoir with magma, which solidifies into igneous extrusive rock (+1 mineral bonus). However, some of your people are caught by the devastation and your population in E20 falls by 1.
Spoiler (click to show/hide)
End of Turn Status:
Points: 11+18=29
Population: 5 in E19, 3 in D19, 1 in E20
Farms: 2 in E19, 2 in D19
Warehouses: 1 in E19, 1 in D19
Bonuses: +1 mineral in E20, +1 stone tool in E19


I cannot finish the map by tonight, but will have it updated into this post tomorrow (I hope)

If you find any errors in my point counting, please let me know.

(So far, points seem to be within a fair range, so actions seem balanced).

Yeah, so, the map is going to remain a guideline which I will use to be able to tell where everyone is (I've got more zoom ;) ).
Map, End of turn 2:
Spoiler (click to show/hide)
« Last Edit: February 22, 2010, 04:09:50 pm by Lidhuin »
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quinnr

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Re: A Tribal Game - Tribing!
« Reply #35 on: February 21, 2010, 11:58:59 pm »

Er, what is my pop now?
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Lidhuin

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A Tribal Game - Turn 2
« Reply #36 on: February 22, 2010, 12:18:58 am »


Quinnr


You build two farms in H5
Your people find 5 wood in the forest.
They consume 2 food in a feast, but discover there is insufficient space for them to grow.
Your people wonder if the last piece of food will last. It does, for now.

In their search for how to make fire, your people produce 3 charcoal. Rather than consuming the wood to produce this as would usually be the case, the motivation found in discovering something new kept your people from consuming your gathered goods.

End of Turn status:
Points: 13+18 = 31
Population: 8 in H5

Farms: 2 in H5
Resources: 1 food, 5 wood, 3 charcoal

Your people consumed two food to avoid starvation (capacity increased from 5 to 8 (max capacity))

see bold.
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quinnr

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Re: A Tribal Game - Tribing!
« Reply #37 on: February 22, 2010, 12:25:49 am »

Ooops, sorry...writing actions now

EDIT:
3 units go to colonize the place to the north.
1 unit works on the farms
2 units search for stone
1 unit scavenges for food.
1 unit builds a hut.
« Last Edit: February 22, 2010, 12:28:52 am by quinnr »
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Haika

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Re: A Tribal Game - Tribing!
« Reply #38 on: February 22, 2010, 03:47:26 am »

I'm curious if the points allow us to purchase anything, like perks, or good events(or maybe bad events for the other civs)

That said, on to actions:

In J9 that shall be named Home.
the animal unit will maintain the farms.
1 pop unit will make another farm.
3 pop units shall gather food.
1 pop unit will gather coral from the sea floor.
And the final population unit in J9 will pray and worship the merfolk gods and give thanks for the blessings they have recieved so far.

In J8
The crab animal unit will construct spawn pits, to make more crabs ];)
The pop unit here will gather building materials

In I7
The unit Led by Mer the scout, shall continue it's great survey quest to the south. bolstered by the success so far, they brave the dark depths in search of larger areas to colonize.
Meanwhile, of the remaining population units here one shall attempt to tame local wildlife.
The other shall swim up the river/canal thing, and head for the coastline of the other side(H8?), to survey when they get there if time allows.
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Neyvn

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Re: A Tribal Game - Tribing!
« Reply #39 on: February 22, 2010, 06:03:10 am »

Is the Farms built on the City tile producing any food if cared for???
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Lidhuin

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Re: A Tribal Game - Tribing!
« Reply #40 on: February 22, 2010, 08:19:21 am »

Points are the measure by which you win the game by the 20th Turn. It allows for both violent and non-violent strategies. It also means that a player who has scored substantially more points than others, can be wiped out and still win.

Is the Farms built on the City tile producing any food if cared for???

Yes they do increase capacity, but the farms are halved in effectiveness (so it takes 2 farms to increase capacity by 1). This may become more important later on, if more structures/events/etc... end up also halving effectiveness, in which case the farms become useless (and will Not grant you points).
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Neyvn

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Re: A Tribal Game - Tribing!
« Reply #41 on: February 22, 2010, 12:37:17 pm »

OK then.

1 Tend Field
2 Tend Field
3 Build Huts
4 Build Huts
5 Gather Wood
6 Gather Wood
7 Gather Food
8 Craft Spears
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100killer9

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Re: A Tribal Game - Tribing!
« Reply #42 on: February 22, 2010, 04:19:19 pm »

2 people maintain farms, 1 person build a house in E19, one person build a farm in D19, two people build two farms in C20, one person build a warehouse in C20, one person dig a channel for lava to flow from E21 across E20 into F19, and one person make a bunker in E20 to have citizens retreat into in case of an eruption.
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RandomNumberGenerator

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Re: A Tribal Game - Tribing!
« Reply #43 on: February 23, 2010, 01:33:27 pm »

1 maintains farms
2 gather stone
1 makes stone axes
4 make more farms
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Lidhuin

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Re: A Tribal Game - Tribing!
« Reply #44 on: February 23, 2010, 03:33:46 pm »

Let me know if there are any errors, feedback is always accepted and map will be updated whenever I've got the time (it doesn't seem that important).

Remember, cities have no effect until they exceed max capacity by at least 1. In your starting areas, regular max capacity 8 (2 + forest + river = 4 * 2 = 8 ). For a city to start having an effect, it must have 9 homes in these areas.

Changes:
Spoiler (click to show/hide)

Newly Defined Actions:

Spoiler (click to show/hide)

Turn 3:
Global Event: Rivers flood! Some people near rivers suffer, others gain a boon from the silt fertilising their farms.

RNG
Spoiler (click to show/hide)

Quinnr
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Haika
Spoiler (click to show/hide)

Nevyn
Spoiler (click to show/hide)

100Killer9
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« Last Edit: February 23, 2010, 03:37:44 pm by Lidhuin »
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