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Author Topic: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)  (Read 11711 times)

abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #60 on: November 26, 2010, 01:49:02 pm »

Also, how does putting points into research work, are we going static research?

Yeah, we're going static research, with research buildings possibly increasing it by a % value.

I have a question.

What can I do with my .6 labor this turn? Does it do nothing now and then next turn I use it? Can I farm a tile with it for .6 of the stuff I would get?

Also, I can not work my home tile right?

Edit: Also, what does essence do?

Excess labor is always rounded down, so it does nothing this turn.

I'm trying to decide if home tiles should be worked for free, or if they should just never be able to be worked at all.

Essence is a magical force in this universe which all life ultimately draws its nourishment from, a lot like sunlight in real-world ecosystems. It can also be worked into magic if one knows how to do it properly, and has the very peculiar property of causing water to multiply (which is an incredibly rare substance in this universe).
« Last Edit: November 26, 2010, 03:26:03 pm by abculatter_2 »
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Nirur Torir

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #61 on: November 26, 2010, 03:36:55 pm »

I have a question.

What can I do with my .6 labor this turn? Does it do nothing now and then next turn I use it? Can I farm a tile with it for .6 of the stuff I would get?
Excess labor is always rounded down, so it does nothing this turn.
Can't we get the excess labor from morale added to a pool each turn, and then only used once it gets to a whole number? IE, if I have 2.5 labor, every turn my available labor pool would alternate between 2 and 3.
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Criptfeind

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #62 on: November 26, 2010, 03:42:05 pm »

Hey, I see a small typo, you changed my trait from -1 moral to -20% research, but I am still at 4 moral.

Also, the name of my building should be Holy crypt.
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lemon10

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #63 on: November 26, 2010, 04:10:48 pm »

I think that people should start posting what their civ will do, the rules can change as the game goes on, but at this rate i don't think it will ever start.
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #64 on: November 26, 2010, 07:22:53 pm »

I have a question.

What can I do with my .6 labor this turn? Does it do nothing now and then next turn I use it? Can I farm a tile with it for .6 of the stuff I would get?
Excess labor is always rounded down, so it does nothing this turn.
Can't we get the excess labor from morale added to a pool each turn, and then only used once it gets to a whole number? IE, if I have 2.5 labor, every turn my available labor pool would alternate between 2 and 3.

That's fine too.

Hey, I see a small typo, you changed my trait from -1 moral to -20% research, but I am still at 4 moral.

Also, the name of my building should be Holy crypt.

Fixing...

I think that people should start posting what their civ will do, the rules can change as the game goes on, but at this rate i don't think it will ever start.

Yes, let's get those turns in, people!
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Neyvn

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #65 on: November 26, 2010, 08:05:53 pm »

Bit confused by some of the terrains meanings, and what is that teepee looking thing on my map???
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Nirur Torir

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #66 on: November 26, 2010, 08:23:33 pm »

I think my morale should be at 7, not 6.

How much food is needed to increase the population?
How much food can be stored without a granary?
How many other resources can be stored without any warehouses?
Do we get some RP/turn without any labor assigned now?
Do crags work as natural trenches?
How much food does each person eat per turn?
« Last Edit: November 26, 2010, 08:31:06 pm by Nirur Torir »
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Vanigo

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #67 on: November 26, 2010, 08:53:09 pm »

Alright, I'm reworking the food yields, as well as adding some documentation on stuff. Working a Barren Land will now provide enough food for 1 population, and a Shard Field enough for .5 population, though crags no longer directly provide food. Also, I'm now giving everyone a max of 1 research at the start. I'm also considering separating research from labor, but what other system should I use? Every x population provides 1 research point is tempting, but also wouldn't work unless I made native-born and tempest-tossed have different numbers for x.
Still can't do much of anything. I can feed my people if I put everyone on farming, but that doesn't leave me enough labor to do anything else. What am I supposed to do, put everything into food until I get discovery of the essence from my mad scientist and/or the auto-research everyone may or may not have, then build a farm, losing four food in that turn, then spend four turns getting my food stores back up, then build another farm? That would finally get me a point of spare labor, but it would take me a bare minimum of six turns to get to that point, which strikes me as ridiculous.
And what is that little red thing on my city tile? And what does Memories of Gralia do? And what do the ruins do? And what about the other tempest-tossed civs' Portal Marks?
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #68 on: November 26, 2010, 09:32:49 pm »

Alright, I'm reworking the food yields, as well as adding some documentation on stuff. Working a Barren Land will now provide enough food for 1 population, and a Shard Field enough for .5 population, though crags no longer directly provide food. Also, I'm now giving everyone a max of 1 research at the start. I'm also considering separating research from labor, but what other system should I use? Every x population provides 1 research point is tempting, but also wouldn't work unless I made native-born and tempest-tossed have different numbers for x.
Still can't do much of anything. I can feed my people if I put everyone on farming, but that doesn't leave me enough labor to do anything else. What am I supposed to do, put everything into food until I get discovery of the essence from my mad scientist and/or the auto-research everyone may or may not have, then build a farm, losing four food in that turn, then spend four turns getting my food stores back up, then build another farm? That would finally get me a point of spare labor, but it would take me a bare minimum of six turns to get to that point, which strikes me as ridiculous.
And what is that little red thing on my city tile? And what does Memories of Gralia do? And what do the ruins do? And what about the other tempest-tossed civs' Portal Marks?

To resolve the first issue; everyone now works their city tile for free. That should help with food.
The red thing is something you have yet to discover, as is what Memories of Gralia will do. The ruins and portal marks do nothing... yet.

I think my morale should be at 7, not 6.

How much food is needed to increase the population?
How much food can be stored without a granary?
How many other resources can be stored without any warehouses?
Do we get some RP/turn without any labor assigned now?
Do crags work as natural trenches?
How much food does each person eat per turn?

Why so? Also, it's at 5 right now.

3 * population food is needed to increase population.

This reminds me of something I forgot to mention which I decided to do: Every city now has a maximum storage capacity, with every unit of stuff (not including money) taking up 1 unit of storage. Food is included in this, and storing food outside of a granary increases the effects of famine and other food-degrading random events. How's that for improper documentation and organization?

Default city storage is 25.

Sure, if you wanna RP go right ahead. If you make it good enough I may make it have in-game effects.

I did not think of that... Let's say no, just because they're not on a hex edge.

Two.

Bit confused by some of the terrains meanings, and what is that teepee looking thing on my map???

Hunting Lodge.
« Last Edit: November 26, 2010, 09:36:21 pm by abculatter_2 »
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Criptfeind

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #69 on: November 26, 2010, 09:55:57 pm »

Okay. Two more questions.

1: How does research work?

2: Why do I have a Engineer for a leader, his bonuses are okay, I sorta like them, but it does not really make sense for my civilization.

Priest, sage, or hell even general makes more thematic sense.
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #70 on: November 26, 2010, 10:12:01 pm »

Okay. Two more questions.

1: How does research work?

2: Why do I have a Engineer for a leader, his bonuses are okay, I sorta like them, but it does not really make sense for my civilization.

Priest, sage, or hell even general makes more thematic sense.

Research is thus: Everyone have 1 research point which he can spend. This research point fills up the chosen technology's 'cost'. Every turn after research points are added, every technology which a player has spent research on will be rolled on to see if it's discovered. The percentage chance of it being discovered each turn is determined by taking research spent/total cost and multiplying by 100.

The Engineer was because I didn't want everyone to have governors and generals, and a sage would've countered your research penalty. I might've considered priest not beneficial without adding magic special abilities. I'm thinking of adding a new 'mage' leader, though I'm unsure of how exactly he'll work (should he be a free spell-casting unit? Or a general-like caster-improver? Possibly a mix of both?).
« Last Edit: November 26, 2010, 10:13:54 pm by abculatter_2 »
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Nirur Torir

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #71 on: November 26, 2010, 10:13:33 pm »

I meant research points. You changed it at least once, and now I'm completely clueless about it.

I believe I should have 7 morale because of my natural bonus and my governor.
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #72 on: November 26, 2010, 10:14:35 pm »

I meant research points. You changed it at least once, and now I'm completely clueless about it.

I believe I should have 7 morale because of my natural bonus and my governor.

Yes, yes you should.
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Criptfeind

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #73 on: November 26, 2010, 10:22:10 pm »

Possibly a mix of both?

Sounds about right.

Thanks for the info!
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Vanigo

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #74 on: November 26, 2010, 11:18:59 pm »

Well, that's workable, but keep in mind we're going to need to put a high percentage of our labor towards getting food, so we won't have much left over for anything else. You should therefore reconsider the labor costs on these buildings. Even the most developed native civs will have at most two spare labor per year to start, and the only way to get more is to build lots of farms and such - population doesn't help unless you've got more hexes with >2 food yield or extremely high morale. With the currently known techs, I can never have more than three spare labor! Two labor for a farm is a lot. The most ridiculously overpriced thing is definitely the walls. At a minimum of 24 labor to make a complete wall, not even counting how long it would take to get the 18 building materials, it's outrageously beyond the pale.

By the way, how do luxuries work? Is one population point 1000 people, and otherwise like other games? And is it still 1 labor to make a unit of clothing? With labor so much scarcer in this game, I doubt that'll ever be worth it.

The red thing is something you have yet to discover,
Fair enough.
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as is what Memories of Gralia will do.
Seriously? Does this mean it's a pure prerequisite like Ancient Knowledge, or does it mean it does something but I just don't know what yet?
(And what about Swamp Dwelling?)

Oh, and I guess I messed this up in my civ writeup, but my civ is named New Gralia, not Gralia.

And one more thing: Is the Hall of Learning still in the game, or did you just forget to take it out when you put autoresearch in? If it's in, does it work like before? And does one labor equate to one research point?
« Last Edit: November 26, 2010, 11:30:02 pm by Vanigo »
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