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Author Topic: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)  (Read 11719 times)

Neyvn

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #15 on: November 17, 2010, 07:38:54 pm »

I still am never happy with the Tahark Hoard when I write them, I changed it a bit but it still feels the same as before...

I will have another look at it after work today and see if I can change anything about it for a better read, right now personally I don't like it...
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Nirur Torir

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #16 on: November 17, 2010, 07:54:23 pm »

Yeah, Nuirir is the only one (so far) who looks like he won't turn out evil, and even he looks like he has the goal of taking over the world for his own benefit.
I most certainly am not going to take over the world for my own benefit.

...

Civilization is for the benefit of everybody.

...

Anybody who stands on the side of civilization is a potential ally against the chaotic forces of barbarianism.
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lemon10

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #17 on: November 17, 2010, 07:58:55 pm »

No, its to the benifit of everyone IN the civilization, its bad for everyone else
and also the The Necro-kains seem pretty civilized, but i don't think that their civilization will help everyone else very much.

But yeah, i suppose i am on the pro civilization side against all the barbaric races.
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #18 on: November 17, 2010, 08:34:31 pm »


Also, I forgot to add to the first post: You can spend labor to further explore a specific hex, which will reveal more about that hex and, in the case of the Tempest-Tossed, will reveal potential uses for whatever resources the land holds. There is, however, a risk that some or all of explorers will not come back.

Also, I need to make up some buildings for you guys to make...
« Last Edit: November 17, 2010, 08:38:43 pm by abculatter_2 »
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Criptfeind

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #19 on: November 17, 2010, 08:44:07 pm »

So civ vs wilds?

Coo.

Also, if you need to / need me to make changes to my back story and what not to fit the setting better I can do that.
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #20 on: November 17, 2010, 09:23:01 pm »

Your backstory's fine, and honestly the world kinda hasn't been developed all that much, so your backstories help flesh it out. The only requirement for native-born is that they must be either evil, twisted, just plain weird or some combination of those.


EDIT: I forgot to change the city flag color... ignore that for now. It'll be fixed in the next update.
« Last Edit: November 17, 2010, 09:32:34 pm by abculatter_2 »
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

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Vanigo

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #21 on: November 17, 2010, 09:54:35 pm »

Hmm... Sounds like fun. I'm in; I'll get to writing up a civ.

Say, when you say magic is dangerous, how dangerous are we talking? Mucking around with plutonium levels? 40k levels?
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion
« Reply #22 on: November 17, 2010, 10:10:03 pm »

Spoiler: lemon10, The Nameless (click to show/hide)


Hmm... Sounds like fun. I'm in; I'll get to writing up a civ.

Say, when you say magic is dangerous, how dangerous are we talking? Mucking around with plutonium levels? 40k levels?

Both. Magic is some nasty stuff here, but I'll try to make sure the risk is worth it, if just barely.


Have to go to bed now, I'll try to get the others finished tomorrow.
« Last Edit: November 17, 2010, 10:11:34 pm by abculatter_2 »
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

Vanigo

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #23 on: November 17, 2010, 11:08:04 pm »

We need more good guys, I think. Or more halfway-decent guys, anyway.

Tempest-Tossed
Civilization: Gralia
City name: New Gralia Academy
Race: Mostly humans and gnomes
Theme: SCIENCE! Sometimes it's even reliable science!
Description: The survivors of the Gralia Academy Portal Disaster are a disorganized lot. The university town around Gralia Academy had no major government center, and what they've put together since is ramshackle at best. The Dean does his best, but even an expert governor would have a hard time managing the willful and highly individualistic New Gralians. They've got a strong sense that they need to pull together to get through their new situation, but getting two of them to agree on which direction to pull is a real struggle. They make up for it, though, in sheer unflagging zeal.
Most New Gralians are at least slightly manic, overflowing with energy and enthusiasm for whatever project strikes their fancy, and are quite often brilliant to boot. Of course, there are downsides. They're not your typical mad scientists - most notably, they have a healthy respect for the dangers of their profession, especially after the Portal Disaster - but they've got many of the same traits. They're unfailingly optimistic, enormously motivated, and wildly inventive, but also unruly, prone to monomania, and poorly suited to unskilled labor.
Religion is not terribly popular among New Gralians, but most subscribe to an informal philosophy exalting knowledge and honesty as the highest virtues.
History: The New Gralians are the survivors of the Gralia Academy Portal Disaster, a magical disaster that replaced Gralia Academy and most of the surrounding town with a spherical crater some 40 years before the rest of the world went to hell. It was not entirely destroyed, however, and parts of the Academy and Town eventually found themselves in this hellish new world. (It's not clear if they were in stasis for 40 years or if they traveled into the future or if timelines of the old and new worlds are orthogonal or what, but it's widely considered to be a facinating area of study.) It's not clear which experiment actually caused the disaster, but most people agree it was either one of the teleportation experiments or the guy who was trying to manipulate demonic energies into sealing themselves. None of the researchers in question survived the disaster, though, so they will probably never know. Not having seen the bitter end of the old world has left them more optimistic than most refugees, and they quickly set about making the best of their situation with pluck, vigor, and very poor organization.
« Last Edit: November 17, 2010, 11:19:55 pm by Vanigo »
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Vanigo

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #24 on: November 18, 2010, 01:04:54 pm »

Oh, by the way, can I suggest a rules change? I've come to the conclusion that morale is way too important as things stand, and population growth should be based mostly on something else - probably food availability or the like.
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abculatter_2

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #25 on: November 18, 2010, 04:19:44 pm »

Oh, by the way, can I suggest a rules change? I've come to the conclusion that morale is way too important as things stand, and population growth should be based mostly on something else - probably food availability or the like.

Alright, though morale should definitely have an effect on productivity, possibly research and military as well. Sustained low morale should cause rebellions, riots, and/or protests and should affect population growth.

As for exact mechanics, how about a base increase of 1% per year, plus 2% if you have 20% more population capacity then the population, plus 1% for meeting food demand for at least 3 turns, plus another 1% for meeting food demand for an additional 3 turns. Sustaining 8+ morale for at least 1 turn adds another 1%. Sustaining 3 or less morale for at least 2 turns decreases it by 2%.
« Last Edit: November 18, 2010, 04:22:26 pm by abculatter_2 »
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

Vanigo

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #26 on: November 18, 2010, 04:36:41 pm »

That sounds awfully complicated. The notion I was toying with was... well, also pretty complicated, to be honest, but without the multi-turn effects, so there'd be much less bookkeeping. Increase food production across the board, but increase base food consumption to 2 per population point. Split morale into prosperity and morale, with prosperity determined mostly by food consumption. Prosperity has the biggest effect on population growth, and also influences morale. Morale has a small effect on population growth, and affects productivity and probably military units.
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IronyOwl

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #27 on: November 18, 2010, 04:47:34 pm »

Personally, I'd go back to a Civ-style method, where you just amass food to increase population, and each successive increase takes more and more food. It makes population harder to get the more you have of it, rather than vice versa.

For morale, I'd probably say that for every X population units you please, you get a bonus labor, probably stacking multiple times. This would give it a growth effect in that the larger you are the more luxury you need/have use for, but still avoid multiplicative growth issues, since a large and small population still gets the same benefit per point.
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Criptfeind

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #28 on: November 18, 2010, 11:52:49 pm »

Ello? Need some helps?
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Vanigo

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Re: Age of Redemption : Pre-Game and Discussion (Recruitment Closed)
« Reply #29 on: November 19, 2010, 07:07:13 am »

Personally, I'd go back to a Civ-style method...
It's gamey, but it works. You'll probably want to get rid of population loss from creating military units, though; no sense having fractional population points with a system like this.
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